I mean that when I use it on my iPad Pro in iOS 11 it will drop connection if I spend more than a few seconds switched out to any other app.
When MUDRammer transitions to background, it will attempt to stay alive as long as iOS will allow. This varies with your device's hardware, current memory pressure, and the demands of the currently foregrounded app(s) — games, videos, and web can be very demanding indeed, and the system will ruthlessly kill backgrounded apps as needed.
Guys, I'm talking real dollaridoos here. $2.99? $4.99? Even $7.99? Uh, yes sir. The sky is the limit. The app store sky, though. So like $7.99. I'm not about to pay Through the Ages or Twilight Struggle money here.
I experimented with MUDRammer pricing between $1 and $5 and saw no meaningful difference in sales. This too is subtle and nuanced magic, but it suggests the price was still too low.
MUDRammer was my personal side project in my spare time. I never did charge for MUDRammer what I believed it was worth.
I agree in broad strokes. The only place I think that breaks down is when you start talking about science.
...which read like science as an exception that is truly different and must be handled in a different manner and held to different standards than other subjects.
Edit: Further: I have gone out of my way to note that I do not believe you have negative intentions, have clearly labeled 'generic' you to confirm I am speaking generally and not attempting to attack you in any personal way, have refrained from ascribing nasty motives to you, or snarking at you with sarcastic cracks and accusations. I would appreciate it if this courtesy was returned, as it isn't the place for it, and it isn't the conversation anyone is interested in having here.
I use multiple windows for spawns. It's about the only time I can use spawns; the 'new activity in spawn' distracts me way too much and makes me OCD about checking, which is half of what defeats the purpose of spawns to me.
The second thing that defeats the purpose of spawns to me is that outside of context, I have no idea what's going on.
Was referencing your timeskip-on-same-game concept. I figured you might want to chime in on that front as it could work with this kind of game. (It strikes me as something that could be exceptionally well-suited to it.)
Edit: P.S. Totally saving that to warn tag victims in advance some time.
Build settings with conflict inherent in them. If you just build a city, it will be another bland-by-night. If you build a city ravaged by war, supernatural catastrophe, large-scale historical events, natural catastrophe, people will have built-in reasons to RP around.
Don't build a city. Build a setting that you could drop a character in and they could RP immediately without someone handing them a plot.