[War] Game

pentaj2 at Scranton.edu pentaj2 at Scranton.edu
Sat Jan 27 00:03:49 EST 2007


More than that: For something like us, if it could be adapted to WAR, 
it would make the website painless.

----- Original Message -----
From: Michael Downey <michael.michaeldowney at gmail.com>
Date: Friday, January 26, 2007 11:13 pm
Subject: Re: [War] Game

> 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?
> >
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> >
> >
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> >
> 
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