If you want to pay for an exclusive world, you name the changes and we can tell if there is a chance to do this and how much this cost. I guess changing PAX rights (I guess you want to get rid of the limitations?) shall be possible.
If you want to pay for an exclusive world, you name the changes and we can tell if there is a chance to do this and how much this cost. I guess changing PAX rights (I guess you want to get rid of the limitations?) shall be possible.
I mainly ask because if you do a private world you're probably not going to have 300-400 people on it, so having PAX rights limitations would make certain parts of the world almost entirely unserved. It would radically change the game strategy too.
I suppose in this situation you guys would want some sort of lease commitment?
@Sk: Here is an idea for you guys. Do a voting process on the various kinds of things that can be changed in a World. Then open up that world, charge people, say 2 extra credits per day, or just simply make the world have a deadline like Quimby? I mean, some people might actually love the challenge. I wouldn't want a limited time, but I think creating worlds with different kinds of settings vs creating the same world over and over again might be a better attractive business model you guys should really look to develop.
@Sk: Here is an idea for you guys. Do a voting process on the various kinds of things that can be changed in a World. Then open up that world, charge people, say 2 extra credits per day, or just simply make the world have a deadline like Quimby? I mean, some people might actually love the challenge. I wouldn't want a limited time, but I think creating worlds with different kinds of settings vs creating the same world over and over again might be a better attractive business model you guys should really look to develop.
It definitely won't be JUST two extra credits per day ;)
It definitely won't be JUST two extra credits per day ;)
No kidding. The issue with developing many different servers with many different rules is getting enough people interested in the server to make the idea viable from a business standpoint. I'll illustrate.
Let's assume that it takes 200 active accounts, paying 4 credits per day, to make the game break even. We don't have the exact numbers, but 200 is lower than any current server's holding company numbers, and there's been mention that the older servers, with fewer paying players, may be reset or removed due to not being able to pay their bills. So 200 active accounts, 4 credits each. That's 800 credits.
The big unknown in this scenario is how many players can you get to actively play on the custom-rule server in the long term. Maybe 50? Now you're talking about 16 credits per day, and 480 for a month. Some, like me, might think 50 is on the high side. Depending on the rule set, I believe you could be looking at as few as 15 to 20 people paying for the custom server. That's between 40 and 50 credits per day -- approaching 1500 per month... and that's just to break even.
To be clear, I am talking about highly customized game rule sets. The "historical" game model is a broad, general rule set many people would jump on board with in my opinion.
What I offered up is a World that has max 1200 players. Plus you can have broad changes so it won't become too specific and detailed. Either way, that is my offer. They can run test worlds for 1 year like Quimby and see how it does.
Other than a different era of flying, what would you have as changed on a custom server?
You know, if you wanna obtain king of the world title, you don't need to create a private server for 15 people where there happens to be very little or no competition at all. Scientists have discovered a new kind of game. It's called single player game and they believe it to be much cheaper!
Regards!
Other than a different era of flying, what would you have as changed on a custom server?
- Double slots
- Perhaps a faster time factor of x2?
- Increased pax?
- No old/used aircraft
- Limited 1 holding per user
- A cost to own a subsidary? Not in terms of credits, but in AS$
Something like that :P
- Double slots
- Perhaps a faster time factor of x2?
- Increased pax?
- No old/used aircraft
- Limited 1 holding per user
- A cost to own a subsidary? Not in terms of credits, but in AS$
Something like that :P
I can understand double slots, increased time, and more passengers. You want airlines to grow much larger much faster.
I'm not sure I get the cost of owning a subsidiary. Why have someone pay money for having a subsidiary?
I would prefer scenario similar to Quimby with double slots but same pax demand, all aircraft available as new, but with no investment restrictions. It sucks if you have hundreds of millions and nowhere to place them with the exception of a handful of obscure third world mostly African countries, while there are good opportunities elsewhere going untouched. Maybe with a limitation that investment in a different country can be done only after 3 months or so. And increasing the startup capital wouldn’t hurt either.
IMHO, I think that the current AS idea is excellent, and doesn't need changes. You can still create and run airlines in any part of the world; however you ONLY need traffic rights in that particular country to be able to carry PAX. In some countries, you gain those pax traffic right automatically, but in others, you need to work harder, i.e. you have to find investors from that particular country to invest in your airline until you obtain the desired traffic rights. At the end, you wont own the airline completely, but you'll be able to manage the airline, which is the important point. So, you just need to find someone who is able to do that for you: it makes the game more challenging, realistic, dynamic and sociable.
If you remove those traffic restrictions, after a few months few players will dominate the entire world; unless that is what we/you want.
@TobsW - the way it goes right now is you get your buddy to create a second holding and buy up the necessary shares after the IPO in order for you to get traffic rights. And that costs credits and requires an excellent relationship and commitment from your buddy/investor to maintain the holding alive. As for other airlines from that particular country buying your shares so you get the traffic rights, I do not foresee that. I mean… would you buy into a potential competitor just to give him rights in your market and make him an actual competitor? I guess not… you might find some investors (meaning operating airlines) in huge markets like USA where there arr many airlines… but I cannot imagine that in any individual European market (considering outside-EU rights are restricted to respective registration country within the EU) and I can imagine it even less in markets like Middle East, South America, etc. Which usually end up with 2 majors splitting the market.
@rubiohiguey2000 - Well, I think it all depends how you cooperate with other airlines, and how you behave "playing". If you wanna be the king of the world, then it will be difficult to find an investor; but, if you want to cooperate, play together, and don't become the king of the world and have more fun managing airlines, I'm sure you will find some investors in other countries (indeed I found some). And obviously, with all this joint business there is a risk of the other leaving; but in any business there's a risk, and indeed that's what make things more challenging and enjoyable at the end.
The idea I'm trying to say, is that if there aren't restrictions, in a few months time 10 players will dominate the world; and no more players would join the game -> which means, that the game becomes boring for the whole community (in average), except for the 10 players who "run" the world. In my opinion, is quite of a selfish idea.
There are always ways to curb domination. You could restrict establishing subsidiary in a different (currently restricted) country every 6 months, require minimum capital of e.g. 300 million, etc.
That sounds more like a offline computer game (like Airline 7 or something like that) than an internet base game ;) that being said, I would totally buy an offline version of AS if they really do it :D
i would settle for an offline version of AS any day too. i wonder if AS team has ever thought about a license that people could purchase which would give them permission to run their own servers.
i would settle for an offline version of AS any day too. i wonder if AS team has ever thought about a license that people could purchase which would give them permission to run their own servers.
If you're willing to pay, a private server should be possible in the future. However, I have no idea what the cost is. (Not cheap, though.)
Everyone and everything got it´s price. To be honest private servers would be very boring. The fun with the game is having competition.