Things to consider to cut the drop out rate:
1. different games for experienced players that are control at entry by the computer... example have to have completed x games.
2. change the time factors for building and research at the start so that game moves much faster in the first 5 days, this gets players to commit to the game.
3. have players able to default to the AI when off line.
4. have a game with a buy in for the first 5 days and a refund of the buy in on day 5. Example: game costs $5 to start, get the equivalent of the ducats 5 days later to spend ONLY on that game.
5. have restrictions on ducat use controlled by the machine (avoids blow outs from early money)
6. Have beginner games that are SHORT... a 7 day game with winner with the most points winning.
7. alter the point structure to encourage real social interaction and team play. Teams tend to keep people in the game a little longer if they are communicative. Examples. .. have victory points awarded based on your choice of War/Colony/Economic so that each game has three winners
and there are teams of 3 where there is one of each type. You may get double points for colonies, and half points for every thing else, same thing on economic (core provinces) or War (occupied provinces).
There is more ideas but it is past nap time !
1. different games for experienced players that are control at entry by the computer... example have to have completed x games.
2. change the time factors for building and research at the start so that game moves much faster in the first 5 days, this gets players to commit to the game.
3. have players able to default to the AI when off line.
4. have a game with a buy in for the first 5 days and a refund of the buy in on day 5. Example: game costs $5 to start, get the equivalent of the ducats 5 days later to spend ONLY on that game.
5. have restrictions on ducat use controlled by the machine (avoids blow outs from early money)
6. Have beginner games that are SHORT... a 7 day game with winner with the most points winning.
7. alter the point structure to encourage real social interaction and team play. Teams tend to keep people in the game a little longer if they are communicative. Examples. .. have victory points awarded based on your choice of War/Colony/Economic so that each game has three winners
and there are teams of 3 where there is one of each type. You may get double points for colonies, and half points for every thing else, same thing on economic (core provinces) or War (occupied provinces).
There is more ideas but it is past nap time !
