Stardock is creating a new Massively Multiplayer Online Game called Society. One of the biggest problems with such games is that the world goes on, so that new players and old players are playing at the same time. So, conceivably, a new player with nothing is up against a player who has been there for a couple years, knows how to do everything, and has more soldiers than the newbie can even dream of.
This leads to a lot of newbie bashing, farming, and exploiting, which tends to drive new players away. I believe that the way Society will deal with it is a great idea. Society will allow only a quarter of someone's empire to be in dispute at any one time, which means that if the empire has less than 4 provinces, there is no way to lose anything. This gives the new player time to grow without being destroyed.
I believe that this system will also lead to large empires forming, and then falling slowly back. This will happen because a large empire should not be able to defend itself on every front AND remain technologically up to date. So if I get the technology to get 15 provinces or so, I won't be able to hold onto it if I want to keep the technology current. At least that's the way I would want it to be.
However, this still doesn't lend itself to catching up easily. How can you let someone have the opportunity to catch up without handing it to them on a silver platter?
My idea is to give them some kind of resource that either has to be traded to do any good, or something that a newly founded society cannot use. Basically, the newer society could trade this resource or token to a more developed society for a boost in technology or needed resource. I don't know the specifics, or even if it's a good idea, but give me some comments. This seems like the biggest problem in online games these days, so maybe we can help out the gaming community by coming up with a solution. Or at least we can have some fun debate!