A
Aries
09 Sep 2013 23:58
Link
These suggestions were made on another thread and I am moving them to a more appropriate forum here. I have had support from a handful of players and would appreciate more feedback here. Be specific. be constructive. thank you
1. Offer addition incentives to raise war level.
This is a huge issue. War levels were introduced to limit newer players from experiencing wars from war veterans. The problem is, there is simply no incentive to raise to the higher war levels for most players.
Ironically, the players that do raise their war level to some of the highest levels, find themselves out of reach of many of the more aggressive war players who tend to keep their war level low.
The ideal place to start incentives is at war level 7, the first level out of reach of declaring on a new war player at war level 3. Some ideas would be one or more of the following.
-Allow war level 7+ player to upgrade units past the normal 450 limit for non-mobile units on an ascending scale. Maybe 455 at 7, 460 at 8, and so on. This would also allow these players to prepare better for higher level raiding.
-A reduction in military costs on an ascending scale. Really looking for benefits for war players here. Again, looking at maybe 5% at 7, 10% at 8, and so on. This could possibly extend to a reduction in the use of training ammo.
More ideas are welcome here. The goal is a continuing benefit that would genuinely be missed by a war player who chooses not to raise war level.
2. Limit war protection so it does not protect aggressive players.
From the war protection page, the idea of war protection is keeping your empire intact while on vacation or other occasions you are unable to play the game. Also, when you don't wish to fight.
A player who declares war on another player does not fall into these scenarios. I propose, for the duration of a declaration (from the moment it is made, not when the war starts) that you initiated on another player, this protection would not function. You would not lose your balance of purchased war protection but your empire, with the exception of a country in secured mode, could now be attacked by the player you declared on or others as a result of your hostile act. This will prevent aggressors from unfairly dictating terms of an engagement using war protection.
3. A new world not connected to the others via shuttle roots and disconnected from direct trade.
Josias has suggested a game reset. Though this would put newer players at much less of an asset advantage with game veterans, this could act to cause those same veterans to leave the game for a few reasons. One, they lose anything they built and any progress towards any game goals they were working towards. Two, they would have to question any additional commitment to the game in time or money.
I think the better option would be a new world that does not benefit from current game assets. I predict this would quickly be an exciting and popular world. I would play there. However, I also predict this could affect activity on current worlds to some extent as new players would gravitate towards the new world. I would be for some type of player merger on existing worlds, especially those of the same rule-set.
1. Offer addition incentives to raise war level.
This is a huge issue. War levels were introduced to limit newer players from experiencing wars from war veterans. The problem is, there is simply no incentive to raise to the higher war levels for most players.
Ironically, the players that do raise their war level to some of the highest levels, find themselves out of reach of many of the more aggressive war players who tend to keep their war level low.
The ideal place to start incentives is at war level 7, the first level out of reach of declaring on a new war player at war level 3. Some ideas would be one or more of the following.
-Allow war level 7+ player to upgrade units past the normal 450 limit for non-mobile units on an ascending scale. Maybe 455 at 7, 460 at 8, and so on. This would also allow these players to prepare better for higher level raiding.
-A reduction in military costs on an ascending scale. Really looking for benefits for war players here. Again, looking at maybe 5% at 7, 10% at 8, and so on. This could possibly extend to a reduction in the use of training ammo.
More ideas are welcome here. The goal is a continuing benefit that would genuinely be missed by a war player who chooses not to raise war level.
2. Limit war protection so it does not protect aggressive players.
From the war protection page, the idea of war protection is keeping your empire intact while on vacation or other occasions you are unable to play the game. Also, when you don't wish to fight.
A player who declares war on another player does not fall into these scenarios. I propose, for the duration of a declaration (from the moment it is made, not when the war starts) that you initiated on another player, this protection would not function. You would not lose your balance of purchased war protection but your empire, with the exception of a country in secured mode, could now be attacked by the player you declared on or others as a result of your hostile act. This will prevent aggressors from unfairly dictating terms of an engagement using war protection.
3. A new world not connected to the others via shuttle roots and disconnected from direct trade.
Josias has suggested a game reset. Though this would put newer players at much less of an asset advantage with game veterans, this could act to cause those same veterans to leave the game for a few reasons. One, they lose anything they built and any progress towards any game goals they were working towards. Two, they would have to question any additional commitment to the game in time or money.
I think the better option would be a new world that does not benefit from current game assets. I predict this would quickly be an exciting and popular world. I would play there. However, I also predict this could affect activity on current worlds to some extent as new players would gravitate towards the new world. I would be for some type of player merger on existing worlds, especially those of the same rule-set.