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  #211  
Old 05-22-2013, 11:52 AM
Paegle Paegle is offline
Junior Member
iPhone 5, iOS 6.x
 
Join Date: May 2013
Posts: 1
Default

Hi! Could someone send me a list of the dates in which each aircraft gets available for purchase?

Airline name: EurAir, channel 73. E-mail: AVPaegle@gmail.com

Thanks in advance!
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  #212  
Old 05-24-2013, 07:45 PM
QP_planes QP_planes is offline
Junior Member
iPad (4th Gen), iOS 6.x
 
Join Date: May 2013
Posts: 1
Default Any Help on Fuel Price

I dont know how to predict oil price. Is it all simulated differently or they are all the same for all channels
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  #213  
Old 06-02-2013, 08:15 PM
Killerminer2309 Killerminer2309 is offline
Junior Member
iPad (3rd Gen), iOS 6.x
 
Join Date: Apr 2013
Posts: 10
Unhappy

Guys, I have a problem: when I try to login to all 3 accounts it says "Communication error. Cannot connect to DB." Am I the only person having this problem or someone else had it?! Plz tell me what to do.
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  #214  
Old 06-05-2013, 10:21 AM
chenghao0728 chenghao0728 is offline
Junior Member
 
Join Date: Apr 2013
Posts: 6
Default

it is very ridiculous that when all of my flights get profit and loading rate 70% and above but I loss money very month , the oil price is unreasonable high! I already give up this game!
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  #215  
Old 06-10-2013, 08:55 PM
AshleyTheNeko AshleyTheNeko is offline
Junior Member
iPod Touch (4th Gen), iOS 6.x
 
Join Date: Jun 2013
Posts: 2
Default

I'm enjoying the game, I just have a quick question. I've been letting my free credits pile up, and I'm wondering if they transfer or not when the channel ends and you start in a new one.
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  #216  
Old 06-14-2013, 05:14 PM
gazza1001 gazza1001 is offline
Junior Member
iPad (4th Gen), iOS 6.x
 
Join Date: Jun 2013
Posts: 1
Default Feedback

I enjoy playing ATO. i have a few suggestions that would make the game more playable and to increase enjoyment of players. Some of these improvements are carry overs from AT 1 and 2 which I also own.

Issues still exist with the game that I had hoped would have been corrected with the latest release:

a. Early start players or players with a lot of cash (!) hogging the best routes, or taking over the best routes in the game mid-game with huge planes, ousting later or smaller companies who cannot possibly compete as they often run routes at a loss
b. Unrealistic globalization - airlines are centered around a couple of hubs and spoke flights for a reason. To operate multiple hubs in 8-10 countries is unrealistic.
c. Turn length is fine, a little on the long side.
d. There should be the option to build an airport in places not currently having one.
e. Have a starting 'date' for each game slot and close it out for further joiners. This ensures that everyone starts the game at the same time. You register for the game, but the first 'turn' happens after the game is closed to new players. This then means that everyone is on the same field. You can then have multiple games, starting on Sundays?, once a week
f. One fixed main hub, 4 subsidiary hubs for the duration of the game. No-more than two hubs per continent?
g. Landing limits - most small airports cannot have a 747 landing at them. There should be a 'small planes only' or 'all planes' limit on some airports
h. Maximum number of flights per turn added
i. eventually the creation of subsidiary companies
j. Code shares and/or flight numbers. Why can we not assign flight numbers? Times of day? You could have the running 'month' time, with realistic flights in and out of your airports, similar to Airline Tycoon series (which is an amazing game still, despite AT2)
k. The airport screen - why can it not show your flights? If you have 250 out of 300 slots paid for, surely you can have a fixed picture of the different airlines operating from the airport, or maybe a departure board with the different airlines and their destinations
l. Alliances - non-competition and route sharing
m. Route tendering. If you want to run a route, say LHR-JFK you need to tender/buy this route in order to operate it. The game can set a maximum of ... per route, depending on the perceived capacity of the route. Periodically as demand changes, additional 'slots' become available for purchase, but still limiting the number that can operate in, in essence a route license (which is like the real world!!)
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  #217  
Old 06-16-2013, 04:56 PM
autonm autonm is offline
Junior Member
iPad (3rd Gen), iOS 5.x
 
Join Date: Jun 2013
Posts: 2
Default few pointers please

Im making only around $5,000k profit a turn... here's my set up:


5 routes with all maxed out schedules.
3 routes are 100% occupied, 2 routes at 70% occupied.
fare is set above average against competitors.
satisfactory on routes are 85%, 95%, 97%, 100%, 107%

I have 1 hub with 4 routes out of there and 1 other route which is short but frequent.

My 1 hub has 2 counters and 2 offices, which are 50% used. Having the 4 routes out of the hub helps save money rather than having lots of counters/offices.

Except for bringing my single route into my hub, I dont know how to make more profit. I am happy keeping this single route out as it makes profit.

fuel, maintenance, cargo - untcouced cant afford to buy
hotel, limo, travel - untouched, cant afford to buy
human resources - untouched, cant afford to adjust
investment - untouched, cant afford to adjust

I only have 48,000k so cant really afford more planes/fuel/maint etc.


Anyone please help? Im really enjoying this game, but 5,000k profit a month is turning this into a slow game.

*DEVS ... I agree with changing 2hrs into 1hr for each turn.
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  #218  
Old Yesterday, 04:47 PM
autonm autonm is offline
Junior Member
iPad (3rd Gen), iOS 5.x
 
Join Date: Jun 2013
Posts: 2
Default

Quote:
Originally Posted by autonm View Post
Im making only around $5,000k profit a turn... here's my set up:


5 routes with all maxed out schedules.
3 routes are 100% occupied, 2 routes at 70% occupied.
fare is set above average against competitors.
satisfactory on routes are 85%, 95%, 97%, 100%, 107%

I have 1 hub with 4 routes out of there and 1 other route which is short but frequent.

My 1 hub has 2 counters and 2 offices, which are 50% used. Having the 4 routes out of the hub helps save money rather than having lots of counters/offices.

Except for bringing my single route into my hub, I dont know how to make more profit. I am happy keeping this single route out as it makes profit.

fuel, maintenance, cargo - untcouced cant afford to buy
hotel, limo, travel - untouched, cant afford to buy
human resources - untouched, cant afford to adjust
investment - untouched, cant afford to adjust

I only have 48,000k so cant really afford more planes/fuel/maint etc.


Anyone please help? Im really enjoying this game, but 5,000k profit a month is turning this into a slow game.

*DEVS ... I agree with changing 2hrs into 1hr for each turn.
Bump.
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