That's understandable, however, I believe that this is not a successful strategy. We've seen very little conversion from mini-games to towny compared to the time, and resources devoted to minigames over the past few years. Since MeepNetworks, the server has shifted away from the towny focal point to more of a hub environment, and I believe we've seen very little transition from mini-games to towny, due to the vast differences in gameplay. Almost like we're attracting people with a FPS game, in order to get them to play an RPG.
I think the better strategy is to expand the towny content, and compete for the pool of towny players that exist over all servers. Very large servers with towny have a rather large playerbase in those gamemodes, however their towny is run of the mill and lacks that "Special Sauce" that MeepCraft has in their towny, and I think we can compete on content and merit alone.
Minigames should be designed to be a side of our entree of towny, to offer variance to existing towny players, and additional minigames should be complimentary to the towny gameplay. (Skyblock, other persistent progress games)
~ @Deinen
The thing is is that for existing towny players they have no reason to pLay other than for meebles (not very many, mind you). If an economically advanced player wants to play a mini game they don't have much reason to (because they already have meebles; they can get meebles easier from being a capitalist via selling in a shop for example). If we had things like spawners or donation notes as rewards for mini games I guarantee more people would play games like Halo or Infected. They are fun games but there are just no reason to play. When they get these new rewards they are forced to go to towny to use them.