BL1P wrote:removing the inactives would be like removing land from the earth or planets from the universe you would be taking away resources from the game especially for the newer players.
instead of removing the resource, what about converting it into a more efficient fuel?
what if the following were implemented, over a phase-in period slowly (slow phase-in previously suggested by someone else):
a. inactives that haven't logged in a certain timeframe (previously suggested) AND less than X rank go vac
b. auto-vac'ed accounts that stay vac for so long get autodeleted (previously suggested)
AND
c. a
new feature is implemented that allows a player to perform any current feature (attack, raid, etc) on a randomly-generated non-player "account" based on variables?
so basically, you can search and find an active and try to get the most bang for your AT, or you can gimp it and go random for a (usually) big cut in profit. it could easily be designed so that a random, on the average, yields about the same as the average inactive currently does, too, so effectively, it would be the same as far as advantages go, and better as far as disadvantages go.
this route frees up space and reveals all the actives.
it could even be set up, with a little more effort, so that instead of these "random" accounts insta-deleting themselves (to avoid a giant memory hades of an infinite stream of randoms), a user could choose to "hunt a random", where a random name generator ties in with it and the player gets to add a set amount of randoms to their "hunted" list, with a chance each day of any of them getting away from them permanently.
that way, if a player finds a random they like, they can try to hold on to it, to maintain that "farm" effect.
sometimes farms go away.
that solves that.
and this would also allow new players to still have something to practive the basics of spying and the sort on.
maybe even a random that is hunted by an active, while saved in the players list of hunted randoms, has a random chance of changing their stats (again, based on variables) as well as attacking the person that is hunting them.
the only thing would be to make it so players cannot make their random hunts their officers.
because you know that would be the first thing every new player does, and things are random as is without people being led around by a random generator.
take as little or much of my suggestion as you want, it wouldnt be necessary to use all of it to be more efficient than as is if you all ike my idea, just making a feature to attack something at random for a cut in profit and then vac'ing inactives and deleting ultra inactives would go very far if hand in hand, i think.
but im still covered in noob-like aftermath myself.
sorry for the rant.
this signature ensures me that i at least have one of life's little joys today, that being the fact that it should be impossible for some mindless drone to yell at me because they confused my signature with my post. now i can die happy.