Old thread, but some refreshing new opinions from both Thomas Morgan and Jdlech.
Most of these ideas fail to fully address the lack of incentives within the war game, as Aries has pointed out.
That said, I really like Thomas' point (a), regarding intergalactic federations. The space game currently feels underdeveloped and thus somewhat gimmicky, but is ripe for real integration with existing war and federation mechanisms. Interplanetary war both gives Simcountry Space a purpose, and utilises the game's best and most unique features.
Moving from Thomas' suggestion into a larger point, wars can already be very tedious, with hours of clicking and unreasonable demands on playing time. I feel this, to some extent, is a critically limiting factor on the number of players willing to engage in meaningful PvP. A multi-world federation, or even the existing federation model, should therefore offer central control over
Being able to join a federation across worlds would be "neat" but isn't a game-changing feature in PvP. Friends and allies already exists across worlds regardless of official federation tags. If wars were more prevalent, in general, interplanetary war would follow whether or not the federation tag allowed this flexibility.
The ability to allow federation control is an interesting suggestion but might be a bit scary for a player to yield expensive formations by default. I do like the idea in a more limited and controlled fashion though. Perhaps the creation of a defined "battlegroup" created by any federation member where a controller, or controllers, is defined and allows any other federation member to lend forces they choose to the effort.
From a coordinated effort standpoint a "battlegroup" would be an welcome addition. I do not believe the war game is any more tedious than the econ game though. I spend lots
@Aries - the worlds are now connected via space trading. Why can't Federations therefore be stretched across 5 worlds instead of just 1? This gives feds far more interesting functionality.
A great idea to add onto this is to allow fed mates to be able to transfer goods from world to world via space for another player. This would add an incentive for a player to join a federation, in order to get his or her goods transferred without having to dump a lot of GCs and $$$ into acquiring the necessary goods. It would also promote interaction and coordination between Fed mates. Other players will rely on each other to deliver necessary goods.
Nonetheless, in spite of having put my own (rather ambitious) ideas out there, there is only one way in which the player base can be revived properly: a conscientious effort by a number of existing players to recruit new players into beginners federations and guide them through the early stages. Thi
Again, I approve of the additional utilisation of space game functionality.
I'm sure many of us are open to recruiting new players, and guiding them through the game, but I really think that some kind of organisation is required...
I suggest:
1. Interested players contribute war-game-revival specific ideas to a medium that is easier to moderate, organise and collaborate on. This might be a joint google docs folder, with the ultimate aim of providing a comprehensive (and uncrowded) list of suggestions to the GM.
2. The same as #1, but covering associate ideas such as inter-planetary war/feds, in game natural resources, and assigned in game federation roles.
3. A cohesive plan to recruit players from offsite, and bring them through a ready made programme of our own devising. Perhaps recruiters could be additionally rewarded from security council funds in a world of their choosing.
@Tom - Adding the ability to have interstellar federations and more flexibility, in general, again, is neat. Sure, why not do it? Does it fix PvP? no
As far as adding the ability to transfer another player's goods, this is less of a problem than you might think. Check the market for shuttles. A half dozen shuttles can be had for a few coins. If this is price is out of reach of a player, they have an issue beyond trying to transport goods through space. Again, doesn't fix PvP.
As far as guiding new players, yes, I am doing all I can. I have added the best c3 war guide ever written to the Beginners Forum. I have also added a guide titled "Path of a Warrior" there that provides an overview of how a new war player gets started in obtaining the resources to be a game force. I am also the most consistent presence on the forum and in chat helping guide new players into developing strategy and style. A half dozen or so players in