Firstly these are just a couple of ideas I have briefly discussed with Frosty which should be possible in the current engine but there is no comment on them.
Currently it is the case that DG has too few people and those that are here are too static and so there is no real room for growth. Even with the changes to navigation it is likely we will see the same outcomes as in the last Beta and also the last few rounds of DG.
DG needs a sufficiently large number of new players to break that position and to grow into the game it once was and I would think, without exception, everyone wants and agrees with that. So the question is how to go about it.
The purpose of this thread is to float some suggestions aimed at growing DG again considering it is no longer 2001 - yes DG is over 20 years old now.
DG currently has 2 game modes.
The Full Round over 3 months which is really the same as a full season of any team sport. The game fluctuates but usually the most organised for the longest makes it to the top end of the game. People do set their own goals but it is hard to carry on if you get attacked and reduced back to a couple of planets unless you have a good alliance backing you.
Fairly accessible depending on what you aim to do but can be off putting along with the time involved and so I am not sure just having this is the way to grow DG.
This currently leaves the Speed Game. This is really for the hardcore that can stay awake for 2 days and so while less time consuming than a Full Round I see this as being a challenge mode and not really accessible .
Even with a new mobile friendly UI it is likely to be difficult without the time in front of a PC. I don’t see this as the best quick route for getting in to DG.
Having given it a little thought I have come up with 2 additional modes to supplement the game and maybe help bridge the gap for new players used to different types of games.
First is DG RPG (Combat Evolved) - working title.
Large portions of DG are spent waiting for Planet Limit to go do something and farming in the meantime while maybe having some skirmishes so I suggest the following:
Start with Home Planet but can only colonise 1 other planet.
That planet will have a much larger ground and orbit space while keeping the abundances very close together so that there would be no “bad” planet to colonise. Any deficiencies in abundance can be made up with research.
Higher outputs from buildings.
Population grows as per the last Beta, so buildings give X number of workers per turn.
Only Combat Score is tracked.
Invasions give Combat Score but cannot take the planet.
Game length 1 month or 1000 turns.
The idea is to focus on one thing which is combat, you can’t win farming. With population growth as in the last Beta if you get invaded back to 0 workers then the next turn you will still have workers to build up from and so are not knocked out of the game completely.
Short game length means more can be run and so even if you do end up quitting for some reason you haven’t lost much time or have long to wait to restart.
While you can informally team up with people the idea of not having alliances is to try and make the game a bit more open on who can be attacked. There is no need to worry about NAPs or their friend’s 70 player alliance stomping you because you shot down a freighter.
Second is an actual competitive version of DG - League of DG - working title.
The problem with both game modes of DG is the question of who is the best? Usually it is more about who farmed the longest or managed to get an easier start where they don’t have to waste resources early on in fighting too hard.
So again starting with a Home Planet but starting with 5 Outposts.
Quick turn times lasting a total of 8 hours.
No more Outposts can be built.
Planet Limit researched in the normal way. Maybe with changes to costs.
As an example 5 player maximum but is scalable.
Aim is first to 10 planets wins.
Multiple games run at the same time. So in this example 5 games with 5 players each.
Winner from each game goes into a final.
Remaining players would be 20 so these would be shuffled into 4 new groups of 5 for playoffs.
Winners of the playoffs go into final with 1 extra wild entry from the groups.
Final is aimed at running to a higher planet number needed but still within the 8 hour limit so whoever gets closest if no outright winner at that time wins.
The one easily trackable outcome is number of planets owned.
This setup focuses on invading planets but can be completed over the course of 2 weeks if needed but I would have it over a month.
1 weekend the first rounds, next weekend the playoffs and the next the final. This leaves a free weekend each month for the normal Speed Game or just a break.
This is based on solo play but I think you can also have team based of 3-5 players in each team. The number of planets needed can be tweaked easily enough but there is still the clear winning goal.
Numbers across both would be scalable dependent on interest, if 1000 people want to play you don’t want to be running 200 games.
Limiting alliance involvement again gives people more of an equal footing but allowing small teams could kick start some new alliances.
Open to anyone’s thoughts although I would prefer none of the ‘change is bad’ type comments.