The missions are a feeble attempt at generating more interest and activity from a dying community of players. They're biased, badly though of and in general counter productive even to the aims of Pinocchio and his minions.
1. The increased recovery of energy is only useful for accounts in D4, because of the "ingenious" divisions mechanics which were introduced to the game and which are probably the single biggest factor to stop new players from staying and playing the game. No game can rely to attract new players with mechanics which make it not only more opportune but the only way to progress in the game by not playing the game. In essence with the current mechanics that base divisions on the XP points, this is the result. Divisions should be based on strength and not on XP if you want to have players actually playing this monstrosity you've created.
The 20 strength and 1K storage does not compensate lower division players for this.
2. Though some of the most problematic aspects of this "new fight button, promotion tactic" have been addressed (so it seems there is someone reading at least from time to time), the introduction of a bonus from the start of the erep day continues to disbalance the game to a great extent, all european based players get their bonus earlier so they have an unfair advantage due to the mechanics from it. The reason is that these bonuses are pyramid like and though the stacking up of the pyramid is not present n the tournaments the way it is designed is that every week, european based players will be getting the ability to deal 50% more damage on tuesday in respect to players from American time zone. The main reason being that the bonus ends at the same time for everyone but it does not start at the same time as it should not be expected by any sane mind that thousands of players will be waking up at 3-4 am, every week on a workday/school day to make sure they are not disadvantaged on the battlefield of an increasingly lame game. The way to solve this somewhat is to introduce a timer for the bonus which lasts 144 hours since the moment it is activated, this would only work however if there is no 24/7 regularity to this "ingenious" tournament.
3. Though it seems Pinocchio is bent on solving the dwindling interest of players and their lower and lower participation in the lame war module by inflation tactics, the increased energy recovery will contribute to something the players are already unhappy about and in stark contrast to the actual expectations for it. The consumption of food will increase, however the production will increase even more as "farm" accounts, used only for production will now have a greater capacity to produce resources and goods daily, in fact 2 times greater capacity, thus in the long term the production of resources and goods will outpace the increased consumption of food and tanks. The end result will be an even more broken economy module.
4. There are a list of things Pinocchio should focus on fixing if he wants his game to endure, because this time unlike previous occasions, the threat for the game to fall under the critical minimum for sustaining a playing community is real. If the game falls below 10K active and unique players it will die and it is not very far from that right now. While there are roughly 30-40K accounts that fight or engage in the game under one form or another daily, only 12-15K unique players actually manage those accounts. Fixing the inherent bias set into the game by Pinocchio is the first step only:
A). Equal amounts of orgs for all countries, having Serbia and Romania together have more government orgs then the lower 2/3rds of the countries is a travesty to the actual player community.
Remodel from the base up the actual "divisions" idiocy. Set divisions based on strength and not XP points. Add a preliminary division for accounts with less then 2K strength which does not participate in the actual battles but in a "training" environment to create incentives for new players to actually stick around in the otherwise low quality browser game.
C) Remodel the media module, this is your most important module, the only one that actually "creates" a community, which is essential to get people involved and interested to stay, the war part of the game is lame and cannot compete even with shoot them up games for 5 year-olds. Bring back the ability of authors to publish their newspapers to a larger audience by introducing "licences" to publish in foreign countries. Give the ability to each parliament to set the "price" of a licence, but the proceeds from those licences should go to a "pool" of money used by the admins to give away prizes in future events.
Eliminate the current "vote" - "sub" system which is only abused and has proven worthless as a means to reward people for quality and for their efforts, hence why the media module is absolutely dead right now. Publishing of an article should cost a set amount based on the CS population of the given country, with every vote costing the person who votes a set amount. Thus good writers can write for free or even get rewarded for their efforts and poor writers will have to pay up for the garbage they put up in the media module. This will also eliminate the "voters clubs" which are one of the main reasons the media module is dead. Subscriptions should cost a set amount, and give a big discount, 50-75% on the price of articles to the given newspaper and should be limited to 50 per account. It is virtually impossible to follow more then 50 regular and good newspapers and will eliminate the ability for players to earn "media mogul medals" by doing nothing at all.
D) The 24/7 battle system is not generating interest and is creating an incentive for "robotization" of the game play rather then encouraging players to get involved. It needs to be reworked from the ground up along with the change to the divisions. Rounds should have a set time frame, no matter how long it takes for them to be won, this will give the players the ability to plan battles and involve more players in the actual planing and execution and thus military campaigns as it sits right now, there is virtually no plaining and just "fight button" bashing on the spot when someone is online, the days when players planed when to be online to fight in critical rounds are long gone along with their interest in what is happening on the battlefields. Just as now some divisions end sooner and players have to wait for the conclusion of the other divisions so that a new round can start, so can be made that the rounds be a set amount of time and even if they end early to wait the time to pass until the next round starts.
Remove the 24 hour "auto-attack" botmaster wet dream mechanic from the game, bring back the initiative rule where if one side does not attack within 24 hours it looses the initiative and both sides can initiate an attack. Add the ability for presidents to set the time at which an attack should begin, so they do not have to be online 24/7 as has been in the past, or give the ability to start attacks additionally to the Ministers of Defence, so they actually have some role other then decoration.
Rework entirely the resistance wars mechanics. Eliminate the payment option, as it is encouraging bot creation for the purpose of making RWs as the only means to carry on as the cost and frequency make them very low % for success to begin with. Introduce a system where an RW needs 10% of the CS population of the country under occupation to support it so it begins. No limits on the amount of RWs that can be started. A person can support only 1 RW at a time and has a cool down period of 24 hours for an RW that is successful and 96 hours for an RW that is unsuccessful. The cost should be shared between all participants and the medal value should be shared between all participants.
This will increase the need for players to get involved and cooperate as a means to gain a tactical advantage when planing RW campaigns.
Rework the MPP system, make the cost of MPPs not set but variable based on 2 factors: 1 CS population of a country and 2 the amount of MPPs a country holds. For example:
1. The population of a country should influence the cost of the MPP for both sides as follows:
standard cost of MPP = 10K cost = average number of citizens per country for the whole game
Cost for each country = standard cost 10K * (actual # of CS / average # of CS per country) * ( number of current MPPs / average # of MPPs per country)
So if the average number of citizens per country in the game is 2K and the average number of MPPs per country in the game is 15, an MPP for Serbia (with example population of 4K CS and 20 other MPPs) and Thailand (with example population of 500 and 10 other MPPs) would look like this:
MPP cost = 10000 * ( 4000 / 2000 ) * ( 20 / 10 ) = 40000
For Thailand = 10000 * ( 500 / 2000 ) * ( 10 / 10 ) = 2500
This will once again bring strategy to the game in terms of who to sign and who not to sign MPPs with as well as limit the ability of countries to stack up huge numbers of MPPs at no cost at all. It will not increase the cost of MPPs for smaller countries but will increase the cost for bigger countries. The proceeds from MPPs should go into a "pool" fro which future prizes in events should be distributed.
The "prize pool". Should be created and visible to all, all proceeds in terms of CC that go out of the game should be allocated to this pool, from it all prizes and money for new accounts should be subtracted. Each country would have a "battle meter" which will be based on the average battle participation of it's citizens compared to the game average. Once the meter is full, the president of the given country can choose at any time within the next 96 hours any battle, that he marks as "epic" and if the country wins that battle it gets 5% of the money from the pool as a prize.
Depending on the game play, this may be a smaller or bigger amount, it will also create a competitive environment for the prize, where denying the price to others may be as important as winning it yourself. The "filling" of the battle meter, should not be easy and should not be achievable too often.
There are many other aspects of the game that need reworking and/or fixing and/or improvement, however I believe that even this is too much to absorb for Pinocchio so I'll stop here. This is my last attempt at giving something to this game, consider it your last chance to save your player community, no because of me, but because many are on the brink of giving up despite having invested so much time effort and resources into this game over the years like me.