(12-15-2019, 09:06 AM)Binski Wrote: No one in Liberty would have bothered trying an attack to save Leeds because they already knew it was futile, when that very situation is exactly what people want here. The opportunity to conquer or save a planet and participate in a systemized battle over the issue is exactly the fuel the fire needs here. Closing off so many options beforehand keeps the power in the Dev's hands alright, but wastes so much potential.
Leeds is a good example of the futility of the advertised player impact on the world. There is some truth to what you've said, but at the same time there's little that can actually be done to provide such an experience given the severe lack of gameplay mechanics to facilitate such a conflict. If we tied things to a kill counter, we'd see deplorable behavior in the fights. If we decided according to the roleplay being done then both sides would be acting invincible as compared to their opponents. In the end the only thing being done is deciding on an outcome beforehand and telling people to contribute if they want to.
Your proposal for adding a system to govern conflict is well-meaning but cannot realistically be implemented as the current outlook is to limit Staff involvement in the gameplay environment as much as possible and instead have gameplay features stand in as the deciding factor for what really happens. That just isn't possible right now, and if we were to really put your idea in practice we'd need to get more hands on deck and that would just lead to more bureaucracy in an environment where people want less, which would then ultimately result in a good idea resulting in more dissatisfaction.