This is the next iteration.
I am trying to consolidate and move features up the list or out of the list.
Repeating again:
We will not make any extreme changes and will not implement all these features. The ones we will implement will not be extreme but rather tuning of the current system.
I am busy in and out of the office for a large part of my time. The texts from the forum were collected here by a lady who removed all the names, and formatted the text in a compact word file so I can edit quickly and take the relevant points.
In addition, I do not know the names of the countries or players involved in one side or another. I do know some serious players who contributed in the past and were very constructive in their communication to us but I have no idea on which side they were in the past war and have no idea if they are on one side or another of the discussion.
Even when I know the name, it is not on the file I received.
As a company we do have an opinion and I stated it several times. I read every comment and I try to see the logic behind it and find out if it contributes to the issue we discuss.
Do they understand that we need to make changes or just want us to keep the current situation? Are they interested in a fair solution and to have simcountry evolve the war game into something more interesting and have many more players join?
All this is complex and time consuming enough. I am only interested in the content.
This is relevant. Who the person is, is not relevant.
We are very happy for the many positive reactions. I think the process is constructive and love doing this. The company is supporting it and there is full commitment to implement whatever comes out of it ASAP. It is here all under my name but Jozi participated in the last days and knows all the details.
Here is the latest update on all the issues:
1. It seems that everybody would like to have a solution for the deactivation issue.
We have many options to try to reduce deactivation and reduce the man power problem for the army. We will come up with possible solutions.
2. More time when war starts and/or the option for the defender to choose for one or two extra days or the option to start the war right now.
It will be implemented as one of the first items. Similar to 4.
3. Allowing fed mates to join and have the war start for everybody at the same time.
Same. Everyone is for it. This will be the two phased start of war with a wait period for anyone to talk or join.
4. Increase the time between war declaration and the start of the war to 48 hours on all the worlds. Allow the defender to start whenever he wants to and have the surprise effect.
Will be done
5. Increase the blackout time to 8 hours from 4.
Will be implemented with the coming update, probably tomorrow, Friday.
6. Expanding the spending limits for defensive weapons for the defender once war is declared.
Example: set the spending limit to 5 times the standard value.
There is a problem with fake wars that will allow others to increase their defensive spending. When starting a war, they will have to stay out of WP :-). Maybe we should allow that. It will be for defensive weapons only.
There is support for an increase.
7. Imbalance between the warring parties cannot be eliminated. Comparing the offensive war indexes of both parties and limiting the difference to a factor of 3 or 5 or 10 can help a little.
Lowering the defense index to prevent attacks will not work if we set a minimum value.
This version seems to be supported.
8. Reducing the number of countries and players that can declare on one country.
Mostly positive reactions but based on players, not countries.
We think of 3-5 players with max 3-5 countries. Response declarations should be limited too.
Fed members of the attackers will participate in the defense in case of a counter attack.
There are positive and also negative reactions. 3 is too low.
Now imagine that the one defender and the three attackers have similar military power.
Why is 3 or 5 against one unfair and 10 against one fair?
Unbreakable defense, or extremely strong defense is not the goal but should be possible if you really go for it.
Winning a war should be possible but it is not a MUST. Unsuccessful war should become a more frequent event. We had unbreakable defense or nearly unbreakable in the past and we had many more wars.
By limiting the number of attackers, we will limit the general fire power during wars. It will be possible but very hard to build an unbreakable defense but the cost of an average war will go down.
9. Set a time limit on all wars. It has to stop within a set period.
Again, based on players but reactions are mixed. We will not execute this feature in the first round and it may not be needed at all.
10. Introducing automatic defense building features and a market for military units.
Example: Automatic building of military units, based on players choice and taking care of all the orders of al weapons and ammo, materials etc. One click and some game months later, 10 units end up created and ready to go.
Largely positive.
We will make it easier to build the defense. It will be done either by automation of the ordering of all the components that are needed or by adding corporations that make them and trade them on space stations/direct market.
This can include multiple types of units, including supply units. The feature can reduce the amount of clicking and the time spent in setting up the defense.
11. Merged with 10.
12. Increasing the defensive power of individual weapons to reduce the advantage of the offensive weapons.Arguments against: This will require increased clicking to destroy the defense. We do not think that we should have a weak defense to reduce the amount of clicking. This is an argument for no defense at all.
We will make SLIGHT CHANGES, possible several times and measure.
We have now implemented a 5% change to the defensive power of interceptors and defensive helicopters. We will implement another similar step in the coming days, possibly tomorrow, Friday. It will also include other defensive weapons. The change is minimal. We will then stop and wait for other features.
13. A limited war option that can cause damage to the other party but without the risk of losing the country. This option may not be interesting for the large aggressive feds but might encourage smaller players to declare on larger ones and reduce their power.
50/50 and a suggestion to divert it to more powerful sneak attacks.(Item 17).
We may find a solution in larger sneak attacks. Maybe keep the current sneak attacks "Unnamed" and add larger ones, where the attacker name is published.
14. Allowing more fed allies to participate in the defense. This will allow three or four air wings to defend against an air attack with much higher losses to the attacker.
A new idea here is to have the max number of defense partners, depend on the number of attackers!
15. The possibility for players to complain about a specific player and prevent him from going to war for a set period may help. It is more time consuming to build.
It is in unrelated. It will not solve the problems in individual wars.
We will not execute short term.
16. WP:
a. No WP at all for fed members with large armies and a high offensive war index.
(Plus measures to prevent countries from going in and out of feds to dock this rule).
Also said: Fed WP should be on or off for all the members at once.
50/50. Seems fair to force large feds to face the music.
We need more specific response to this. It is a big change. Do we really want it?
b. Limited WP for all, but before declaring war, 50% of the assets must reside in countries that are not protected.
Mostly supported.
17. Sneak attacks could be made more powerful and include more weapons.
More types of weapons higher frequency are an option. This new type of sneak attacks will be public (the name of the attacker will be known).
It is a limited war.
18. Set conditions for anyone who wants to stop the war NOW. Assets transfer?
Lots of supported by everyone. Options:
a. The payout when you request to stop the war should be preset and will depend on the finances of the country or population or we can base it on the nominal value of the country.
b. Warring parties should agree but the defender must have the option to decide to stop.
c. After it happened, the country will be immune for war for a set period.
19 Limit war declarations based on the ratio of number of wars per player.
You can declare war if the number of wars you participated in is not more than double the number of wars for your opponent. Possibly we could count only wars against real players. Small numbers can be excluded and wars against C3s will always remain possible. This should be based on the war history of the player, across all the worlds.
20 Make it possible to transfer military units. This is similar to the market idea which is easier to implement. Transfer between users requires availability of users when the transfer is urgently needed and you cannot always be sure that such transfers will be possible on time.
This will not be implemented. We will implement a market for military units. (Item 10)
21 Limit the numbers of c3s that can be attacked per real month. (This is a different issue) - remove.
22 More power to the SC, to stop nuke PLAYERS instead of countries. Also allow the SC to, stop wars.
This too is not directly related although the SC could help in trying to level the field.
Remove.
23 Limit the max number of wars per player per world per month on a real player.
Acceptance will depend on the number of wars. For now, we would like to refrain from this limitation but rather create a more balanced war game that will on one hand allow more players to participate in the war game and on the other hand, will force war players to fight harder to win and will probably reduce their appetite if winning is not guaranteed.
Will not be implemented. Other features will be implemented first and this may not be needed at all.
24 Add counter attack units that will attack selected targets if the country is attacked.
We could add what a player called response units. The units could be of a special type, or stealth units. They could be secret, never showing how many units are available and what the attack plans are.
Attack plans will be set by the player. These attacks could be high quality and effective in destroying essential targets. The attacks will be triggered if the country is attacked and could be launched automatically in addition to the current automatic defense. It could be started manually during a war. Strategy to be set by the player, for all the automatic response units or for each group separately.
An attacker will not be able to assume that the war is just a matter of some clicking.
The units could be traded on the market, and as a player suggested here, they could be produced by a corporation (or created in the same way other units are created).
The idea here is that although we have automatic defense, it is insufficient and experienced war lords cut easily through these defenses. Many have stated that a good defense include offensive forces. If we add this, the automatic defenses will include offensive forces.
So if we support the defense with these units, it will be able to bite and the attack will not be a picnic.
We fully agree that the automatic defense as we have implemented it, was incomplete and insufficient and such an addition could improve it.
There is wide support for this feature!
Here is a quote:
I think the automatic response units or counter attack units would create enough balance to perhaps not have to tweak the strength of the responding passive/fed defense.
If I have stealth fighters hidden that will automatically hit your FP and ignore your drones or bombers, then who needs a stronger passive interceptors response?
All FP should not be lost when that attacking unit is hit by an auto response stealth unit, but he should lose some FP. Quality should be a factor here as well.
The stealth units idea could be rich with depth. stealth fighters, bombers etc... All with different attack priorities. responding only when a certain attack occurs which happens to be programmed into the stealth unit to stimulate a very specific response.
Players could customize weapon platforms and units and produce them for corporations. This could be a rather large customizable market. They could tailor them to respond to certain scenarios, and sell them at a premium.
I could even envision ground units with auto attack capabilities. MRMB, land based sea batts, the beat goes on... (This is more difficult. GM)
I could envision a new enterprise...
"Barney Rubbles Automated Defensive Response Solutions...
My units are expensive but your attacker just lost most of his missile shoot capability!"
"Results may vary. Past performance does not guarantee future success"
25 Require attackers to have a minimum FI level.
Suggested FI >120. Could be set lower or higher. The idea is to force everyone to build some economic power. I am not sure about this. Some just want to play a war game. Why not allow them?
There is however some support, some oppose. Let's keep it open for now.
26 Introduce a system of fortifying cities, bases, airports and fortifications to make them harder to destroy or damage.
This may add to complexity and introduce another layer of options. It will enrich the game at the price of complexity.
We suggest to wait with this and see what the effect is of other features.
It is supported but we would like to implement other features first.
27 Diversify the worlds and created different levels of risk. Put a price on safety.
Obviously, this is supported.
28 Add a feature that will make war more attractive, rewarding war players.
Specific suggestions are welcome.
29 Levels of C3's
We decided to include this not because we agree but to acknowledge the effort and make a point. C3s can be attacked because the countries are free. We cannot create levels as new players joining in every day can take these countries. In addition, the purpose of the war game in Simcountry is not attacking C3s but playing a full war game against real players.
30 Expand wars to the entire universe - not relevant
Not relevant but may expand the war game into a new dimension. If we allow the transport of military units on cargo shuttles, and allow war declarations across the universe, it could add to the war game.
Just an idea.
We get additional suggestions, for example to reduce clicking and others. These are good, we read and keep them in mind but we are now trying to solve a different problem.