I remember watching brooke consume hundreds of dollars a month of service time on this game in 1991 and earlier. on GENIE Air Warrior, and though people who played their whole life are well aware of oboe's participation statistics, the truth is that the core game needs more participants. And I think it needs to have a completely different style initial introduction system and less quirky settings interface. A buddy of mine (addicted by brooke) had a bill topping $600 dollars in 1990 on this game in a SINGLE MONTH (i saw the bill). That 600 dollars is in old currency not inflation-calculated 2017 dollars, which is stupefying if measured in gold, silver, or other real conversions.
World of Tanks has 150 million players. Consider that.
In 2014 a flight version of World of Tanks came out but was termed a "flop" because it lacked 150 million players, but it had a GREAT way to "hook" new players trying it out in my opinion. start in air in level flight on pretty day, and slowly introduce game controls one by one in training. It was also technically a "toy" simulator.
A semi successful fremium flight sim with 10 million claimed different people trying it out at least once is WarThunder.com
https://www.youtube.com/watch?time_continue=8&v=dseQCcRSuuU It allows "god view" combat visibility and other "toy" aspects. Maybe.... MAYBE.... a sim with a new player ought to allow for "toy physics" and "toy visibility" and "toy targeting" until player reaches a certain level of solo AI training missions.
ALL I KNOW IS THIS GAME , ACES HIGH, NEEDS MORE PLAYERS.
And it is the most realistic. Even in 1990 every bullet was weighed in flight. Emptying reserves allowed you to catch a tail in a mexican standoff tight circle.
Hundreds of attention grabbing online video games now exist. They are not pure accurate physics modelling games though.
But new blood might not care so much about total realism as a "hook". Maybe pretty glitzy graphics effects and cut scenes or other eye cany needs to be added to garner new blood.
I played far far more complicated games than this with hundreds of hours of real training needed, called
https://en.wikipedia.org/wiki/MechWarrior_Online and I retired after our four man lance group of "pals" dropping public skirmish style won 15 times in a row against all comers (with 8 other essentially worthless players on our 12 man side). 15 wins in a row, different maps, different players. All from amazing tactics. That game is something maybe players here might enjoy, but it too lost 90% of its players over time. Mainly because they keep changing the combat tech in the game forever pissing off players. (I do mean endlessly).
I know the problem is scenarios is really just a problem of participation and participation is a function of core player base.
Complicated games need a better way to hook new players. I know I don't play this specific game much at all, but I respect the game as implemented, but wish it had a better way to hook new players, and glitz and more "macintosh style logic" user interface seem to be a solution. It also needs better intro solo AI training missions.
If it had 10 times more active players, (not a lot to shoot for considering World of Tanks 150 million players), the scenarios would have enough participants to make everyone happier again.
This nostalgia argument loses the focus of the root problem : the game needs engineering done to hook new blood better.
Barring that, I suspect you need to just relentlessly recruit and build up excitement over a few months, perhaps.