<!-Quote-!>Quote:As far as "reasons" for one player to go after another? They will eventually provide their own. Breathing my oxygen is as good as any other.
That is my humble opinion on the subject.<!-/Quote-!>
Agreed, there should be no reason at all. War is a part of this game.
I do suggest this Andy, perhaps 2 secured mains can be replaced by the current single main. Currently, with new restrictions, a player can technically play in secured mode with any number of countries(I.E. Xon who has some 20 countries under war level on FB of all places). This adds some reasonable base of protection. This also drives players to "play nice" with others if they plan on expanding beyond those 2 entities. It restores the fundamental reason for player interaction and federation building. This is all missing due to half a game that has reduced beyond expectation.
As a note on chat being slow. It is a really important aspect of player retention. Its' priority is seriously overlooked. I know for certain, I needed only declare war on someone and that room would fill instantly. People need something to talk about.
No risk = no federations and no diplomacy. When I began almost a decade ago 2 things enticed me into and kept me in this game. The idea of turning some 1's and 0's into cash into real cash(did that) and the thriving community driven by risk/reward, raiding, federations, and war. It all had a great backstory, players loved and hated each other and it was like another world. Today, there are many people from the past, many great veterans and name-worthy players who have come forward and for reasons I understand, who continue to play(if only quietly) because they hold on to the previous state of the game.
I'm not saying adding some protections to the old way was a bad idea at all. I also in the past suggested that every player should be afforded 3 main secured countries. The problem was exaggerated which in turn led to the current solution.
In conclusion I will give some bullet point solutions and end it so as not to drown myself out with so many words.
Problems 1
Suggestions 2
Expected Outcome 3
* 1- Lack of war game
2- Relax the War Rules To a 2 main max, no war levels. War Protections cost GC(TEST on
FB) Roll out on all worlds potentially
3- People might actually fight there one day.
* 1- There will be risk involved
2- Explain this better! At every opportunity. Explain how poor interactions in the game and forums can cause players to be attacked. Explain that expansion can lead to being attacked for no reason at all. The need to interact and associate with other players and federations to make expanding a safer proposition.
3- Players will understand the risk and even if they are wiped back out to 2 mains, they can
never be knocked out of the game by anyone whatsoever, never ever. Win/Win
* 1- Players who lose wars will cry.
2- Let the chips land where they may. Let the community deal with 'bad guys'. Try a 'less is more approach' and intervene in extreme situations or when cheating of some sort is involved.
3- Players will begin to evaluate what they can do differently to get a different outcome and stop thinking there is something they can get you guys to react to at every turn. Potentially, players will outgrow being 'just' econ players and become complete and capable participants in the Total Game. There is no division, Econ and War go hand in hand. The best war players are typically the best econ players.
As the game is today, you have all the economic players interested in playing an economic game here already. There is another potential player who may enter the game and become disappointed if they are actually looking to play the war side or a combination of both. This has to be addressed.
I hope this helps.