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Page 2 of 5
With the introduction
of competition into the Airline Empires demand equation, the demand
curve shifts noticeably. As shown in Figure 2, the entire graph shifts to the
left since there is more capacity available at the same demand. This results
in a much lower fare required to achieve profitable load factors; The same
drop in yield the major airlines are complaining of
today. The specifics of how much the demand equation is moved, and all factors
included is proprietary, of course, but it should be easy to see how
competition is simulated in the revenue environment.
Figure 2 - Example load factor distribution for a route with competition
While this system was
revolutionary to online airline management simulations, it does have some major
drawbacks. Firstly, by taking an average of the cities yearly enplanements to
calculate demand, accurate demand between airports is impossible. Most
specifically, a player inaugurating a flight between two extremely close, yet
large cities, will develop a respectable profit. For example, New York?s
LaGuardia and JFK airports will have a very high load factor since both of
these airports generate a large number of enplanements, but very few, if any,
passengers are actually flying between these two airports. The same situation
results when operating a flight between to distant cities. Hong Kong generates
a very large number of enplanements every year, and South Bend, IN develops
enough to be included in the game, however there are actually very few
passengers who fly that route. The SBN-HKG route in the current Airline
Empires system would have a comparable number of passengers as the SBN-ATL
route, which in reality, has many more enplanements.
Another problem with
the current demand equation is the handling of connecting passengers.
Currently, when a hub is designated by a player, all routes through that city
are affected by a percentage of passengers entering the city. For each
passenger that flies into or out of the city, they are added to the total city
value for that airline at half of the fare. For instance, if you have two full
100-seat routes between your hub in Atlanta and Birmingham and Charlotte, the
passenger base for each city would increase by 100 passengers (100 for each
flight divided by two). By adding the total number of passengers who fly into
the city to the cities yearly enplanements, an increase in load factor will
result, as is found in the industry. Since each connecting passenger takes two
flights for every one ticket they purchased, their ticket revenue is divided by
two. While this does add incentive for players to develop a hub-and-spoke
system, it falls far short of simulating the true revenues generated in an
accurate connecting environment. It is from this inaccuracy that the next generation of revenue management simulations will be derived.
The premise behind most
airline revenue management systems is to maximize revenue by catering to the
high yield business passenger, yet minimizing unused capacity by offering
otherwise unsold seats at a discount. Revenue management systems are among the
most complex computer systems in the world, and attempting to simulate both the
market and the reaction of one of these systems is a comparably complex task. It
is no wonder then that an accurate simulation of actual airline revenue
generation does not currently exist.
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