Online Airline Management Simulation
or login using:
My Account
Edit account
» Achievements
» Logout
Game Credits
Credit balance: 0 Cr
Buy credits
» Credit history
» Credits FAQ

Author Topic: Player operated non-airline companies  (Read 1995 times)

Offline Elladan

  • Members
  • Posts: 544
Re: Player operated non-airline companies
« Reply #20 on: July 13, 2014, 07:27:30 PM »
Further to discussion about player owned non-airline operating companies, but, I guess separate (so I'll hijack this thread!) because  I was interested to read Sammi would consider Holding Companies as a concept. I've searched and seen it discussed before so while Sammi possibly has the door open a little I thought I would push at it a bit!

I agree with Cur$e that stock markets and stock market simulations should not be included in AWS, and that AWS is an Airline simulation game.

A holding company would allow players to create a separate airline for different functions. A low-cost commuter line, a long haul line etc. When they are bored, or one isn't consistent anymore with what they want to get out of the game, by having a subsidiary in place they could sell that bit of the business. This would allow other players, who were concentrating on that area to buy it. Valuations would not be set by the stockmarket, but as they are in private transactions in the real world. You could use the current measure of Share holders equity as a bench mark, and allow players to offer above or below for that subsidiary. You would need to enable other players to do "due diligence" on the subsidiary, so the owner could open that business up for (say) 2 game days for the other player to kick the tyres. Obviously it's up to the seller to decide whether he trusts the potential buyer to have that privilege, whether he is desperate enough to want to sell it, or he could decide not to open it up and the buyer may bid, sight unseen (presumably for a lower price).

This would have a number of potential aspects.

1) It would mean that slots would now have intrinsic value (which they don't at the moment) and could be correctly regarded as an asset rather than the expense that they should be at the moment. I could over pay for a commuter airline because my LH wants the slots that the subsidiary owns. This is more realistic. (I really think, and the various debates on the forums suggest that slots are the biggest issue in AWS)

2) Alliances would have even more relevance. I could sell or swap my commuter subsidiary for a partner's LH subsidiary so we could concentrate on our respective interests.

3) If my airline is struggling, I could sell off a business to reinvest in the struggling side thereby avoiding bk and giving a more realistic opportunity to restructure.

4) If the valuation of the business is included in the player's wealth then profit and losses on the sales of business' would give a fairer valuation and impression of the players skill rather than just accumulated salary.

5) Some players could specialise in turn around situations, hop from dog to dog and accumulate personal wealth, not just by building Mega Airlines, but prove their worth in turning small airlines around, selling them on for a profit and moving onto the next opportunity.

6) Leasing companies could also exist (and I guess this is where the original suggestion came from) and change hands without detracting from the airlines' proper business, with different valuation measures (i.e. not just income related).

7) It's just more realistic. Situations such as Deutsche BA could be replicated. Countries/regions/strategies could be flexible and other players could decide that they could run a business better.

At the moment AWS seems to be, mostly, about getting bigger and bigger. That could still be an aim, but this way, people who prefer to concentrate on, say, profit rather than passenger or aircraft numbers and efficiency rather than number of countries supplied etc would have a longer interest span.

There is another game that has what you're arguing for and it's simply not working. The bottom line is you either allow hostile takeovers and then I'll just buyout my competitors or you don't allow that and then no one will be buying or selling. Besides, what one can do with the money he gets from sold enterprise in the game?

Offline Laama

  • Members
  • Posts: 143
Re: Player operated non-airline companies
« Reply #21 on: August 03, 2014, 01:26:19 PM »
I stopped playing this game about a year ago because I got bored of the same clicking all the time. Now I came back to see if we have connecting pax, city based demand etc. finally in the game and I had this exact idea on my mind to suggest if those things aren't in the game yet. Good to see that you have been thinking of the same thing and having catering, maintenance, ground handling the same way as the fuel suppliers would be a great addition to the game and the possibility to have your on company on the market too.

Offline Maarten Otto

  • Members
  • Posts: 1276
    • My photo site
Re: Player operated non-airline companies
« Reply #22 on: August 07, 2014, 09:44:52 AM »
I welcome the idea of new "types of businesses".  However I can remember that I once posted an idea where this would also apply to the type of airline you want to run. LCC flying into a remote airport, advertising heavy and thus creating demand. This could see airports like Lelystad (30 miles NE from Amsterdam, Not modelled in AWS) to be used by an airline who pays for airport development and creating a business. He could sell parts of his investments to other airlines wishing to use facilities.

Other thought were subsidised routes where a guarenteed income for operating the route would be offered regardless of ticket prices.

Offline chris06

  • Members
  • Posts: 279
Re: Player operated non-airline companies
« Reply #23 on: December 15, 2014, 09:34:22 PM »
What are your ideas of use players taking over our competitors. For example a player is unable to continue player the game but has an option to put hes airlines on the market for other airlines to buy or just close the airline down. ??????????

Offline we74

  • Members
  • Posts: 17

The 3 people who like this post:
Re: Player operated non-airline companies
« Reply #24 on: December 16, 2014, 03:15:42 PM »
Implement Cargo Airlines first. Premium seating/seat pitch/in flight entertainment/catering should have a large impact in the game. Yes it is micro management but a good way to compete with other airlines.

/ Anders.

Offline chris06

  • Members
  • Posts: 279
Re: Player operated non-airline companies
« Reply #25 on: December 18, 2014, 12:48:23 PM »
I agree cargo first will be excellent

Offline azdozer

  • Members
  • Posts: 15
Re: Player operated non-airline companies
« Reply #26 on: January 04, 2015, 08:03:12 PM »
This is a great idea, maybe we could start implementing this with systems currently in place? For example, customer services, technical services and maintenance, ground handling can and should all be contracted out should one choose to. First off though the pricing needs to be fixed. For example I'm paying $2,700/mo for a ground handler. In a 160 work hour month at 40 hours a week that comes out to $16.87/hr. I see job postings all the time from SwissPort for ramp agents every week. They make $8.00/hr. Even Southwest, who has their own, "in house" ramp agents and the highest paid and union make $11.00 after their 6 month probationary. With the right pricing, this could be an awesome thing to implement and it would make running airlines more profitable than it is now.


WARNING! This website is not compatible with the old version of Internet Explorer you are using.

If you are using the latest version please turn OFF the compatibility mode.