[War] Game

Michael Downey michael.michaeldowney at gmail.com
Sat Jan 27 07:55:03 EST 2007


It seems the system is open source and can be downloaded here.
http://cyberplexus.net/sms/

On 1/27/07, pentaj2 at scranton.edu <pentaj2 at scranton.edu> wrote:
> 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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>
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