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Re: Game Concept: Larger Map with Less MM Sat, 08 February 2014 00:31 Go to previous messageGo to previous message
Altruist is currently offline Altruist

 
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Messages: 1068
Registered: August 2005
Location: Berlin
skoormit wrote on Thu, 06 February 2014 18:46
m.a@stars wrote on Thu, 06 February 2014 06:21

Quote:
I like the principle behind Altruist's suggestion to limit alliances to 2 players. But how do you enforce that?

2 ways: a vigilant Host, or some vigilant players.


What I mean is, isn't it difficult to define "alliance" sufficiently enough for the rule to be enforceable?

[...]
One could say: "No more than one player set to friend at a time. All others must be set to enemy." That prevents sharing gates and allowing passage through minefields with more than one person at a time, but it doesn't prevent close cooperation, coordination of attacks, sharing intel, tech trades, mineral gifts, diplomatic support, etc.


Well, my most used phrase for this purpose in the Fledgling Admiral games is:
"Only one other player may be set to friend and traded tech with at any one time, all others must be set to enemy. You can change an ally after the alliance lasted for 10 years or more."

If you want to, you might also add "Battle orders of all armed ships must be set to target Neutrals & Enemies."

And while cheating is always possible it seldomly happens and usually the player gets more or less banned from the whole community. You also have a non-playing host who can check things from time to time.

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