J
John Galt
02 Oct 2020 04:06
Link
Andy, I love this game. I have been playing this for many years and I have lots of experience with PVP wars. I really feel like you are listening to the wrong people and are getting bad advice on what needs to be changed. Please take these ideas into consideration, and please listen to the players who play the game at the top level.
In order to solve the problem with the current state of the war game, we first need to identify the problems. In my opinion, the following are the major barriers to war:
1) War Levels - The majority of the players on peaceful worlds are below war level 3.
2) Too much micromanagement - In order to wage war, you need to have thousands of units deployed.
3) Too expensive - The cost to deploy and maintain armies is too expensive.
4) Too risky - Conquest is the only outcome of war. Most people do not want to play for keeps.
I would like to propose solutions that would address each of those problems.
1) It is my belief that war levels are bad for the game. They have created a situation on the peaceful worlds where the majority of players are able to maintain large empires with no risk by staying below WL3. On most worlds, there are only a few players that can actually be attacked, as a result, there is little to no interaction between players. The threat of war drives player interactions because it forces players to interact with their neighbours. To find out what their intentions are. To form alliances for mutual protection. Without war, this game is just a spreadsheet simulator. On peaceful worlds, players should only have their secure mode country and CEOs protected from war. This is enough. Empires should not have any protection whatsoever, unless war protection boosters are purchased with GC. This will be good for the game, and good for your pocketbooks as GC will have more value.
2) One of the biggest barriers to war is the amount of micromanagement it requires. It is extremely tedious and time consuming to wage war. To solve this problem, a multi-pronged approach is required. The first thing I would do here is unify the weapon systems. The distinction between offensive and defensive weapons is out of date, and needlessly complicates the war game. By unifying the weapons, it will reduce the amount of separate weapon and ammunition types that players will have to keep stock of. I understand wanting to have defense more powerful than offence. This can be solved very simply by giving defending units bonus damage in combat. So if your fighter planes attack my fighter planes, my planes will be 30% more effective than yours (or whatever percentage you decide). Similarly, if my planes attack your planes, then yours will receive this bonus instead. The second problem relating to micromanagement is the insane number of units that are required to wage war. Right now, unit sizes are so small that they can only do one attack before being completely ineffective due to lack of numbers. This makes long distance war with short range weapons extremely tedious because you literally have to airlift thousands of units so that they can only perform 1 attack each. In order to solve this problem we need to do 2 things. First is to make units bigger, and second is to make weapons more expensive to purchase. Unit sizes and weapon costs need to be massively increased. Units should be 10k-20k in size, and weapons should be increased in price by at least 100 times. This will serve several purposes: firstly, it will reduce the number of units required for war from thousands to likely less than 50. Second, it will hugely reduce the maintenance cost of deploying standing armies because fewer weapons will be required due to their increased cost. Having fewer units will make players value them more, and you may see named divisions with history being maintained by players. Military units that are deployed should gain professionalism points every game month that adds to their fighting level. This will incentivize players to maintain standing armies and attach value and history to their units. And finally, it will help bring some realism to weapon numbers. Deploying an aircraft carrier should be a big deal, but right now it is completely inconsequential because you need to deploy hundreds of them to be effective. Having an air defence of 1000 interceptors should be formidable, but right now it is nothing, and you actually need over 50k to be effective. In order for this change to be fair, existing arsenals need to be trimmed down by the exact proportion their prices are increased.
3) The cost of war is extremely prohibitive at the moment. The problem is not in weapon prices. I believe weapon prices are actually too low. The problem is in the price of ammunition and in the cost of maintaining the army. By decreasing the cost of ammunition and maintenance significantly, the cost of maintaining a standing army will be massively decreased. It will be decreased so much that increasing the cost of weapons will not be problematic for players, and it will allow the game to bring weapon numbers down in a meaningful way. By having fewer, but more expensive weapons, with cheap ammo and maintenance, players will see value in actually upgrading their equipment rather than just purchasing more.
4) War is risky. Not every player is comfortable with the amount of risk involved in war. What is the risk in war? The risk is in losing your country. Right now in sim country, every conflict must end in conquest. This is wrong. Conquest should be the exception not the norm, as it is in the real world today. Conquest should only be allowed with a security council vote. If a vote is passed, any country that brings the enemy War Index to 0 will have the option to conquer. Without a security council vote, the only available option should be terms of surrender. These terms would include some form of reparations payment and tribute payment for a fixed period of time. Possibly other humiliating factors like changing the flag and president picture for the length of the term. We want people to fight each other and cause each other economic damage without having to lose the countries they love.
In addition to these changes, I truly believe you should consider consolidation of the worlds. A new world needs to be created, and give players a period of 6 months to migrate their countries to the new world. Country migration should be possible as they would move as a self contained unit. CEOs should not migrate, but should be exchanged for GC or game cash value as I can see the difficulty in moving a CEO to another world as there would be no way to move the corporations with it since they are in many different countries. Once the migration period is complete, the other worlds should all be shut down, and everyone will play on the same world. If the world becomes too crowded, simply create more continents and keep everyone on the same planet. This will completely eliminate space travel, which is a feature that is completely abused by players to move military weapons around with impunity. Without space travel, CEO storage of weapons effectively becomes pointless as the only way to move the weapons will be through direct trades, which use spending space at 3 times the rate of market orders. Problem solved.
In order to solve the problem with the current state of the war game, we first need to identify the problems. In my opinion, the following are the major barriers to war:
1) War Levels - The majority of the players on peaceful worlds are below war level 3.
2) Too much micromanagement - In order to wage war, you need to have thousands of units deployed.
3) Too expensive - The cost to deploy and maintain armies is too expensive.
4) Too risky - Conquest is the only outcome of war. Most people do not want to play for keeps.
I would like to propose solutions that would address each of those problems.
1) It is my belief that war levels are bad for the game. They have created a situation on the peaceful worlds where the majority of players are able to maintain large empires with no risk by staying below WL3. On most worlds, there are only a few players that can actually be attacked, as a result, there is little to no interaction between players. The threat of war drives player interactions because it forces players to interact with their neighbours. To find out what their intentions are. To form alliances for mutual protection. Without war, this game is just a spreadsheet simulator. On peaceful worlds, players should only have their secure mode country and CEOs protected from war. This is enough. Empires should not have any protection whatsoever, unless war protection boosters are purchased with GC. This will be good for the game, and good for your pocketbooks as GC will have more value.
2) One of the biggest barriers to war is the amount of micromanagement it requires. It is extremely tedious and time consuming to wage war. To solve this problem, a multi-pronged approach is required. The first thing I would do here is unify the weapon systems. The distinction between offensive and defensive weapons is out of date, and needlessly complicates the war game. By unifying the weapons, it will reduce the amount of separate weapon and ammunition types that players will have to keep stock of. I understand wanting to have defense more powerful than offence. This can be solved very simply by giving defending units bonus damage in combat. So if your fighter planes attack my fighter planes, my planes will be 30% more effective than yours (or whatever percentage you decide). Similarly, if my planes attack your planes, then yours will receive this bonus instead. The second problem relating to micromanagement is the insane number of units that are required to wage war. Right now, unit sizes are so small that they can only do one attack before being completely ineffective due to lack of numbers. This makes long distance war with short range weapons extremely tedious because you literally have to airlift thousands of units so that they can only perform 1 attack each. In order to solve this problem we need to do 2 things. First is to make units bigger, and second is to make weapons more expensive to purchase. Unit sizes and weapon costs need to be massively increased. Units should be 10k-20k in size, and weapons should be increased in price by at least 100 times. This will serve several purposes: firstly, it will reduce the number of units required for war from thousands to likely less than 50. Second, it will hugely reduce the maintenance cost of deploying standing armies because fewer weapons will be required due to their increased cost. Having fewer units will make players value them more, and you may see named divisions with history being maintained by players. Military units that are deployed should gain professionalism points every game month that adds to their fighting level. This will incentivize players to maintain standing armies and attach value and history to their units. And finally, it will help bring some realism to weapon numbers. Deploying an aircraft carrier should be a big deal, but right now it is completely inconsequential because you need to deploy hundreds of them to be effective. Having an air defence of 1000 interceptors should be formidable, but right now it is nothing, and you actually need over 50k to be effective. In order for this change to be fair, existing arsenals need to be trimmed down by the exact proportion their prices are increased.
3) The cost of war is extremely prohibitive at the moment. The problem is not in weapon prices. I believe weapon prices are actually too low. The problem is in the price of ammunition and in the cost of maintaining the army. By decreasing the cost of ammunition and maintenance significantly, the cost of maintaining a standing army will be massively decreased. It will be decreased so much that increasing the cost of weapons will not be problematic for players, and it will allow the game to bring weapon numbers down in a meaningful way. By having fewer, but more expensive weapons, with cheap ammo and maintenance, players will see value in actually upgrading their equipment rather than just purchasing more.
4) War is risky. Not every player is comfortable with the amount of risk involved in war. What is the risk in war? The risk is in losing your country. Right now in sim country, every conflict must end in conquest. This is wrong. Conquest should be the exception not the norm, as it is in the real world today. Conquest should only be allowed with a security council vote. If a vote is passed, any country that brings the enemy War Index to 0 will have the option to conquer. Without a security council vote, the only available option should be terms of surrender. These terms would include some form of reparations payment and tribute payment for a fixed period of time. Possibly other humiliating factors like changing the flag and president picture for the length of the term. We want people to fight each other and cause each other economic damage without having to lose the countries they love.
In addition to these changes, I truly believe you should consider consolidation of the worlds. A new world needs to be created, and give players a period of 6 months to migrate their countries to the new world. Country migration should be possible as they would move as a self contained unit. CEOs should not migrate, but should be exchanged for GC or game cash value as I can see the difficulty in moving a CEO to another world as there would be no way to move the corporations with it since they are in many different countries. Once the migration period is complete, the other worlds should all be shut down, and everyone will play on the same world. If the world becomes too crowded, simply create more continents and keep everyone on the same planet. This will completely eliminate space travel, which is a feature that is completely abused by players to move military weapons around with impunity. Without space travel, CEO storage of weapons effectively becomes pointless as the only way to move the weapons will be through direct trades, which use spending space at 3 times the rate of market orders. Problem solved.