Recent defender missions, and my observations over nearly three years in the game, have led me to some conclusions which make me want to open a debate. Please read and comment.
The limitations of the gameplay of the core NS game (I am not talking about the offsite forum activity) have been well documented. Many of us hoped that the game would be improved by the advent of NS2, but my personal opinion is that even if Max and the other mods were to pull their fingers out, they would likely find that the niche that NS2 would have occupied has been filled by other games like CN. I think it has to go down as an opportunity missed.
So we are left with NS1, which as time passes is looking increasingly limited and creaky.
It seems to me that much of the enjoyment of a game like NS depends on delicate checks and balances.
A balanced game forces players to find exploitable opportunities within the game, and use them to advantage. Puppetmaster was an example of this, as were endosurfing and unendo campaigns. This leads inevitably to a debate about the morality of all the tactics, and the general response of the mods has been to tighten regulation, and limit imaginative play. Puppetmaster attacks could not be launched nowadays, for example, and unendorsement campaigns have been rendered much less effective than in earlier years. From my perspective pretty much every mod ruling has served to make the game duller. Others are better qualified than I to comment on the influence system, but even this seems to be to have tinkered with the game rather than revised or revived it. Too little, too late.
The main issue I want to discuss is the balance that (for me) makes the game interesting – in particular the balance between invading and defending. My perspective is that the game was at its best when the game was balanced between invaders and defenders, and every soldier counted. But it seems to me that the game is unbalanced at the moment. It is easy to raid a founderless region, and easy to hold it against defenders. It is very hard to dislodge even a semi-alert raider delegate.
The results? Many defenders have lost heart and given up. There are fewer and fewer active defenders in the game any more. And fewer and fewer true liberations.
Does this matter? Of course. Because invaders and defenders need one another, and need to be keenly matched to make the game interesting. I am no invader, but I suspect there can be little real thrill in walking in to an undefended region, tinkering with the WFE, sitting there for a week or two, then moving on to another region to repeat the exercise over again. Defenders need invaders, invaders need defenders. And from what I see we are looking at a decline in that general aspect of the game.
What do I propose? I do not know, really. I am trying to open the debate, and perhaps suggest that there needs to be balance put back in the game – some tweak of the rules or coding which make liberations more possible, and attract people back to the defending side of the game. This would, I suggest, be a benefit for defenders, benefit for invaders, and a benefit for Nationstates generally.
The limitations of the gameplay of the core NS game (I am not talking about the offsite forum activity) have been well documented. Many of us hoped that the game would be improved by the advent of NS2, but my personal opinion is that even if Max and the other mods were to pull their fingers out, they would likely find that the niche that NS2 would have occupied has been filled by other games like CN. I think it has to go down as an opportunity missed.
So we are left with NS1, which as time passes is looking increasingly limited and creaky.
It seems to me that much of the enjoyment of a game like NS depends on delicate checks and balances.
A balanced game forces players to find exploitable opportunities within the game, and use them to advantage. Puppetmaster was an example of this, as were endosurfing and unendo campaigns. This leads inevitably to a debate about the morality of all the tactics, and the general response of the mods has been to tighten regulation, and limit imaginative play. Puppetmaster attacks could not be launched nowadays, for example, and unendorsement campaigns have been rendered much less effective than in earlier years. From my perspective pretty much every mod ruling has served to make the game duller. Others are better qualified than I to comment on the influence system, but even this seems to be to have tinkered with the game rather than revised or revived it. Too little, too late.
The main issue I want to discuss is the balance that (for me) makes the game interesting – in particular the balance between invading and defending. My perspective is that the game was at its best when the game was balanced between invaders and defenders, and every soldier counted. But it seems to me that the game is unbalanced at the moment. It is easy to raid a founderless region, and easy to hold it against defenders. It is very hard to dislodge even a semi-alert raider delegate.
The results? Many defenders have lost heart and given up. There are fewer and fewer active defenders in the game any more. And fewer and fewer true liberations.
Does this matter? Of course. Because invaders and defenders need one another, and need to be keenly matched to make the game interesting. I am no invader, but I suspect there can be little real thrill in walking in to an undefended region, tinkering with the WFE, sitting there for a week or two, then moving on to another region to repeat the exercise over again. Defenders need invaders, invaders need defenders. And from what I see we are looking at a decline in that general aspect of the game.
What do I propose? I do not know, really. I am trying to open the debate, and perhaps suggest that there needs to be balance put back in the game – some tweak of the rules or coding which make liberations more possible, and attract people back to the defending side of the game. This would, I suggest, be a benefit for defenders, benefit for invaders, and a benefit for Nationstates generally.