E
Eeeee OOOooo
All worlds
22 May 2024 17:34Link
Hello!
Here's a list of relatively small proposals that could help the game play better, be less tedious, or more accessible. Other players in the simcountry chat seemed receptive to these ideas as well. The goal of the post is to propose ideas that could be considered for future development. Thanks to all the players who assisted with this.
1. Change new accounts to have "peaceful" game levels instead of "including defense." The defense indices are mostly based off the game from long ago, and new players often go bankrupt. "Including defense" requires new players to buy an unclear amount of weapons - and a decent amount of them, in order to level up.
Allowing them to get to level 3 easily without buying more weapons is probably a better way for them to stay engaged and have a healthy country state. Defaulting starter countries to be "peaceful" game levels is a great way to do this. Most new pla
Here's a list of relatively small proposals that could help the game play better, be less tedious, or more accessible. Other players in the simcountry chat seemed receptive to these ideas as well. The goal of the post is to propose ideas that could be considered for future development. Thanks to all the players who assisted with this.
1. Change new accounts to have "peaceful" game levels instead of "including defense." The defense indices are mostly based off the game from long ago, and new players often go bankrupt. "Including defense" requires new players to buy an unclear amount of weapons - and a decent amount of them, in order to level up.
Allowing them to get to level 3 easily without buying more weapons is probably a better way for them to stay engaged and have a healthy country state. Defaulting starter countries to be "peaceful" game levels is a great way to do this. Most new pla
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auditor
All worlds
22 May 2024 20:18Link
Love everything brought up here. The overall 'health' of the game would absolutely be improved by implementing any or every one of these. A couple comments and addons on each that hopefully aren't seen as trying to detract from the main points made on each, as I completely and absolutely would be onboard with all of them as presented.
1. I know different countries start with different situations within certain parameters, some with ~ 25m population, some around 30m, etc. A constant is those initial military units and their associated cost that really does put pressure on the player from the start. Just randomly going through some newer countries, defense costs appear to be accounting for roughly half of the country expenses, and as the beginners income booster depreciates it puts a lot of urgency on the player to essentially 'use it or lose it'. It would take a lot more doing, but in addition to the easy to implement init
1. I know different countries start with different situations within certain parameters, some with ~ 25m population, some around 30m, etc. A constant is those initial military units and their associated cost that really does put pressure on the player from the start. Just randomly going through some newer countries, defense costs appear to be accounting for roughly half of the country expenses, and as the beginners income booster depreciates it puts a lot of urgency on the player to essentially 'use it or lose it'. It would take a lot more doing, but in addition to the easy to implement init
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Jiggle Billy
All worlds
23 May 2024 14:36Link
These are all awesome suggestions, number 1 and 4 would be huge for retaining new players, many get distraught when the income booster run out and they run out of money.
Also to Auditor, good job only going weeks, I recently found a country I've had 6 months plus with some settings never updated. I found one I've had 4+ years with a setting different than I normally play, always wondered why that countries profits were lower than the rest.
Also to Auditor, good job only going weeks, I recently found a country I've had 6 months plus with some settings never updated. I found one I've had 4+ years with a setting different than I normally play, always wondered why that countries profits were lower than the rest.
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JOEL
All worlds
23 May 2024 15:01Link
I love these suggestions, Eo! They are excellent ideas that would certainly enhance the overall gameplay experience, particularly the inclusion of a space center and empire-wide settings. It seems like players have been requesting these features for quite some time, and I hope the game developers seriously consider adding them, especially for those of us with expansive empires.
One common complaint among players has been the excessive number of clicks required to play the game. It would be fantastic if the developers could find a way to streamline and reduce the number of clicks needed, as it would greatly improve the gameplay flow. Additionally, I believe increasing the amount of money available for the space center should be a simple request, considering its current state of obsolescence.
I hope the gms take them into serious consideration and implement them soon. They have the potential to significantly enhance the gameplay experience,
One common complaint among players has been the excessive number of clicks required to play the game. It would be fantastic if the developers could find a way to streamline and reduce the number of clicks needed, as it would greatly improve the gameplay flow. Additionally, I believe increasing the amount of money available for the space center should be a simple request, considering its current state of obsolescence.
I hope the gms take them into serious consideration and implement them soon. They have the potential to significantly enhance the gameplay experience,
A
auditor
All worlds
23 May 2024 20:12Link
Also, and absolutely not to detract from any of the suggestions here because each and every one has strong benefits for players at all levels, I personally would like to see some brainstorming into tangible ways to promote interactivity between players that extends beyond federations for defense and discord for roleplaying. There are many reasons for players to essentially keep to themselves and not enough tangible reasons for players to branch out and interact with others.
Any improvements or incentives in player to player interaction would have to be coupled with implementing a more vigilant system to prevent multiple accounts than we currently have, but most of the players would support tighter protections against cheating and the players that wouldn't support that, obviously should be the first accounts checked.
I don't know the finer details of what computer systems there are for checking suspect accounts or what data the
Any improvements or incentives in player to player interaction would have to be coupled with implementing a more vigilant system to prevent multiple accounts than we currently have, but most of the players would support tighter protections against cheating and the players that wouldn't support that, obviously should be the first accounts checked.
I don't know the finer details of what computer systems there are for checking suspect accounts or what data the
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James Folsom
All worlds
24 May 2024 01:46Link
Unfortunately, The type of player that is attracted to this game is introverted. Nothing we can do about that, but let's all think about what gets introverts to talking, this is a good thought area.
Eliminating war protections and going back to a free for all would bring interaction. But would result in a turnover of players, potentially. But, collective defense strategies that are needed in that paradigm stimulate people to collaborate for survival.
I've noticed, that in the last decade of the game, that collaboration around understanding the game algorithms for the purposes of setting trade strategies, and salaries and education priorities is non existent. This is an area that should appeal to many who are attracted. But with war not a serious factor, people seem to just enjoy the easy money that comes from not having to maximize financial efficiency in order to support a military.
Another thing, to think about is we li
Eliminating war protections and going back to a free for all would bring interaction. But would result in a turnover of players, potentially. But, collective defense strategies that are needed in that paradigm stimulate people to collaborate for survival.
I've noticed, that in the last decade of the game, that collaboration around understanding the game algorithms for the purposes of setting trade strategies, and salaries and education priorities is non existent. This is an area that should appeal to many who are attracted. But with war not a serious factor, people seem to just enjoy the easy money that comes from not having to maximize financial efficiency in order to support a military.
Another thing, to think about is we li
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Andy
All worlds
24 May 2024 15:02Link
EO,
Thanks for the suggestions.
after a first reading, it seems to me that some are very easy to implement.
I will discuss here and see when we could implement.
Thanks for the suggestions.
after a first reading, it seems to me that some are very easy to implement.
I will discuss here and see when we could implement.
J
James Folsom
All worlds
26 May 2024 20:48Link
Damnit, I knew learning the "new to me" war engine was key. What I didn't realize was it's also the answer to this.
We need a "No Risk"|"No Reward" war simulator wherein we can run scenarios and learn the damn thing. The only way anybody ever really learned was by doing. But most players want have the resources to do that for awhile. And apparently, for awhile now, raiding of C3s is one way to get established. But many are locked out of that because of the catch 22 of getting the cycle going. This should be an easy thing to make. Same War engine, just with monopoly money. It could even be a real internal game. Setup it with start parameters and let people compete to beat it.
I suspect it would really engage a lot players.
We need a "No Risk"|"No Reward" war simulator wherein we can run scenarios and learn the damn thing. The only way anybody ever really learned was by doing. But most players want have the resources to do that for awhile. And apparently, for awhile now, raiding of C3s is one way to get established. But many are locked out of that because of the catch 22 of getting the cycle going. This should be an easy thing to make. Same War engine, just with monopoly money. It could even be a real internal game. Setup it with start parameters and let people compete to beat it.
I suspect it would really engage a lot players.
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nathan
All worlds
04 Oct 2024 19:42Link
James im stealing your idea to bring up a suggestion I made a while ago regarding this sort of thing.
To incorporate it into a gameplay type of system (instead of just fully fake numbers), you could setup your military units as needed, so you still need somewhat of an investment to get your military up and running.
However, once you have at least 2 units, they could "train" against each other. akin to countries or units doing wargames irl.
As this is a training exercise, you lose a significantly lower amount of equipment (things break during training im sure) and a lower, but not as reduced amount of ammo).
You could be able to build different types of units and test how they compare against other units.
Perhaps a future iteration of this could expand to allow units from different countries to train against each other.
This could also be a way to level up a units fightin
To incorporate it into a gameplay type of system (instead of just fully fake numbers), you could setup your military units as needed, so you still need somewhat of an investment to get your military up and running.
However, once you have at least 2 units, they could "train" against each other. akin to countries or units doing wargames irl.
As this is a training exercise, you lose a significantly lower amount of equipment (things break during training im sure) and a lower, but not as reduced amount of ammo).
You could be able to build different types of units and test how they compare against other units.
Perhaps a future iteration of this could expand to allow units from different countries to train against each other.
This could also be a way to level up a units fightin
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hymy1
All worlds
05 Oct 2024 00:14Link
Hey Nathan, I agree, will add It turned out I didn't come of with it either. Some form of this has been advocated for others over the last decade.
I've been tempted to just set up another account so that I can stage war games against it.
I've been tempted to just set up another account so that I can stage war games against it.
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nathan
All worlds
05 Oct 2024 04:38Link
War games between federation members could be a great opportunity to expand cooperative gameplay.