Letting Kusari attack Gallia would give KNF something to do, but if you think doing one thing alone (or 5 things to bring more war) is going to raise population again, I think you're mistaken.
There are about 20 things to do to raise activity (each of them with only a small impact, but if you don’t do any of them for that reason you’ll never end up making a big impact on anything), and a good time to do them would have been 2 or 3 years ago. Some of them sould have been good 9 years ago, if not to raise activity, then raise the percentage of RPing non drama-producing players.
1. About the argument of whether to add content or reduce it to increase interactions/density, consider this picture:
Both have the same systems (black dots), but the lanes (lines) on the left will spread players traveling between them evenly (making interactions less likely) and also require more jumps to get from one point to another (taking more time to travel). On the right, travel is shorter and also concentrates players towards points A and B, making interactions there more likely. (for example getting from point 1 to A to B takes 3 and 2 jump on the left, but only 2 and 1 on the right). The right side also makes it easier to guess where activity will be and where there will be little, and thereby where you will find activity without “shadowlogging”.
4.85 was more like the right, 4.88 more like the left. That was not an accident: many people actually wanted to “end the lolwhuttery” in focal points like A and B, and spreading things out was a way of doing that (I even pointed it out back in the day). But three things happened: 1. the devs over-did the spreading out, in addition intentionally destroying focal points like omicron minor 2. Systems were added for the sake of adding systems, and most new systems were totally uninteresting and had copy-pasted bases with copy-pasted rumors and bar chars who didn’t know where they were, ruining the last bit of feeling the game had left. In the same way commodities and trade routes were added simply for the sake of adding them, and they lacked the deep lore immersion and purpose of things like cardamine, artifacts, and alien organisms brought to the game. 3. The people who wanted to “end the lolwhuttery” ended up not having anything to do without “lolwhuts” to lecture, blow up, and laugh at, which also sucked for them.
2. Following up on the last point, people would rather laugh at lolwhuts who don’t know lore, have the game tuned for the needs of vets instead of making it interesting for noobs, and occasionally shine their halos on their angel chars showing them how to mine, instead of giving any thought to what would really make it more fun for newcomers. For example:
3. Pay attention to the progression a new player has in the game from start to finish. It’s been: mine helium, learn to mine something else, save up for a ship or a base, get rekt, keep getting rekt until you either leave or join am existing gang. And god forbid you try to make something new or do anything that doesn’t meet the approval of a local chieftain. Many things could be done to make things better, and making it easier for players to reach the “get rekt” stage earlier by helping them make money and set up ships faster isn’t one of them (that’s only more comfy for the vets). So:
4. Remove the ready-to-go restarts for all factions. They took away the exploration, the repping, the PvE to rep, the time spending of time playing the game. Yes, its all very very convenient for vets this way, but takes away the spending-time-online-grind, the low-level combat that a noob can have a winning experience and progressing experience in, the PvE snub-combat training obtained while repping, the reward of collaborative play with other players in missions. All that was a major part of the game especially for noobs, and it was totally killed off with the restarts. Make restarts Freelancer in all the houses, and that should be good enough. Possibly make IDs rephack in a way that doesn’t permit the buying of all gear without doing missions.
5. Make the tech nerf more liberal (and make the “incompatible technology” message longer to explain the player what is going). Sure, maybe all not-too -nooby LN players will end up getting BAF guns. But seriously, SO WHAT as long as it’s not outcast or nomad guns? Allies share guns and equipment all the time. It rewards exploring, and spending more time on the same character to gather gear. Collecting tech was also an important part of the game, now everything you can possibly get is handed to you in 5 minutes if you have the cash.
6. Make places with very challenging NPCs (especially fighters and bombers), with SNACs and CDs, where people can go to have really challenging PvE and co-op play.
7. A more elaborate help system which gives context and advice ingame. I submitted a bunch of pages, but haven’t heard anything for months.
8. Easy-to-read easy-to-find lore-teaching items sold on the main bases that one can read while trading (making them atm)
9. Follow-the-breadcrumbs miniquests which consist in reading bar rumors and object infocards, to lead people to interesting places (and teach them some stuff in the process) (made several suggestions years ago)
10. Change goto-noob activity form mining helium hidden in Penn to collecting scrap in new york, so they see more RP earlier on, and get access to both lawful and unlawful RP so they get the idea that both sides are human.
11. Stop promoting an honor system that makes siding with noobs a sure way to either lose or to get yelled at. If you're such great aces and tough guys, then toughen up and accept that people will use numbers and ship classes to win.
12. Stop raising totally unrealistic expectations in people, which will only get them into stupid situations and then get them angry when those expectations aren't fulfilled by others. Stop telling people that other people need to be excellent to them. Tell them to be realistic in their expectations, and to lead by example instead of pointing the finger.
13. Stop shoe-horning noobs into trying to get the biggest cap and a base without doing anything else than trading and mining, when every one knows that's not a good way to gave fun, and when its not even really wanted here.
14. Stop advertising the mod with Gallia. It's like advertizing a sports car by promising free aged Camembert in the glove department. Advertise with freedom, opportunity, and try to fulfill those expectations. (already re-wrote the moddb page)
15. Stop forming mobs that lynch every new group that tries to build something, nitpicks their RP, ganks them to punish ganking, and tries to do everything so it doesnt grow larger than some semi-dead faction which still thinks they own the space they use.
16. Stop nerfing generic IDs like pirate ID because you think other factions like rogues should get the activity. There simply arent enough players to fill every non generic factions (not even when there were 200 players every day, there are simply too many different factions). Instead, expand all permissions and ZOIs, also for non generic factions. It's more immersive and fun to stick with the same character instead of having 20 characters in every corner to have something to do. It also lets noobs find friends here easier because they recognize the same person again, because they're not always behind different names.
17. Reduce the number of tradable/minable commodities by removing those that arent really linked to anything with lore (like cobalt, copper) and buff routes that are highly relevant for lore (like artifacts, cardamine), and compensate by giving more factions the oportunity to engage in the remaining trade/mining activities (like let nomads and humans mine something in the omicrons and equalizing the mining bonuses). Activity and RP immersion comes from having many different possible activity for the same character/faction. For example if GRN and nomads only log to fight or "RP" and have nothing else to do, they'll only log when they know they will get oportunities for that, and you'll see them less although they are important for the story and the activity of other factions.
18. Have some IRP warzone systems without bases where people may engage without typing first, and where the 2 hour death rule doesnt apply (if you die in that, you may re-engage in that system but not anywhere else). You can have a green message that announces the altered rules when entering the system like there is Pennsylvania, if possible.
19. Make events less elaborate (playable without reading the forum), less lucrative money-wise (maybe even money sinks, in exchange for scoreboard bragging rights or prizes for winners or NPC-dropped objects like special guns or "ingredients"), only temporary (make them last 1 hour and happen 2 or 3 times per day in an repeat in an automated way), and attractive for newbs in cheap ships. (I admit I dont have any ideas on how to do the latter right now).
20. remove infini-cloak and need to type before shoot for bluesquids nomads
More later