[War] Game
Michael Downey
michael.michaeldowney at gmail.com
Fri Jan 26 23:13:41 EST 2007
Yes, actually, that seems like a very effective system. It looks like
it would be fast and easy to update.
On 1/26/07, Bryan G. Tribble <igiveuponhate at gmail.com> wrote:
>
> Hello, hello! This is Bryan. I'm still here and sort of reading things,
> although I have been extraordinarily quiet. I just wanted to chime in about
> the website being very crucial to the health of the game. It's the starting
> point for getting new players, both the good and bad, and injecting new life
> into the game.
>
> I'm in touch w/ a friend of mine about a system that's used on some Star
> Trek sims being adapted for use in something like W.A.R. It should be a
> fairly simple transfer (I hope), so I'll get back to you all when I hear
> more from him about it. An example of it is one of the ships I sim on
> http://www.ussnimitz.net/ and the system is called the Simm Management
> System.
>
> Warmest,
> Bryan
>
>
> -----Original Message-----
> From: war-bounces at esteroic.com [mailto:war-bounces at esteroic.com] On Behalf
> Of Michael Downey
> Sent: Friday, January 26, 2007 8:40 PM
> To: war at esteroic.com
> Subject: Re: [War] Game
>
> My suggestion is this: we move the game timeline five years into the
> future, 2012. This is close enough that it would be almost identical
> to our own world, yet we can change things a little bit to make the
> game easier to control. Example, we can state that the Iraq War was
> won but with a tentative and shaky democratic government put into
> power. Same for Afghanistan.
>
> The economic situation of most nations should be improved, taking into
> account GDP growth over the five year period. I would say, on average,
> we let the GDP of all nations increase about 10-15%. Unless we want to
> make a global economic downturn for some reason?
>
> This will also give players rather free reign to chose their
> governments and introduce characters. The US player, for example,
> could start at the beginning of a Presidential term in 2012 rather
> than having to labor through the effort of killing off the sitting
> POTUS. Quite possibly the most dangerous job in the game, as history
> has shown us ;)
>
> Another thing I suggest is that we be swifter in dealing with
> international conflicts. A problem that this game has is that
> conflicts drag on forever; no matter how many posts or how much effort
> a player(s) might invest, conflicts just drag on and on and on and
> nothing gets concluded. Re Hatia, Korea, Afghanistan, Iraq, Sudan.....
> why bother posting on a subject when every WR just tells you how much
> worse it is getting no matter what you do? Now of course this probably
> more accurately reflects how things work IRL, but this is a game and
> we can't really wait around for years for our story lines to
> concluded.
>
> I agree with John that automation of the WR would be nice, but I'm
> really afraid we're going to get stuck in a rut over this and not do
> anything if we can't get it automated. Really, the nature of the game
> is going to require a lot of narrative writing for the WR anyway,
> automation is not going to change that. A simple text template with
> blanks that can be filled in would work just as well. A biweekly WR
> could be possible if more than one person helps with it.
>
> These are just some ideas I had. Thoughts?
>
> _______________________________________________
> War mailing list
> War at esteroic.com
> http://esteroic.com/mailman/listinfo/war_esteroic.com
>
>
> _______________________________________________
> War mailing list
> War at esteroic.com
> http://esteroic.com/mailman/listinfo/war_esteroic.com
>
More information about the War
mailing list