W
whiteboy
08 Mar 2016 06:26
Link
I think you're looking too much towards what you know and not enough towards the past when there was an actual war game Aries. It's pretty simple logic for me, past=very active war game, now=very dead war game. So, were people participating in the war game in the past in spite of it being worse (possible but not very likely) or are people not participating in the war game now because it is worse (very likely but still possibly wrong). There were problems in the past and there will continue to be problems, but in the past there was an active war game and now, there isn't.
I didn't bother to provide explanations for my suggestions but since you are questioning:
1. The rate of GC exchange used to actually be 460B per coin FROM THE GM's and when the market was flooded with cash from war conquests you could get 550B+ per coin. Talk about a stimulus to the war game.
2. Again, this goes to being able to cash in on the spoils of war. If you've ever turned over a country to the GM's with 80M in pop that you don't want to keep (and there is no direct trading market for countries anymore), you should understand this frustration. There used to be an extra 240-360 GC's in profit in countries than there is now. That difference is further hurt by the welfare penalty which you mentioned which causes the profit potential to drop by even more.
3. You're focusing on the rate of reinforcement, it has very little to do with that. It has to do with understanding your opponent/having any knowledge of what you face. In our war there was every chance that I was just a dead account at that point and you could have taken my countries with little resistance or instead, you could have spent tons of assets and gained nothing except for a good experience. What I don't get about anyone's disagreement about this is that there are zero posts about getting rid of general spending limits or military spending limits but everyone is completely against space transfer limits. This is how I know that everyone else is in it for their own game and not for the betterment of the game overall, I'm willing to significantly hurt myself by saying that there should be a spending limit for space as there already is for general/military spending even though I have probably the most (or close to it) space assets. I get you guys have invested a bunch in the space game and like your ability to have super powerful militaries at no monthly cost to yourselves, but it's bad for the game and makes no sense whatsoever.
4. The balance between offense and defense is terrible, I do like the MRMB covering OAAB but you're still left with extremely expensive options that also happen to be very time consuming at that point to destroy garrisons/targets. If you've done the cost math on HT/HA or MRMB to destroy garrisons/targets, you know that they're 4-6x as expensive as PB for the same purpose. When it comes to mobile units you have a massive advantage in the air game as you get 3 wing defense and offensive mobile units of any kind are worthless.
5. This is simple, when there was no quality impact for weapons, very active war game, with quality impacts it's dead. You can't ever know the quality of units you're attacking or the quality of units attacking you. Quality takes way too much time and resources to develop and that is the last thing you want when you're trying to set up either for offense or defense. In addition, it makes the war engine far slower than it needs to be. Which I'm sure is further complicated by the 3 wing defense as mentioned above.
6. I'll be happy to take a look at your LU countries and all the more power to you for finding a way to make more money via the econ game but you could be making even more and people would be more willing to actually keep defenses in their countries if those maintenance units (which didn't exist before and it wasn't a problem) didn't exist.
7. "Plenty of reward" is a relative term, you've got (I'm assuming because I haven't looked) quadrillions in assets, it's easy to decide that plenty of award is a couple hundred billion. For those starting from a few trillion in assets it is not meaningful when it comes to being able to compete with large players.
8. If you've found a use for them then good for you, I've also purchased every weapon and have a stash of them all. But navies in general are useless at this point and I guess technically all of the weapons have some use but most of them are nothing more than distractions that confuse players that don't know any better.
As far as your post about incentives for moving up in WL, you're failing to mention that the rewards for each step only apply to when you actually make that step up in WL. As you move through that process you can end up with a couple hundred trillion in the end and it will make you nothing but a minor bit player/target. But, if you didn't have to worry about someone like Aries or myself importing quadrillions into your world then it would make you a serious player.
I do like the war college, I do like the battleground, but I know that for the GM's that is a huge amount of programming (which I've already stated). I just happen to think that people will be far more motivated by traditional warfare than they are by other forces and to get them involved in the war game they have to feel like they have the ability to re-acquire assets if they lose.
I didn't bother to provide explanations for my suggestions but since you are questioning:
1. The rate of GC exchange used to actually be 460B per coin FROM THE GM's and when the market was flooded with cash from war conquests you could get 550B+ per coin. Talk about a stimulus to the war game.
2. Again, this goes to being able to cash in on the spoils of war. If you've ever turned over a country to the GM's with 80M in pop that you don't want to keep (and there is no direct trading market for countries anymore), you should understand this frustration. There used to be an extra 240-360 GC's in profit in countries than there is now. That difference is further hurt by the welfare penalty which you mentioned which causes the profit potential to drop by even more.
3. You're focusing on the rate of reinforcement, it has very little to do with that. It has to do with understanding your opponent/having any knowledge of what you face. In our war there was every chance that I was just a dead account at that point and you could have taken my countries with little resistance or instead, you could have spent tons of assets and gained nothing except for a good experience. What I don't get about anyone's disagreement about this is that there are zero posts about getting rid of general spending limits or military spending limits but everyone is completely against space transfer limits. This is how I know that everyone else is in it for their own game and not for the betterment of the game overall, I'm willing to significantly hurt myself by saying that there should be a spending limit for space as there already is for general/military spending even though I have probably the most (or close to it) space assets. I get you guys have invested a bunch in the space game and like your ability to have super powerful militaries at no monthly cost to yourselves, but it's bad for the game and makes no sense whatsoever.
4. The balance between offense and defense is terrible, I do like the MRMB covering OAAB but you're still left with extremely expensive options that also happen to be very time consuming at that point to destroy garrisons/targets. If you've done the cost math on HT/HA or MRMB to destroy garrisons/targets, you know that they're 4-6x as expensive as PB for the same purpose. When it comes to mobile units you have a massive advantage in the air game as you get 3 wing defense and offensive mobile units of any kind are worthless.
5. This is simple, when there was no quality impact for weapons, very active war game, with quality impacts it's dead. You can't ever know the quality of units you're attacking or the quality of units attacking you. Quality takes way too much time and resources to develop and that is the last thing you want when you're trying to set up either for offense or defense. In addition, it makes the war engine far slower than it needs to be. Which I'm sure is further complicated by the 3 wing defense as mentioned above.
6. I'll be happy to take a look at your LU countries and all the more power to you for finding a way to make more money via the econ game but you could be making even more and people would be more willing to actually keep defenses in their countries if those maintenance units (which didn't exist before and it wasn't a problem) didn't exist.
7. "Plenty of reward" is a relative term, you've got (I'm assuming because I haven't looked) quadrillions in assets, it's easy to decide that plenty of award is a couple hundred billion. For those starting from a few trillion in assets it is not meaningful when it comes to being able to compete with large players.
8. If you've found a use for them then good for you, I've also purchased every weapon and have a stash of them all. But navies in general are useless at this point and I guess technically all of the weapons have some use but most of them are nothing more than distractions that confuse players that don't know any better.
As far as your post about incentives for moving up in WL, you're failing to mention that the rewards for each step only apply to when you actually make that step up in WL. As you move through that process you can end up with a couple hundred trillion in the end and it will make you nothing but a minor bit player/target. But, if you didn't have to worry about someone like Aries or myself importing quadrillions into your world then it would make you a serious player.
I do like the war college, I do like the battleground, but I know that for the GM's that is a huge amount of programming (which I've already stated). I just happen to think that people will be far more motivated by traditional warfare than they are by other forces and to get them involved in the war game they have to feel like they have the ability to re-acquire assets if they lose.