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Messages - Mr.Burns

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1
Game Strategy / Re: Maintenance formula
« on: July 13, 2016, 08:04:06 am »
Dredging this one up from the annals of history... 

Do you think keeping that a "closely guarded secret" are fair though?   No real world CEO/CFO/COO would invest in new equipment without knowing what it's costs are going to be.   

From a game developer standpoint I understand keeping it a secret, but there should be a middle ground where we know what our costs are going to be. 

2
Suggestions / List the fuel prices
« on: July 13, 2016, 03:00:17 am »
A few weeks ago I dug up an old post concerning fuel burn rates - and now I can't find it. 

That thread stated that the fuel rate is per flight hour - but what is the cost per gallon/liter?  Other threads I pulled up said that the price does change from year to year to account for inflation and whatnot, but I can't seem to find out what I'm actually paying for fuel. 

I'm very pragmatic and make my plane purchases based on algorithms I use for (purchase) cost per seat mile, but I want to be able to base that on operational cost per seat mile.  For example in World 3185 the Caravelle's are pretty bitchin' planes but you have three (well - two good) options, the N and the R.  They are priced $200,000 apart and have a 2 gallon/liter burn difference.   Without knowing what I'm paying for fuel, it's impossible to know which has the advantage over it's 1, 2, or 3 year lifespan. 

Could we have the fuel costs listed somewhere in the admin or operations pages? 

3
Suggestions / Re: Growth charts
« on: July 05, 2016, 06:39:55 am »
Not really.  It's not like it's not publicly available data in the real world. 

4
Suggestions / Re: Growth charts
« on: June 30, 2016, 09:29:05 pm »
The information is more or less already stored though.   I can go in to my reports and see my aggregated monthly costs/revenue.   This would just spit all of that out in to a chart.   

I'm uber competitive so I target one or two airlines, start late on purpose and then try to hunt them down.  So what I do now is cut and paste their stats every day at the reset to monitor their expenses and growth.  If I miss a day, that mucks things up and I have to extrapolate the info since we don't have access to other airlines' financials.   (SImplest solution would be to just make that info public.)

It would be awesome to be able to just see a graphic representation of how they are doing and maybe compare individual airlines.   

5
Suggestions / Growth charts
« on: June 14, 2016, 04:58:10 am »
I'd like to see a publicly viewable growth chart added.  There are a couple of other games that have a "stock market" implemented and I personally think it's ridiculous, but the nice thing about it is that you can track the airline's growth over time and you can see who started the game late.  Perhaps base the stock price off of a fixed 10,000,000 or 100,000,000 outstanding shares and lock the chart length to only see the time the world was playing. 
 


6
Bugs / Re: Typos - centralized thread
« on: June 13, 2016, 10:21:17 pm »
http://www.airlinemogul.com/help.php

"Growing Airlines (and users)
Being playing Airline Mogul for a few days? These are some of the questions we get asked by users in the early days of growing their airlines."

I think you're trying to say:  "Been playing..."

7
Bugs / Game Manual not found
« on: June 13, 2016, 10:16:28 pm »
The link for the manual is broken.

8
Bugs / Re: A380 not profitable
« on: June 13, 2016, 10:15:46 pm »
Interesting, I used to make a killing with them last time I used them. 

9
Suggestions / Multiple ideas: Expenses, wages, maintenance...
« on: June 13, 2016, 09:15:03 pm »
Stephen et al...  Long time player (ID 8829) dipping my toes back in again.  Since 2006 I've played several of your competitors' games, got an MBA and learned a little bit about programming.   So I've come up with some ideas that I think would be easy to implement, help challenge the game, slow down the speed of growth etc...  

Terminal costs
I assume that in the game, a Terminal and a Concourse are basically treated the same and lumped in under the term "terminal".  Atlanta for example has one terminal but multiple concourses, while JFK has multiple Terminals that each have their own concourse.  

Assuming it's a "one term fits all", then the costs to build and expand a terminal are grossly unrealistic and contribute to the runaway growth.  It only costs about $46,000,000 in the game to build a terminal at the Heathrow or Atlanta which is a a fraction of the costs of the REAL terminals both airports built or proposed in recent years.  Heathrow's Terminal 2 cost €2.3B and took 4 years to build.  Atlanta's new F concourse cost €1.2B and similarly took a few years to build.

I'd recommend making €1.5B the benchmark price for the largest airports and scaling it back from there. Similar to larger planes taking longer to build, larger terminals should take longer to build as well.  The 747 takes 168 hours to build (7 real days or 7 game months), so a terminal at Heathrow should take ~288 hours (12 real days or 1 game year).  

Aircraft data
Currently there are several different says that aircraft data is displayed.   In the Brokering menu, you can see the multiple engine performance data and their prices, however in the Purchase menu, you do not.  Similarly, the aircraft search page does not include the engine variants, which can be dramatic.  I've always been a cost conscious/ROI player and that's how I've usually crushed other players way back in the day, so for me, the ability to see fuel usages and pilot/flight attendant requirements would help me make better decisions.  Currently, I've had to build my own spreadsheet to track all of this which probably gives me an unfair advantage.

Expenses & Wages
Same thought process as above, expenses need to be itemized or better able to identify.  As I mentioned above, it's hard to easily find pilot and flight crew numbers but I assume they are lumped together under "Staff Expenses".  But we're running two pilots 24 hours a day in perpetuity which is unrealistic.   Perhaps for every 8 pilots, you automatically have to hire another 2 man "reserve" team. Same with flight attendants.  This will help drive up costs and slow down growth.  

Maybe go one step further and have a union contracts for pilots, crew and mechanics that need to be negotiated every 2 game years?

Maintenance
Even the best engines need an overhaul around 5000 hours.  Again, we're flying these things non-stop in perpetuity.  You could make it tedious like some of your competitors, or just have it so that a plane goes out of commission for one (real) day every 5000 flight hours... Or if you want to make us manually come in so we're engaged in the game, have it stop flying at 5000 hours until we come in to tell it to go to the shop.

I've got other ideas but if you've read this far, you deserve a break.

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