To fuel the fire...
In JNB, started with 2 DC-10-30's and had enough left over for 5 LHR flights for each plane. I made $700k the first week, $1.2 mil the second week, $1.9 mil the 3rd week. Leased a 3rd DC-10, added 5 more LHR flights. I was making $10 mil a week by the second month of the game, $15 by the 3rd month with near 100% LF's to LHR, and touching $30 mil a week by the 6 month mark. If you are at an airport that can support a LHR flight from day (demand = 1000 or greater), you print money from the second the game starts. Some tweaking in this department is still required, I think.
I have to agree very strongly with Others on this issue on LH printing money. I was hoping to overcome it in LAX by doing a more "realistic" start with short haul first make a nice profit then move on to LH. OOPPS!!! I started out in first but after the first month I could not keep buying slots and planes like my competition. I guess unless something changes we will all have to go for LH routes first if we want to compete in base and this will cause even a greater difference between large airlines and small. I really like Jumbo's idea of attaching LH to CI also. to be able to print 10 million a week after 6 months is crazy when all the SH guys are only make 2-5 million. O well maybe we will just have to conform if you want to have a largest airlines. Next MT strategy DC10 to LHR.
PS. this is not criticizing any player that is doing this method.
Peeps, We've been through this same issue already. As a fix to the F/C LH strategy in the early days of AWS, the "magic carpet" rules were coded to prevent an airline from taking all F/C class pax from day one and having a huge advantage within 2 months. This was celebrated by all
until next full game world came about. At that point, the player base realized that with the new rules, LF were horrible at the beginning, causing too slow of a start. Further, even if the player's supplied seats were no where near shown demand (IE 100 supplied v 500 demand daily), LF was still horrible.
As usual, the hordes took to the forums complaining that the Magic Carpet rules were too strict and "why can't I have higher LF when i am the only one flying the route" blah blah x100.
In response, Sami changed the penalty so that if the shown demand greatly exceed player supply, the penalty would not be in effect and you could start with much higher LF. Most celebrated and that was that.
Jump forward a few years with AWS's player base being much more skilled and information easier to come by, we're back to square one of complaining about LH making too much profits from the start (near direct result of the penalty change Sami made to the MC rules.)
~ The answer is not
ban LH from the start of every GW. That would bring more headaches to players (especially noobs) but also would go against the spirit of AWS. Tying CI to LH would be a start, but you could still bypass it a few ways (lease no aircraft and add marketing to get CI real high ect ect.) Besides, CI already has many functions and I wouldn't want CI to be "unbalanced" by adding more burdens to it.
What the answer should be is focusing on RI
. Currently, when you start a route (daily, SH or LH) it takes roughly 5-6 months before RI reaches 100. This is where your fix is
. Sami needs to change the formula for RI growth and differentiate between SH and LH. LH should take twice as long as SH to reach full awareness. Where's SH would reach RI100 in 6mnths, LH would reach RI100 in 1 year. Then you go a step further and hard code C/F class to start at RI50. Then naturally increase C/F allocation from RI50-RI100.
Once that's done, route marketing should be adjusted so that full marketing (all options) raises RI to 100 in 6 months for LH (3 months for SH). Re-scale the other options accordingly. Lastly, tweak route marketing to cost more (because now you just made route marketing completely useful).
This would greatly reduce the LH cheap DC10 start GG in 2 game months
and making LH more skillful to start.
That is the direction we should move in.