Author Topic: What would get AH growing again  (Read 3573 times)

Offline hazmatt

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Re: What would get AH growing again
« Reply #165 on: November 11, 2024, 08:38:09 PM »
Now let’s ask ChatGPT what it would take.

Please estimate the amount of initial investment, time and manpower it would take to make this changes happen?

Estimating the initial investment, time, and manpower required to elevate Aces High III (AH3) to a competitive position in the flight simulator market involves evaluating key areas, including development, marketing, and operational support. Here’s a detailed breakdown of the projected resources and costs required.

1. Graphics Overhaul and Realism Improvements

   •   Team: 5-6 3D artists, 3-4 graphics engineers
   •   Time: 12-18 months
   •   Cost:
   •   3D Artists: $70,000-$90,000/year per artist = $350,000-$540,000
   •   Graphics Engineers: $90,000-$120,000/year per engineer = $270,000-$480,000
   •   Total: ~$700,000-$1,020,000

2. Enhanced Dynamic Campaigns and Realistic Missions

   •   Team: 3 game designers, 2 AI programmers, 2 mission designers
   •   Time: 6-12 months
   •   Cost:
   •   Game Designers: $80,000-$100,000/year per designer = $240,000-$300,000
   •   AI Programmers: $100,000-$120,000/year per programmer = $200,000-$240,000
   •   Mission Designers: $70,000-$85,000/year per designer = $140,000-$170,000
   •   Total: ~$580,000-$710,000

3. Expanded Accessibility and Onboarding for New Players

   •   Team: 2 UX/UI designers, 2 instructional designers
   •   Time: 3-6 months
   •   Cost:
   •   UX/UI Designers: $85,000-$100,000/year per designer = $170,000-$200,000
   •   Instructional Designers: $70,000-$90,000/year per designer = $140,000-$180,000
   •   Total: ~$310,000-$380,000

4. Cross-Platform Support and VR Integration

   •   Team: 4-5 cross-platform/VR developers
   •   Time: 12-18 months
   •   Cost:
   •   Cross-Platform/VR Developers: $100,000-$130,000/year per developer = $400,000-$650,000
   •   Total: ~$400,000-$650,000

5. Regular Content Updates and Seasonal Events

   •   Team: 3 content designers, 2 event coordinators
   •   Time: Ongoing (initial 6-month ramp-up)
   •   Cost:
   •   Content Designers: $75,000-$90,000/year per designer = $225,000-$270,000
   •   Event Coordinators: $60,000-$75,000/year per coordinator = $120,000-$150,000
   •   Total (initial 6-month setup): ~$170,000-$210,000

6. Streamlined User Interface and Quality of Life Improvements

   •   Team: 2 UI/UX designers, 1 front-end engineer
   •   Time: 4-6 months
   •   Cost:
   •   UI/UX Designers: $85,000-$100,000/year per designer = $170,000-$200,000
   •   Front-End Engineer: $90,000-$110,000/year = $45,000-$55,000 (for 6 months)
   •   Total: ~$215,000-$255,000

7. Enhanced Community Engagement and Content Creation Tools

   •   Team: 2 community managers, 1 developer for modding tools
   •   Time: Ongoing (initial setup: 3-6 months)
   •   Cost:
   •   Community Managers: $60,000-$75,000/year per manager = $120,000-$150,000
   •   Developer for Modding Tools: $90,000-$110,000/year = $45,000-$55,000 (for 6 months)
   •   Total: ~$165,000-$205,000

8. Flexible Subscription Model and Expanded Free-to-Play Access

   •   Team: 2 monetization analysts, 1 software engineer for backend modifications
   •   Time: 3-6 months
   •   Cost:
   •   Monetization Analysts: $85,000-$100,000/year per analyst = $170,000-$200,000
   •   Backend Software Engineer: $90,000-$120,000/year = $45,000-$60,000 (for 6 months)
   •   Total: ~$215,000-$260,000

9. Partnerships with Influencers and Flight Sim Content Creators

   •   Team: 1 influencer outreach coordinator, influencer sponsorship budget
   •   Time: Ongoing
   •   Cost:
   •   Coordinator: $70,000-$85,000/year = $70,000-$85,000
   •   Sponsorship Budget: $150,000-$250,000
   •   Total: ~$220,000-$335,000

10. Refining Flight Physics and Engine for Competitive Realism

   •   Team: 3 flight physics engineers
   •   Time: 6-12 months
   •   Cost:
   •   Flight Physics Engineers: $100,000-$130,000/year per engineer = $300,000-$390,000
   •   Total: ~$300,000-$390,000

Total Estimated Initial Investment

To summarize the estimated costs for the initial investment:

   •   Total Development Cost: ~$3.5 million to $4.4 million
   •   Marketing and Community Engagement: ~$500,000-$750,000

Total Combined Initial Investment: ~$4 million - $5.2 million

Time Estimate

The estimated timeframe for a full overhaul would be approximately 18-24 months, assuming work is done concurrently across all areas.

Conclusion

With an investment of $4 million to $5.2 million, a 24-month development cycle, and a skilled team, Aces High III could become more competitive within the flight sim market. This level of commitment would be necessary to close the gap with top-performing flight simulators, positioning AH3 to regain subscribers and attract a wider audience.

Very interesting for sure.

Maybe you should have asked it how to get 2 to 3 times more subs then to try to compete with the big dogs?

Offline The Fugitive

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Re: What would get AH growing again
« Reply #166 on: November 11, 2024, 09:24:56 PM »
Fugi is the man! My you tube channel is all about what not to do fugi should start it back up!

I love watching your videos and I think you show more of what you should do in this game...... have fun!  <S>

Offline Dadtallica

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Re: What would get AH growing again
« Reply #167 on: November 11, 2024, 09:40:02 PM »
Very interesting for sure.

Maybe you should have asked it how to get 2 to 3 times more subs then to try to compete with the big dogs?

Ok let’s do it and lump the cost and ROI. This is where what the community wants and what HT as a company would need.

Instead of becoming a global player again… what would it take to attract and maintain an active player base at 2-3 times more than today. Let’s assume active subscriptions are roughly 700-900 monthly. Give me five detailed bullet points with costs and a final cost to maintain it for five years minimum. Include an roi net +/- after the five years if subscription costs remained $14.99.

To attract and maintain an active player base of around 2-3 times the current level (1,400–2,700 monthly subscribers) for Aces High III, here’s a focused plan with estimated costs and potential ROI over five years:

Key Initiatives

   1.   Improved Onboarding Experience
   •   Objective: Simplify the onboarding for new players to increase conversion and retention.
   •   Cost:
   •   Hire a UX designer and game tutorial developer ($90,000/year each) = $180,000/year.
   •   Develop a custom in-game tutorial with voice-over and guided missions ($50,000 one-time cost).
   •   Annual Total: $180,000 + $50,000 (initial setup) = $230,000 (first year), then $180,000/year.
   •   5-Year Cost: $950,000.
   2.   Content Expansion with New Maps and Missions
   •   Objective: Regularly release new maps, missions, and campaigns to keep long-term players engaged and attract new ones.
   •   Cost:
   •   1 content designer and 1 part-time developer ($90,000/year each) = $180,000/year.
   •   Asset and map design costs: $40,000/year.
   •   Annual Total: $220,000.
   •   5-Year Cost: $1.1 million.
   3.   Community Engagement and Event Hosting
   •   Objective: Host regular events, including tournaments, themed campaigns, and community challenges, to foster loyalty.
   •   Cost:
   •   Community manager and event planner ($70,000/year each) = $140,000/year.
   •   Event prizes and sponsorship costs: $25,000/year.
   •   Annual Total: $165,000.
   •   5-Year Cost: $825,000.
   4.   Digital Marketing and Influencer Partnerships
   •   Objective: Increase visibility through targeted ads, partnerships with niche influencers, and engaging social media content.
   •   Cost:
   •   Marketing coordinator ($80,000/year).
   •   Influencer partnerships, ad spend, and promotional content creation: $60,000/year.
   •   Annual Total: $140,000.
   •   5-Year Cost: $700,000.
   5.   Tiered Subscription Model and Retention Initiatives
   •   Objective: Offer flexible subscription tiers and rewards for long-term players to improve subscription stability.
   •   Cost:
   •   Monetization analyst and loyalty program manager ($85,000/year each) = $170,000/year.
   •   Loyalty rewards and occasional subscriber-exclusive content: $20,000/year.
   •   Annual Total: $190,000.
   •   5-Year Cost: $950,000.

Total 5-Year Investment

   •   5-Year Cost: $4.525 million

Revenue and ROI Calculation

Assuming a subscription price of $14.99 per month, let’s calculate revenue based on the target subscriber increase to 1,400–2,700 subscribers.

   1.   Monthly Revenue:
   •   1,400 subscribers: $14.99 * 1,400 = $20,986
   •   2,700 subscribers: $14.99 * 2,700 = $40,473
   2.   Annual Revenue:
   •   1,400 subscribers: $20,986 * 12 = $251,832
   •   2,700 subscribers: $40,473 * 12 = $485,676
   3.   5-Year Revenue Projection:
   •   1,400 subscribers: $251,832 * 5 = $1,259,160
   •   2,700 subscribers: $485,676 * 5 = $2,428,380
   4.   Net ROI after 5 Years:
   •   At 1,400 subscribers:
   •   Revenue: $1,259,160
   •   ROI = ($1,259,160 - $4,525,000) / $4,525,000 = -72.2%
   •   At 2,700 subscribers:
   •   Revenue: $2,428,380
   •   ROI = ($2,428,380 - $4,525,000) / $4,525,000 = -46.3%

Summary

To break even or make a profit within five years, the game would likely need to reach and maintain an average of 4,700 monthly subscribers:

   •   Revenue from 4,700 subscribers: $14.99 * 4,700 = $70,453 per month, or $845,436 annually.
   •   At 4,700 subscribers, the project would approach breakeven by the fifth year, achieving profitability soon after if the growth rate continues.

Reaching this higher subscriber count would likely require additional marketing and feature development investment beyond this initial plan.

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Offline Dadtallica

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Re: What would get AH growing again
« Reply #168 on: November 11, 2024, 09:41:28 PM »
Therefore….

So is it your conclusion that becoming a major market player and maintaining a smaller but profitable player base would essentially need the same time and resources?

Yes, based on the analysis, it appears that reaching profitability as a niche title with a smaller but steady player base and attempting to break into the broader market would require similar levels of investment and time.

The core reasons are:

   1.   Content and Technology Requirements: To attract either a niche or mainstream audience, Aces High III would still need improved graphics, onboarding, and quality-of-life updates to stay competitive and increase retention rates. The gaming market has become more demanding, so even niche players expect modern graphics, smoother gameplay, and content variety—making these investments essential regardless of audience size.
   2.   Community Engagement: Building a loyal community requires ongoing investment in community management, events, and marketing to maintain engagement. Whether aiming for a smaller, sustainable player base or a mainstream resurgence, consistent community support is essential for long-term retention and growth.
   3.   Marketing and Visibility: Entering a highly competitive market demands targeted marketing, influencer partnerships, and consistent brand presence. While niche-focused efforts could be smaller-scale than mainstream campaigns, they still require significant investment to reach and retain a consistent audience.
   4.   Revenue vs. Costs: The subscription model alone, even with 2-3 times the current subscribers, is unlikely to cover the initial and ongoing costs within five years unless player counts approach major-market levels. Thus, to justify and eventually profit from the investment, the game needs a sizable increase in subscribers—either by expanding within its niche or by reaching more mainstream audiences.

In summary, maintaining a profitable niche base or aiming for a larger mainstream presence both demand an upfront investment in technology, content, and community engagement. While the strategies may differ slightly, the resources, timeline, and financial thresholds needed to achieve profitability are quite similar in both cases.

Time to enjoy what you have while you have it and deeply thank the people who gave it to you.
« Last Edit: November 11, 2024, 09:43:46 PM by Dadtallica »
Back in 2022 after a loooooong break from 2010. Old name Ratpack, same for the BBS.

Squad I did the most tours with were the Excaliburs then The 172nd Rabid Dogs. Still trying to talk Illigaf, Coola, Oldman22, and Joecrow into coming back instead of being boring old farts!

Offline Bruv119

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Re: What would get AH growing again
« Reply #169 on: November 12, 2024, 06:35:30 AM »
The AI would suggest more AI integration.     :noid

Keep the MA AI free!!   :D
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Offline Shuffler

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Re: What would get AH growing again
« Reply #170 on: November 12, 2024, 11:06:30 AM »
The AI would suggest more AI integration.     :noid

Keep the MA AI free!!   :D

ROTFLMAO
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Offline Dadtallica

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Re: What would get AH growing again
« Reply #171 on: November 12, 2024, 11:59:04 AM »
The AI would suggest more AI integration.     :noid

Keep the MA AI free!!   :D

Maybe it needs the job.
Back in 2022 after a loooooong break from 2010. Old name Ratpack, same for the BBS.

Squad I did the most tours with were the Excaliburs then The 172nd Rabid Dogs. Still trying to talk Illigaf, Coola, Oldman22, and Joecrow into coming back instead of being boring old farts!

Offline Yarbles

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Re: What would get AH growing again
« Reply #172 on: November 12, 2024, 01:07:19 PM »
Maybe it needs the job.

I personally think the Ai should find better things to do with its infinite Ai time like getting its skynet on  :devil

In the meantime lets keep this going. We all want AH to last.

Give Ai a decent moral compass like "treat everyone nicely like you would like to be treated" and I would have Ai to dinner any night of the week and all day Sunday.  :aok

If  Ai is in game though Ai needs a personality and then Ai would have to be all "This is BS and not like it should be so I can be top stick" on 200 etc

Generally Ai would need to be whingeing about the game and how everyone except Ai played it, to be like the rest of us.

Or maybe everyone else is already Ai  :noid 

Maybe I am Ai  :noid :noid :noid
« Last Edit: November 12, 2024, 01:21:09 PM by Yarbles »
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Offline Shuffler

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Re: What would get AH growing again
« Reply #173 on: November 12, 2024, 04:12:55 PM »
Oxygen plus and regular weekly watering.
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Offline Animl-AW

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Re: What would get AH growing again
« Reply #174 on: November 12, 2024, 07:16:36 PM »
Blah!

AH is NOT beyond a touch up. EVERYONE has their own take and POV.

Problem IS, by the time you get all these varying ideas in you've actually muscled it up to a complete overhaul. I highly doubt that extent would happen with out changing out the 3D engine (just guessing), unless HT takes on a new 3-5 person team.

HT and Pyro and the rest proved that you do NOT need a massive team and millions for outside contracting. Less than 10 people built this over time.

IMO - Graphics, stick to the most important thing, settings really don't mean squat to draw players in. They haven't played it enough to know if they think they are bad or not, OR they won't even know what they are if ya can't get em in the door. In any game, ya need the visuals to drag em in. They will decide later if the settings are good FOR THEM or not.

What a few of us were suggesting is maybe terrain tile and explosion effects updates, maybe tweak Trees and Dar. I can make new sound effects for the explosions and start updating SOME sounds. This is all very doable, IF HT was interested.

Lets say we got it over-hauled, that wish list size will not change, it will always be a mile long, likes and dislikes, flaming debates. "everything I want is right, what you want is wrong.". Go to IL-2 and DCS, they are still yapping how it could be better.

When we updated AW to the last two versions, those small graphic changes had a pretty large effects, made a lot of players happy to see something new. And that's kinda all we really did.
About 4-6 people pulled off most of it. And frankly I think that's where we are with AH. Max-out the 3d engine and sounds.

Many sounds I made in AW actually later got used in AH :) Would I have time to revamp every sound in AH, I doubt it,.. but enough to change the audio environment.

Don't think so big.
Do ya want to compromise on graphical updates or nothing?

>IMO<
« Last Edit: November 12, 2024, 07:22:44 PM by Animl-AW »

Offline MDStampf93

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Re: What would get AH growing again
« Reply #175 on: Yesterday at 12:39:15 AM »

Or maybe everyone else is already Ai  :noid 

Maybe I am Ai  :noid :noid :noid

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Offline Animl-AW

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Re: What would get AH growing again
« Reply #176 on: Yesterday at 07:06:23 AM »
The day AI infest in the MA is the same day I find something else to do.

Offline Eagler

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Re: What would get AH growing again
« Reply #177 on: Yesterday at 07:27:49 AM »
AH youtube videos in this format might help..



I always find this guy's videos entertaining and interesting

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Offline Animl-AW

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Re: What would get AH growing again
« Reply #178 on: Yesterday at 08:06:15 AM »
AH youtube videos in this format might help..

I always find this guy's videos entertaining and interesting

Eagler

<blank stare>

I can do those FX,  but dunno if game/3d engine accepts it.

« Last Edit: Yesterday at 08:15:03 AM by Animl-AW »

Offline hitech

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Re: What would get AH growing again
« Reply #179 on: Yesterday at 09:07:09 AM »

To break even or make a profit within five years, the game would likely need to reach and maintain an average of 4,700 monthly subscribers:

   •   Revenue from 4,700 subscribers: $14.99 * 4,700 = $70,453 per month, or $845,436 annually.
   •   At 4,700 subscribers, the project would approach breakeven by the fifth year, achieving profitability soon after if the growth rate continues.

Reaching this higher subscriber count would likely require additional marketing and feature development investment beyond this initial plan.

Before 5 years is up you would have to spend that amount again. And the advertising/marketing cost estimate is about 3 mil to low. Now go tell any venture capitalist that we may just break even in 5 years.
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