that was exactly what the last iteration did and it didn't live long
But it wasn't like WW3RP's roots. There was little going on in the bases, more of a boring waiting game until a staff member had an event ready or everyone was sent out to go man specific watchpoints/objectives for a bit. A bit of a firefight happens, then bam, NLR timer for 10 minutes as nothing of value happened.
Going back to WW3RP's roots means bringing out that focus on roleplay that your bogstandard MilitaryRP server is shit with. I remember back when seeing nebulous on the servers meant genuinely serious roleplay, with roleplay being an important focus; for HL2RP you had that city lifestyle/rebel underground, for WW3RP you had that dark military/war side of things.
find a solution for:
staff abuse
staff burnout
random throwaways joining and proceeding to commit terror
people going apeshit on literally day one
more staff abuse
yeah okay sure, we'll get right on it
staff abuse can be better regulated through harsher scrutiny of staffs' actions. you can't make staff abuse disappear entirely but you can definitely reduce it with a better focus on actually stopping it and demoting over it.
burnout is inevitable. you don't need to find a solution for it, just need the means to accommodate for it when some staff get burnt out; have applications open so more staff can hop on when some want to hop off, for example
throwaways can be combated through changing the atmosphere of the server, and coming down hard on shitters who'd better playing on a werwolf WW2RP server. if someone clearly isn't showing signs of wanting to learn, don't be lenient, ban that shitter. this is further regulated if you make civilian or unaffiliated characters require either a whitelist or premium; with a whitelist then they have to put in the effort to get it, and with whitelist then money.
people going apeshit will be natural on the first day, especially if everyone's excited. that's why you spend the first few days establishing the atmosphere; something interesting like the actual journey to the next destination, from both sides, and getting their bases set up for war before the fighting actually begins. establish lore and the general feel to it, through letting those first few days be about making it an interesting setting and not just "okay men you're going to get some guns, go out in squads of 5, and try to kill the enemy who is doing the exact same as you. why? shut up stop asking questions, just do it".
to bring WW3RP back is to simultaneously reinvent it and to not fix what isn't broken. none of the past shit either, no going back to the 80s or 90s, if it starts up again then it's going to be
modern warfare, with modern tech. set it in the relative near future, like 2036 or 2042, something like that. make sure the uniforms are
clearly different from each other; last iteration was a fucking nightmare since the uniforms were similar colours, appearances, and silhouettes, so actually discerning anything different between the two was impossible when you jumped right on into the fighting. Stasiland got it right with NATO and the Coal Army & Stasi looking starkly different, making it really easy to discern who's who.
it's possible to bring WW3RP back, and with a good kick to it too. but it means we have to really carve a proper environment and curate a decent audience, rather than opening the doors to the masses and accommodating for everyone.