I was experimenting with some of my former airlines. I was trying to make a low-cost carrier like Ryanair or EasyJet. I was trying to make flights to small airports like BVA, BMA. I made flights to there from a little airport of Newcastle (NCL). I used Boeing 737-500 on the routes and I have made flights twice cheap. Nobody booked the flights. Any ideas about that???
Perhaps this could be addressed then? The low-cost phenomenon is even present in the data used by AS to generate demand, etc. This is a "realism" factor that I hope could be addressed. I know it isn't easy. But there should be another facet that says that cheap flights with no amenities will attract another segment of business. That is, rather than have demand as this uniform pool, develop characteristics of passengers that do want nothing but luxury, those in-between, and those who want cheap cheap cheap.
So many threads on here talk about how easy some users are "gaming" the system and making it difficult for anyone else to get something going. I realize that some will respond - welcome to a simulation of the airlines, it is dog-eat-dog. However, it doesn't seem like there is enough diversity to make alternative business models work.
Of course, if I am seeing this wrong, please correct me.
I've subscribed on-and-off for about two years now and although I love the structure of the game, I am often more disappointed than not. Some will respond - "learn to play the game dude" - but the tutorials and wiki all seem out of date and/or incomplete. It actually reminds me of trying to use the Arma2/3 scripting documentation, there's a little there, but not enough to really learn beyond trial and error.
However, I see others with monolithic airlines and realize that we have no fine-tuned means of establishing competition. We have: keep employees happy, spend on nice things onboard, and buy new airplanes. However, in reality, there are other models. Thus, the monolithic nature of the passengers and however their demand is being modeled, really constraints playing with different modes of gameplay.
Looking for any corrections to weaknesses in my assumptions here - I might learn from them.
It’s tough and the margins are lower than with a full-service airline, but if you focus on the basics of low-cost airlines and are willing to adapt to some ingame mechanics, it’ll work.
It’s tough and the margins are lower than with a full-service airline, but if you focus on the basics of low-cost airlines and are willing to adapt to some ingame mechanics, it’ll work.
I don’t think it would work anymore because I’ve tried also to make cheap flights with good food service but nothing worked.
AS doesn’t offer the possibilities to establish such a low cost airline.
Ryanair etc negotiates contracts with airports, manufacturers etc in a way to get real good deals
staff structure and general distribution is essentially different
they don’t cater an existing demand but create their own with cheap ticket offers, point-to-point
All of the above isn’t modeled within AS so I’d find it hard to establish such concept. Diversification is only possible within narrow borders in AS and I see the real low-cost strategy far outside these borders.
Additionally to what AK said, a large percentage of revenue for real-world low cost airlines comes from extra charges that are not available in AS. These include items such as:
Additionally to what AK said, a large percentage of revenue for real-world low cost airlines comes from extra charges that are not available in AS. These include items such as:
Strangely enough, a not-negligible portion of revenue for some legacy airlines (at least, the North American and European ones) also comes from ancillary fees and onboard sales. Sadly enough, although Canada has a low cost carrier of our very own, no passenger flying Rouge has ever said “this flight was cheap!” (but plenty of passengers have been saying ‘what the heck is this? I paid for a mainline ticket! At least they have funky hats to make up for the crappy seat pitch…’)