J
Josias
25 Feb 2024 16:21
Link
Regarding the war game.
If you go back to the original event, and discussion, that resulted in War Levels. I was there. I was one the the bad guys, the hyper-aggressive, hyper-active players, that these extra measures of defense were created to stop.
Truth be told. Both sides had a point. Aggressively raiding players, and trashing their countries, is toxic. But also, playing the power game, w/o basic war game knowledge, and ostracizing would be war players, so that no one knows how to fight, is also toxic.
A decade of gradually increasing the strength of defense, has suffocated the political game, and generic enthusiasm. But at the same time, w/o that, there will always be those that use any exploit, or weakness, to their advantage, and cause just as much harm.
With the introduction of wind farms, and huge incomes, it has created the effect that players can do, much, much more than they could before. And the enthusiasm for the game, is growing.
But we've reached the point that the war game is unplayable. You can reasonably easy, create an unbreakable defense. But then the question is, how do we fight? and compete? and play politics? These are genuine game aspects.
Its been a long time. But I remember Laguna, suggesting that you just do away with the "take over country" option. Doing that, would eliminate the sting of losing a war. But alternate options would be necessary, to make it worth it.
I remember you folks, talking about "partial victories" where you could gain access to the losers natural resources. Other options, like gaining access to the country stock pile of resources, and a version of nationalizing corps, (like targon corps) and even income tax, and such. I also remember "missions," but you never gave any sort of details about that.
Recently, I suggested, to remove the war index, and go with the welfare index gradually declining over time. Successful attacks would also reduce the welfare index. And give a "surrender," option, with a fail safe that the country will auto-surrender once the welfare index reaches whatever low point. This will result in players raising salaries, and indexes, to maintain the welfare index. Increasing running cost, and making standing armies more and more expensive. Allowing a player a surrender option, that the loser still gets to keep the country, when the country can't handle anymore, seems like a good option.
I believe -your- game is right on the verge of a resurgence of active and enthusiastic players. Mostly because of wind farms. But the war game needs to be re-tooled.
Pretty please, with a cherry on top!
Josias Jorvick
aka Orbiter
If you go back to the original event, and discussion, that resulted in War Levels. I was there. I was one the the bad guys, the hyper-aggressive, hyper-active players, that these extra measures of defense were created to stop.
Truth be told. Both sides had a point. Aggressively raiding players, and trashing their countries, is toxic. But also, playing the power game, w/o basic war game knowledge, and ostracizing would be war players, so that no one knows how to fight, is also toxic.
A decade of gradually increasing the strength of defense, has suffocated the political game, and generic enthusiasm. But at the same time, w/o that, there will always be those that use any exploit, or weakness, to their advantage, and cause just as much harm.
With the introduction of wind farms, and huge incomes, it has created the effect that players can do, much, much more than they could before. And the enthusiasm for the game, is growing.
But we've reached the point that the war game is unplayable. You can reasonably easy, create an unbreakable defense. But then the question is, how do we fight? and compete? and play politics? These are genuine game aspects.
Its been a long time. But I remember Laguna, suggesting that you just do away with the "take over country" option. Doing that, would eliminate the sting of losing a war. But alternate options would be necessary, to make it worth it.
I remember you folks, talking about "partial victories" where you could gain access to the losers natural resources. Other options, like gaining access to the country stock pile of resources, and a version of nationalizing corps, (like targon corps) and even income tax, and such. I also remember "missions," but you never gave any sort of details about that.
Recently, I suggested, to remove the war index, and go with the welfare index gradually declining over time. Successful attacks would also reduce the welfare index. And give a "surrender," option, with a fail safe that the country will auto-surrender once the welfare index reaches whatever low point. This will result in players raising salaries, and indexes, to maintain the welfare index. Increasing running cost, and making standing armies more and more expensive. Allowing a player a surrender option, that the loser still gets to keep the country, when the country can't handle anymore, seems like a good option.
I believe -your- game is right on the verge of a resurgence of active and enthusiastic players. Mostly because of wind farms. But the war game needs to be re-tooled.
Pretty please, with a cherry on top!
Josias Jorvick
aka Orbiter