FREEDOM!

Simcountry: Fearless Blue Bulletin Board: Suggestions: FREEDOM!

zio CORP

Thursday, January 08, 2004 - 04:10 pm Click here to edit this post
FREEDOM(to make bad and unfair disicons for a more intersting game)
if their is just one suggestion that I could make about this game it is the idea of freedom - their are too many limitations put on the game to make it 'fair' and to stop 'cheating' if you want to make a really realistic and fun to play game then simply allow the presidents to make a greater range of disicions even if they are bad ones. it's like with social security payments country's in real life raise their payments too high and go into depression (just look at the commu block) so why can't we i mean provided the consequences are available in the documentation then we should be able to make mistakes - otherwise you might as well run an AI simulation with no people at all and thats the same with giving moneyand goods to other countries it happens in real life people in alliance give money to others and even as war tribute if we want to help particualar people or sell goods to help somoene at a rock bottom price (lower than the tiny 5%) THEN LET US!(thats what friends are for) it may make the rich and poor gap bigger but thats what it's like in real life and if their was more freedom it would give much more satifaction to those who got to number 1.

markland

Saturday, January 31, 2004 - 10:43 am Click here to edit this post
i agree with that, we should be able to do more things, like increasing our social security payments to above 200% in just 1 day, so we would make a mess of our country, it's dumb, but dumb people make dumb discisions (look at north-korea e.g.). we have to much limitations, we're just like some replaced AI.. :(

Spassky

Saturday, January 31, 2004 - 09:46 pm Click here to edit this post
Or send gov't salaries and social security payments to zero. I think it would be cool if you run your country too poorly if there was a revolution index that sent everything back to default and deregged the country if the index got to 100% (or stayed at 100% for a period of time). The size of the army should probably have an amplifying effect if such an index were adopted. A large army that is well satisfied would deflate the index, while a large army that is unsatisfied would inflate the index. Small armies would keep the index much more stable. With peaceful countries, the army modifier should be nonexistent, so other modifiers would be taken into greater account.

HM Canadian colony

Thursday, February 05, 2004 - 01:39 am Click here to edit this post
markland's spot on with that it seems that don't want us to choose what to do and they havn't made the game for our enjoyment is just seems like they wanted to make a realstic simulation and were are just cheap ai.

Wartime Concubine

Thursday, February 05, 2004 - 02:21 am Click here to edit this post
I think we should all e-mail w3c and explain what the term "interactive game" means, cuz they obviously have no clue.

w3c seems to think that ppl would have more fun attacking c3's then they would attacking real players.

does that sound like fun to you?

Wartime Concubine

Thursday, February 05, 2004 - 02:23 am Click here to edit this post
webmaster@simcountry.com

is the e-mail address to sent w3c hate mail.

have fun.

Wartime Concubine

Thursday, February 05, 2004 - 03:09 am Click here to edit this post
Once the Peaceful Country feature is in place and all countries had their opportunity to convert, we will increase the max. size of attacks from the current 10,000.

this means the limits will be raised, I only hope it's high enough to be of value.

At the same time, review of the effects of war and continuous observation of the power of attacks and the defensive capabilities of weapons will continue. Recent changes corrected errors in the devastating powers of some offensive weapons.

this means they are going to take a look at how they can make the defence less powerful if needed. some offencive weapons were way to powerful and made the game unbalanced. they weakned these weapons and implemented the attack limit. now they have no idea if the weapons are too weak or just right, they will have to study the effects of these weapons after they have lifted the attack limits.

Although contracts may be closed at market price, actual transactions will be closed for the market price multiplied by the quality of the product. This is how the market always worked except for contracts and the common market. This exception is now removed.

no more 5% limit on contracted goods. it just appears to be limited, after the product is delivered the price is multiplied by it's quality and the selling corp gets it's full value. I guess the buyer gets the goods at market price...I really dunno.

Development is now completed. Provided testing is completed shortly, this change will be implemented on the site by next week.

that's shortly.

you should try reading the news once in awhile.

American Union

Wednesday, March 03, 2004 - 11:28 am Click here to edit this post
Where the hell do they post the news?

Fischer

Wednesday, March 03, 2004 - 09:50 pm Click here to edit this post
They post the game news on the login page under the password field.


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