Boredom and frustration are two main reasons players leave. But lucky you, I've solved all our problems in one post (referencing others)! Now Emi just needs time, so please donate some turn items to him...
As to boredom, some just don't get hooked, but UI changes could go a long way. Even some pretty simple changes could take a lot of the tedium out of the game. For suggestions, please see "some suggestions" post here:
http://forum.spaceo.net/index.php/topic,5365.0.htmlAs to frustration, it largely boils down to PvP driving out players.
For planets, base the # of turns to attack a planet on power difference between attacker and defender. There may be coefficients added, etc. to tweak the ranges but something like:
Turns = Base * MAX( Attacker Power / Defender Power, 1).
This has no ill effects on PvP between players that are in each other's league but protects the newer / weaker players from bully attacks. See:
http://forum.spaceo.net/index.php/topic,5386.0.htmlThe same principle should be applied to space stations. What we wind up with are top players crushing stations just on the off chance there might be resources / credits or simply because they can. While disparity protection drops the number of third-graders you get to kick, it keeps more players interested to grow into worthy adversaries.
PvP needs consequences. There is no way for a player to definitely keep from getting wiped out. That is part of PvP. What's missing is any real consequences for aggressors. A handful of players are using the rest as their personal playgrounds. They destroy others' fleets then sell off / reserve their own before the victim logs back in or can rebuild. This drives a lot of players out of the game.
- Make ship resells totally safe, at a lower price, through the black market or through CHOAM at normal prices. However, CHOAM may confiscate rather than pay if the ship is identified as having attacked another player. Research can lower the CHOAM identification risk or raise the price the Black Market will pay.
- Expand bounties
- Extend counters
- Shorten neb times the higher your bounty OR have an increasing chance of attackers being found
- Count marine losses towards total losses for nebs.
Only one of these makes PvP harder. The rest make it RISKIER, but that's different. In the end, few new players stay because being fodder isn't fun for long and the PvPers at the upper ranks are frustrated because every round there are about eight people total you can attack and half of them are in your alliance.