Author Topic: What would get AH growing again  (Read 5763 times)

Offline Yarbles

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Re: What would get AH growing again
« Reply #150 on: November 11, 2024, 12:31:27 AM »
Get your family and pals to play.

I've got the Brooke clan flying scenarios:  my dad, my 2 daughters, my 3 nephews, two college buddies, one former co-worker, two dads of daughters' friends, one guy I met at gaming convention, a friend of a friend.  Soon will work to add a friend of my daughters.  Will work on one other buddy and dad of daughters' friend.

Every get together I go to, if I find out a person likes airplanes or games:  "I play this multiplayer WWII air combat sim..." followed by my hard-sell recruiting pitch to fly with me in scenarios.  :aok

 :aok :aok :aok :aok :aok
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Offline Brooke

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Re: What would get AH growing again
« Reply #151 on: November 11, 2024, 12:32:15 AM »
By the way, final frame of current scenario is next Saturday, 7 pm US Eastern time in special events 2 arena.

P-51B's, Typhoons, Mosquitoes vs. 190A-5's and 109G-14's over coastal France in prep for D-Day.

Just finished frame 3 last Saturday, which was a combat extravaganza.

Vid from frame 1 courtesy of Steely:


Online Lazerr

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Re: What would get AH growing again
« Reply #152 on: November 11, 2024, 10:06:58 AM »
Get your family and pals to play.

I've got the Brooke clan flying scenarios:  my dad, my 2 daughters, my 3 nephews, two college buddies, one former co-worker, two dads of daughters' friends, one guy I met at gaming convention, a friend of a friend.  Soon will work to add a friend of my daughters.  Will work on one other buddy and dad of daughters' friend.

Every get together I go to, if I find out a person likes airplanes or games:  "I play this multiplayer WWII air combat sim..." followed by my hard-sell recruiting pitch to fly with me in scenarios.  :aok
past.

Good thing your doing this or we wouldn't have enough people to even run a scenario.

Offline Yarbles

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Re: What would get AH growing again
« Reply #153 on: November 11, 2024, 11:29:57 AM »
By the way, final frame of current scenario is next Saturday, 7 pm US Eastern time in special events 2 arena.

P-51B's, Typhoons, Mosquitoes vs. 190A-5's and 109G-14's over coastal France in prep for D-Day.

Just finished frame 3 last Saturday, which was a combat extravaganza.

Vid from frame 1 courtesy of Steely:



I will be there  :salute :salute
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Offline hazmatt

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Re: What would get AH growing again
« Reply #154 on: November 11, 2024, 12:04:39 PM »
I have to say when someone set up a good Arena in DCS people were vounteering subs to keep it going. I think the no subs model does apply to the 4 second attention span younguns  :old: but they are annoying children like we used to be.

These other sims with high numbers are all more then 10 years old, some are more then 20 years old and in my experience there are very few "annoying children" playing them. Most people that age seem playing Minecraft, Fortnight or COD or something that only requires a "4 second attention span"

If you doubt my point about the sub model go read some reviews of the game on steam and see what people had to say. Even World of Warcraft (which most consider a sub model) will let you play the first 20 levels for free. I'm not going to pay for a sub for each of my kids but they have lots of fun with the first 20 levels for free.

If you want to give the option to sub like you mentioned in DCS there is a game that is more then 23 years old that used to be a subscription only model that has grown it's numbers by offering limited free to play as well as normal subscription and a "builder" subscription to support future development.

I think it comes down to is that all of the games with a large number of players all have very similar models. If you want to grow the game the same as they do then I would say that it might be a good idea to follow their example. If you continue the same action you are going to get the same result.

The OP did ask: "What would get AH growing again". Based my many years of multiplayer games starting with AWdos in the late 80ies and the original Everqest in late 90ies to the newest stuff out today, I figured it might be helpful to have an opinion of somebody who wasn't singing to the choir. I don't expect that there will be any changes to the game and therefore I suspect there won't be any changes to the numbers.

Offline Brooke

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Re: What would get AH growing again
« Reply #155 on: November 11, 2024, 02:41:32 PM »
I will be there  :salute :salute

Excellent!  Thank you!  :aok

Offline Dadtallica

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Re: What would get AH growing again
« Reply #156 on: November 11, 2024, 03:29:37 PM »
Hope all of us in the OG crew get grandfathered in to this new AH!
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 Dadtallica

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Re: What would get AH growing again
« Reply #157 on: November 11, 2024, 03:37:26 PM »
Let’s ask ChatGPT…

What would it take for Aces High III to have a player subscription resurgence to pre-covid levels and become a major performing title in the current online flight sim market. Please be detailed with 10 bullet points. Include the current major market games and why or why not Aces High could compete?

To rejuvenate Aces High III (AH3) to pre-COVID subscription levels and potentially position it as a top title in the current online flight simulator market, several focused steps are necessary. AH3 must address both player retention and attraction by aligning with modern gaming trends, optimizing features, and broadening its reach. Here are ten detailed strategies that could foster such a resurgence:

   1.   Graphics Overhaul and Realism Improvements
   •   Competing titles like Microsoft Flight Simulator 2020 and DCS World are known for their stunning, ultra-realistic graphics, and AH3 would benefit significantly from a visual upgrade. Enhanced landscapes, realistic lighting, and high-resolution models could bring AH3’s visuals closer to competitors, making it more appealing to new players accustomed to modern graphics.
   2.   Enhanced Dynamic Campaigns and Realistic Missions
   •   Titles like IL-2 Sturmovik and War Thunder provide dynamic, mission-based experiences. AH3 could enhance its player-driven environment with more immersive, AI-driven campaigns, historical missions, and progressive challenges. Realistic objectives and campaigns could increase immersion and attract players seeking structured yet intense combat experiences.
   3.   Expanded Accessibility and Onboarding for New Players
   •   The flight sim genre has a steep learning curve, which can be daunting. By offering interactive tutorials, beginner-friendly modes, and gradual difficulty increases, AH3 could better retain newcomers. This approach could set it apart from more complex sims like DCS World and X-Plane, which are known for being challenging for beginners.
   4.   Cross-Platform Support and VR Integration
   •   Most modern titles, including Microsoft Flight Simulator and War Thunder, offer multi-platform support and VR compatibility. Adding VR support would allow AH3 players to experience an enhanced cockpit perspective, while cross-platform functionality (PC, console) could expand its player base significantly. (I did tell it we have VR)
   5.   Regular Content Updates and Seasonal Events
   •   Games like War Thunder succeed by introducing regular updates and seasonal content, keeping players engaged. AH3 could adopt a similar model with frequent updates that introduce new planes, maps, skins, and special events to retain player interest and incentivize recurring subscriptions. (Also let it know we do have regular events)
   6.   Streamlined User Interface and Quality of Life Improvements
   •   Improving AH3’s user interface and integrating quality-of-life updates (e.g., customizable HUDs, simplified controls) could help it compete against the more user-friendly experiences offered by War Thunder and Microsoft Flight Simulator. Such enhancements could make the game more intuitive for both new and returning players.
   7.   Enhanced Community Engagement and Content Creation Tools (I did explain we do have some of this)
   •   IL-2 Sturmovik and DCS World thrive on community involvement, with tools for custom missions and mods. AH3 could introduce similar modding support, mission editors, and community hubs to foster creativity and player engagement. Community-focused events, live-streamed tournaments, and dedicated forums could also help build a loyal player base.
   8.   Flexible Subscription Model and Expanded Free-to-Play Access
   •   With most games offering free-to-play options, AH3 could expand its free trial model or introduce a tiered subscription plan to attract casual players who are hesitant to commit. Offering limited free gameplay with an option to unlock premium content (maps, planes) could drive more engagement and give potential subscribers a reason to invest.
   9.   Partnerships with Influencers and Flight Sim Content Creators
   •   To raise visibility, AH3 could partner with popular flight sim YouTubers and Twitch streamers who can showcase gameplay, tips, and strategies. In an industry where visibility is key, these partnerships could increase AH3’s audience reach and attract new subscribers, especially if influencers highlight updates and new features.
   10.   Refining Flight Physics and Engine for Competitive Realism
   •   Competing against DCS World and IL-2, which are known for their realistic flight dynamics, requires that AH3 refine its flight physics. Enhancing flight realism and the simulation engine could attract serious flight sim enthusiasts who prioritize authenticity and might currently overlook AH3 for other titles.

Market Competitors Overview

   •   Microsoft Flight Simulator 2020: Known for high realism, detailed global maps, and extensive cross-platform support. AH3 could not compete directly in realism but could focus on accessible combat-focused gameplay.
   •   DCS World: Known for advanced combat realism and detailed aircraft systems, DCS has a steep learning curve. AH3 could appeal to players seeking a slightly less technical but equally immersive combat sim.
   •   IL-2 Sturmovik: Offers both single-player campaigns and multiplayer options with historic scenarios. AH3 would need to broaden its historical missions and improve visuals to be competitive.
   •   War Thunder: Free-to-play with regular updates, multi-platform support, and arcade options for accessibility. AH3 could adopt similar engagement strategies, balancing realism with accessibility.

By focusing on these enhancements, AH3 could become a competitive and appealing choice in the flight simulator market, especially for players seeking an immersive, community-driven experience with an emphasis on historical air combat.
« Last Edit: November 11, 2024, 03:44:19 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 Dadtallica

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Re: What would get AH growing again
« Reply #158 on: November 11, 2024, 03:39:00 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.
« Last Edit: November 11, 2024, 03:45:31 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 guncrasher

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Re: What would get AH growing again
« Reply #159 on: November 11, 2024, 04:02:57 PM »
gofundme?



semp
you dont want me to ho, dont point your plane at me.

Offline Shuffler

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Re: What would get AH growing again
« Reply #160 on: November 11, 2024, 04:36:35 PM »
 :rofl
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Offline Yarbles

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Re: What would get AH growing again
« Reply #161 on: November 11, 2024, 05:08:01 PM »
 I think we are talking about another 500 serious players not a global empire  :o

2 x what we have now would be  :rock

Realisticly so far we have:

1) Word or mouth

2) U tube videos

and I am going to put a card in the window of my local corner shop. £1 for two weeks and send HT the bill  :banana:   
« Last Edit: November 11, 2024, 05:10:55 PM by Yarbles »
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Offline The Fugitive

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Re: What would get AH growing again
« Reply #162 on: November 11, 2024, 05:28:37 PM »
I have a youtube channel that I had posted videos to ages ago. Nothing special, mostly to show someone something or to ask about something.

However I've been thinking that I could start it up again. My plan was to add quick little video, maybe a minute, minute and a half long. Quick tips or showing some part of the game view, or a maneuver with a quick how to do it audio for it. Short videos on some land grab tactics, AARs (after action reports) and things to show the wide variety of game play we have. Id love to post a few a day type thing to make it active and more noticeable, but I may need help putting things together.

So if any of you think this might be a good idea and or want to help let me know.

Another thing I was thinking, do any of you know how Google and Youtube search engines work? Would it be helpful to say have everyone stop by each place and run a search for Aces High, or certain Aces High videos. Would the algorithms pick it up as "interest in the topic" or as the same players spamming the the search engine?

Offline Yarbles

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Re: What would get AH growing again
« Reply #163 on: November 11, 2024, 07:25:02 PM »
I have a youtube channel that I had posted videos to ages ago. Nothing special, mostly to show someone something or to ask about something.

However I've been thinking that I could start it up again. My plan was to add quick little video, maybe a minute, minute and a half long. Quick tips or showing some part of the game view, or a maneuver with a quick how to do it audio for it. Short videos on some land grab tactics, AARs (after action reports) and things to show the wide variety of game play we have. Id love to post a few a day type thing to make it active and more noticeable, but I may need help putting things together.

So if any of you think this might be a good idea and or want to help let me know.

Another thing I was thinking, do any of you know how Google and Youtube search engines work? Would it be helpful to say have everyone stop by each place and run a search for Aces High, or certain Aces High videos. Would the algorithms pick it up as "interest in the topic" or as the same players spamming the the search engine?

I am no expert but that sounds like a great idea and I will definately study your vids. I also think searches must help raise people outside of the games atttention.  :aok

I think we need to differentiate between AH and games with many thousands of players. That is not going to happen to AH and I am not sure if we would like it if it did.
« Last Edit: November 11, 2024, 07:59:55 PM by Yarbles »
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Offline scott66

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Re: What would get AH growing again
« Reply #164 on: November 11, 2024, 07:49:45 PM »
Fugi is the man! My you tube channel is all about what not to do fugi should start it back up!
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