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Last Post Wins Round 8
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Inaccurate Airport Data
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Lufthansa
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Post a video
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New Forums
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Dokhu Global Transport
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Adding Airports
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AirWoj
Forum: Roleplay
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10-02-2019, 02:25 AM
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| (Minimum) Employee Wages |
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Posted by: chaitanya - 06-22-2017, 08:36 PM - Forum: Game Discussions
- Replies (1)
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If I am not understanding it wrong, Industry Average is actually the average of the Hourly Pay given by each airline. And Happiness and Attrition Rate depend on it.
Hypothetical Situation: What if all the players decide to decrease their airline's Hourly Pay to ZERO? Then average industry will be ZERO too. Then airlines don't pay anything to their employees and save thousands of dollars every week.
Just wanted to know if this is possible in the game. Also can some please explain me Attrition Rate. What it is?
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| Marketing/Advertising |
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Posted by: Unknown98 - 06-21-2017, 02:29 AM - Forum: Game Discussions
- Replies (3)
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I'm beginning to work on this feature so I figured I'd ask what you guys would like to see.
I was thinking you could advertise either your entire airline, for an overall reputation boost. Or, you could advertise a particular route, which would increase demand on that route (both ways).
Any specific requests as to how it should work or what each type of ad medium should do? I don't want to create a basic system, I want your choices of ad types to matter. Maybe television is good for some things, but print is better for others. Basically I want each type of medium to have a different type of effect? If that makes sense.
I was thinking at the initial start of the game to lower the reputation you start with... maybe even all the way to 0%. That would make initial marketing very effective for getting a head start and attracting more passengers. As you grow and gain reputation naturally you could reduce marketing as you build brand image.
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| Salary |
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Posted by: Dokhu - 06-20-2017, 09:16 PM - Forum: Suggestions
- Replies (1)
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Hi.
The law does not allow to decrease the value of the salary after being assigned. It should not be allowed to lower wages.
Thanks.
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| Public Beta - Phase II |
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Posted by: Unknown98 - 06-20-2017, 04:31 PM - Forum: Game Updates
- Replies (8)
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Okay, we have officially entered phase II of public beta.
What this means is that most of the game is functional to the point where I believe we can begin to simulate what gameplay will be like once beta ends and the game officially goes live. There are still a few features missing (such as aircraft leasing) but those will be added in due time.
So, specifically what has changed? - Startup funds - you now choose between 3 loan options when starting your airline. Each loan must be repaid in full, although there is no time limit imposed in which you must repay the loan. If you take longer to repay the loan, interest will pile up and your credit rating will struggle to improve.
- Aircraft maintenance - Aircraft now have weekly maintenance costs associated with them. This cost depends on cycles, not necessarily age, although the two typically go hand-in-hand. Periodic A/B/C/D checks will come at a later date.
- Aircraft insurance - Aircraft now have a weekly insurance cost. Large aircraft are more expensive to insure.
- Headquarters building - You must manage your HQ and ensure it has enough space for your office employees. Office employees are your executives, corporate operations, and 25% of your CSA's (some CSA's work at the airports as check-in & gate agents, and some work at your office as call center reps). Your HQ has a weekly lease cost as well as weekly overhead costs (overhead is the cost of running the office. Utilities, supplies, fees, taxes, etc.)
- Employees - Manage your employee salaries and reserves (reserves are extra employees to fill-in when others are absent) to maintain happiness levels and reduce attrition. High attrition rates lead to training costs for new hires.
- New aircraft purchase queue - You can no longer get instant delivery of new aircraft. I've modified the delivery wait time so it shouldn't be as long as it was before.
- Less detailed information is shown during route research now
- Route debug has been disabled for now. If we need it again I can enable it.
I believe I've touched on everything there. For all the weekly costs such as payroll, insurance, maintenance and so forth, it is all calculated on Friday at Noon GMT. The only expense you will pay for immediately is payroll. The other costs such as insurance and maintenance will be calculated on Friday for the following week. So for example this Friday you will not pay any maintenance or insurance, but it will calculate it and insert it into your Upcoming Payments for next Friday. That's just easier than trying to pro-rate it back depending on when your airline was created.
There are still a lot of things I want to do before ending beta. Take a look at the to-do list if you haven't already to see what's in the works.
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| Gates Busy |
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Posted by: xp1459 - 06-16-2017, 05:49 PM - Forum: Bug Reports
- Replies (5)
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I currently experiencing problems with gates. Some of my gates appear as busy but there is no planes using it.
I.e i have 9 gates fro YYZ and two of them are permanently busy with no planes using it.
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| Aircraft Insurance |
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Posted by: Unknown98 - 06-13-2017, 05:34 PM - Forum: Game Updates
- Replies (2)
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Aircraft insurance cost has been implemented. You can see the payments for each aircraft in your upcoming transactions ledger. From next week onwards the insurance payments will be made every monday at 4am server time, which is 10am UTC I believe.
Insurance cost depends on the size of the aircraft, right now the formula is $250 per seat (based on maximum allowable seats, not the seats you configure it with). I'm not entirely sure how accurate that is, but it can be easily changed. Remember this is weekly cost.
In the future I'd like to allow players to choose various insurance options, either fleet-wide or maybe on an individual basis per-aircraft. Maybe something like liability only, or liability + hull loss. But for now the insurance cost is fixed and cannot be configured.
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