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Home » Stars! 2.6/7 » The Bar » Crazy Ivan... (Cheating, or not, from Simple...)
Crazy Ivan... Wed, 03 December 2014 10:56 Go to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

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Background in this thread:
http://starsautohost.org/sahforum2/index.php?t=msg&th=53 79&start=0&rid=1560

"On 25 Feb 2014 18:55, Skoormit wrote:"

My warped mind just hatched a crazy, crazy plan for Simple, and before the smarter parts of my brain make a deep analysis of it, I'd like your opinion of the legality.

In short: I might gift some minerals to the Protectorate.

Executive summary: Fill a freighter or two with minerals. (Standard freighter design; no special design name like "HereHaveSome.") Send the freighter to enemy planet, with w1 unload orders. Depending on size of local garrison, might need to accompany with small armed force to give the freighters time to disengage.

Strategic benefit: my enemy's enemy is my friend. The Protectorate are fighting a hot war on their far border against the Elementals. My universe intel leads me to believe that the Elementals are ranked either first or second. The other first or second place is probably the Humanoids, with whom I may shortly be in a hot war, on my far border from the Protectorate. I believe the Elementals have the upper hand against the Protectorate and will eventually prevail, but the longer it takes for that to happen while I am engaged against the Humanoids, the better things are for me in the long run. If I give the Protectorate a significant amount of minerals, they will better be able to prolong their struggle.

So, the question for you: would such an act be tantamount to communication?


There was a slightly OT discussion about getting a community vet of the decision, I felt that this would have compromised the no comms nature of the game...

"On 25 Feb 2014 19:32, XAPBob wrote:"

It's communication of a sort, but I'm far from thinking that it is clear violation. cooperation without communication...


"On Tue, Feb 25, 2014 at 2:27 PM, XAPBob wrote:"

I'm not convinced this is counter indicated. You can't gift ships, due to diplomatic settings.
Use of standard freighters reduces any "comms" aspect. You're just gifting materials - unasked, unthanked...

As an aside it's almost not worth escorting the freighters...

Also as an aside it would make later invasion easier - the Protectorate might suspect another gift Wink


"On 25 Feb 2014 20:52, Skoormit wrote:"

Alright then, I'll make my full strategic analysis of the option.

Escorting the freighters potentially saves 2/3 of the cargo from becoming scrap. The escort would be counter productive if he sees it coming, since he'll send warships to defend, but no worries--I'll be invisible (ultra cloaks, how I love thee). Escort fleet strength will just be the minimum required to stall his garrison while the freighters escape. I might actually build a special ship for the purpose. Lots of dp, one x-ray. Probably a cruiser full of bears. I'd be tempted to call it Tank or Sponge or Speed Bump or Target or Armed Ship or something else clever, but I'll stick to my in-game naming convention.


"On Tue, Feb 25, 2014 at 2:58 PM, XAPBob wrote:"

Ah, I see the point.

And yes, invisibility will help you not be defended against. Presume you are at "tension" with the P?


"On 25 Feb 2014 22:22, Skoormit wrote:"

Tension is the base state in no-comms.

I took Gollum from him in 2452 with a surprise packet attack. Two years later I fended off his initial counterattack fleet. Since then we have had no battles (aside from my occasional chaff pings and him killing an old cloaked ff). He built up a decent mixed bb/cc fleet, with a lot of bombers, and had them in place to launch another counterattack on Gollum (with a potential fork position against one of my developed worlds), but pressure on his other side from the Elementals forced him to redeploy that fleet in 2459.

He has left Dalmatian entirely undefended ever since I took Gollum, but I haven't had the spare resources to build bombers or fling a packet. The Gollum/Dalmatian dya
...



[Updated on: Wed, 03 December 2014 10:56]

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Re: Crazy Ivan... Wed, 03 December 2014 14:00 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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One thing not explicitly stated above, though it was explicitly stated in my communications with XAPBob: in addition to sending tech lambs to Protectorate planets, I transferred to him several 98% cloaked ffs with pen scanners (conveniently pre-deployed in Elemental space).

Beeblebrox shortly thereafter intercepted one of those ffs and saw that they had ultra-cloaks, which of course meant that the Protectorate could not have built them. Beeblebrox objected to the act of transferring ships in a no-comms game.

Lesson learned for me: any no-comms game should specify in the rules if cooperation of any sort is banned, or if only explicit communication is banned.

I'm in favor of allowing uncommunicated cooperation in no-comms games, on the grounds that:
1) The game is more fun that way
2) It doesn't negate the primary goal of no-comms (to remove the overbearing effects of diplomacy)
3) It's hard to define exactly what counts as "cooperation"

Reasonable people can disagree, certainly.



[Updated on: Wed, 03 December 2014 14:00]




What we need's a few good taters.

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Re: Crazy Ivan... Wed, 03 December 2014 15:11 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
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I am a bit surprised that you had a no-comms-game in which you were NOT forced to set each player as enemy. By design? Or did the host forget to include the player relations?

I am mentioning it because transfering ships wouldn't even be possible with all players set as enemies.

skoormit wrote on Wed, 03 December 2014 20:00
I'm in favor of allowing uncommunicated cooperation in no-comms games, on the grounds that:
1) The game is more fun that way
2) It doesn't negate the primary goal of no-comms (to remove the overbearing effects of diplomacy)
3) It's hard to define exactly what counts as "cooperation"

Reasonable people can disagree, certainly.


The other as important reason for no-comms-games is usual that players expect to be in a no-alliance-situation where everybody needs to fight for himself. No big boring alliances of 5 players smashing a single player.

skoormit
Lesson learned for me: any no-comms game should specify in the rules if cooperation of any sort is banned, or if only explicit communication is banned.


The lesson I learned a long time ago:
There just aren't enough lines available to write down every rule needed if you really think that people play along the rules but are free to circumvent them.

So, what I suggest instead:
Define the spirit of the game. Make it as short as possible. Underline it in the announcements. Stick to it.

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Re: Crazy Ivan... Wed, 03 December 2014 17:58 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Altruist wrote on Wed, 03 December 2014 14:11


skoormit wrote on Wed, 03 December 2014 20:00
I'm in favor of allowing uncommunicated cooperation in no-comms games, on the grounds that:
1) The game is more fun that way
2) It doesn't negate the primary goal of no-comms (to remove the overbearing effects of diplomacy)
3) It's hard to define exactly what counts as "cooperation"

Reasonable people can disagree, certainly.


The other as important reason for no-comms-games is usual that players expect to be in a no-alliance-situation where everybody needs to fight for himself. No big boring alliances of 5 players smashing a single player.


That's reason #2 on my list. Sorry if it wasn't clear what I meant.



What we need's a few good taters.

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Re: Crazy Ivan... Wed, 03 December 2014 18:43 Go to previous messageGo to next message
LittleEddie is currently offline LittleEddie

 
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Transferring ships I think does cross the line, as it's uses a ship slot and they are few and need to be managed. So keeping a transferred ship impales working together while transferring ships just to mess with the other player (ie the ship only has old tech) is very useful with some players.

Now sending minerals to someone is OK with me if my goal is to keep them out of a 3rd players hands.

Little Eddie

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Re: Crazy Ivan... Thu, 04 December 2014 07:07 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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LittleEddie wrote on Wed, 03 December 2014 23:43
Transferring ships I think does cross the line, as it's uses a ship slot and they are few and need to be managed. So keeping a transferred ship impales working together while transferring ships just to mess with the other player (ie the ship only has old tech) is very useful with some players.

Now sending minerals to someone is OK with me if my goal is to keep them out of a 3rd players hands.

Little Eddie

In terms of transferring a ship to someone, filling their slots and preventing them building a new class of ship?
Not sure that's possible is it? Although you might knacker their MT meeting...

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Re: Crazy Ivan... Thu, 04 December 2014 20:44 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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LittleEddie wrote on Wed, 03 December 2014 17:43
Transferring ships I think does cross the line, as it's uses a ship slot and they are few and need to be managed. So keeping a transferred ship impales working together while transferring ships just to mess with the other player (ie the ship only has old tech) is very useful with some players.


I don't follow.
If I transfer a ship to you that you don't want, you can delete the design and immediately free up the design slot.
If your design slots are already full, the transfer fails.
If you have me set to enemy, the transfer fails.

I don't see how it is possible for me to do any harm to you by transferring a ship to you.





What we need's a few good taters.

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Re: Crazy Ivan... Thu, 04 December 2014 20:47 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Thu, 04 December 2014 06:07
Although you might knacker their MT meeting...


Interesting thought, but MT meeting happens well before ship transfer in the OOE, so I don't think you can thwart someone getting a ship from the MT by filling up their design slots with transfers.

I haven't tested that, though. It's certainly possible that the Stars code does something weird and doesn't "create" the MT ships until later in the OOE (similar to the "disappearing new ships" bug that can happen when scrapping a fleet at a planet that is building new ships while at the 512 fleet limit).



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Re: Crazy Ivan... Fri, 05 December 2014 08:16 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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I think, that transfering ships to the enemy has more political similarities to today`s actions made by so called "rulers" of our world, that constantly feeding the wars with weapons, sometimes arming their enemies and to other sily things to their own profit.

Using neigbour as "bumper" against more powerfull enemy isnt against the rules.
For egsample - if i know, that my neighbour is having difficulties with stopping powerfull enemy of mine, and i know my neigbour PRT/LRT weakness, i can handle to him the ships that in my opinion can help him in this task(minelayers to WM, penscans for NAS, or other assets that i feel that will add him some more edge). It is no comm, so i setuping orders without communicating with anybody. Then, two things can happen. Ships will not be transfered(my neigbour has all designslots full). He can scrapp them immediately, or as W0 in next turn. Possibly gaining tech. Or he can use them against me. Or my gifts will be inefficient or unused anyway to fulfill my expectations. My risk.




[Updated on: Fri, 05 December 2014 08:30]

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Re: Crazy Ivan... Mon, 08 December 2014 06:35 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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"cooperating" w/out communicating isn't exactly new, but it should at least be mentioned in a no-comms game's ad. Same with "cooperation" in an all-enemy game. Otherwise players might get confused. Confused


So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Crazy Ivan... Mon, 08 December 2014 08:43 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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Quote:
Otherwise players might get confused. Confused
Yes, but that does not explain, why player did not agreed with host decision. Lack of trust?

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Re: Crazy Ivan... Mon, 08 December 2014 12:06 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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m.a@stars wrote on Mon, 08 December 2014 05:35
"cooperating" w/out communicating isn't exactly new, but it should at least be mentioned in a no-comms game's ad. Same with "cooperation" in an all-enemy game. Otherwise players might get confused. Confused


Yes, this is my conclusion. From now on, any no-comms game advert that I write will specify if this game is "set everyone to enemy and treat them like an enemy--don't even think about giving help to anyone" type game, or a "you can get along with others as much as you like, so long as you make no explicit communication--good luck figuring out who you can trust" type game.



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Re: Crazy Ivan... Tue, 09 December 2014 12:08 Go to previous messageGo to next message
Lqdtr is currently offline Lqdtr

 
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I think, that transfering rogues with green scanners to the enemy is communication. The donor tells to my enemy about my planets and ships in this way...

Quote:
Hello
I've found strange ships in the galaxy. Please look to the picture. The ships marked "2" are rugues owned by Protector (player #5). Rogue is the ship hull avaliable to SS only. Ok, I suppose Protector is SS.
The question is how can I see the ship marked "1"?????? It must be 75% cloacked (370 l.y. from my 400 l.y. scanner)!!!
I hope you have an access to my files as hostmaster.
Sorry my english.


http://fotkidepo.ru/photo/23517/39773zDdYtzg6kl/gMpAFJaS3N/1 042230.png

P.S. Is it possible to post images here?


[Updated on: Tue, 09 December 2014 12:16]

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Re: Crazy Ivan... Tue, 09 December 2014 13:15 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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skoormit wrote on Mon, 08 December 2014 18:06
good luck figuring out who you can trust" type game.

Sneaky Lurking Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Crazy Ivan... Tue, 09 December 2014 16:07 Go to previous messageGo to next message
neilhoward

 
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skoormit wrote on Mon, 08 December 2014 09:06
-good luck figuring out who you can trust" type game.

Yes. That is the entire point of no-comms games.

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Re: Crazy Ivan... Tue, 09 December 2014 16:52 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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neilhoward wrote on Tue, 09 December 2014 21:07
skoormit wrote on Mon, 08 December 2014 09:06
-good luck figuring out who you can trust" type game.

Yes. That is the entire point of no-comms games.

So there needs to be opportunity to question that trust may be appropriate - gifting ships, minerals, to prop up a weaker neighbour against a much stronger but distant foe?

Otherwise it's easy, since you are only allowed to make aggressive moves you know what everyone's reaction will be

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Re: Crazy Ivan... Tue, 09 December 2014 20:42 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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neilhoward wrote on Tue, 09 December 2014 15:07
skoormit wrote on Mon, 08 December 2014 09:06
-good luck figuring out who you can trust" type game.

Yes. That is the entire point of no-comms games.


So you are in favor of the "you can get along with others as much as you like, so long as you make no explicit communication" rule/spirit of no-comms?



What we need's a few good taters.

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Re: Crazy Ivan... Tue, 09 December 2014 20:48 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Lqdtr wrote on Tue, 09 December 2014 11:08
I think, that transfering rogues with green scanners to the enemy is communication. The donor tells to my enemy about my planets and ships in this way...


That's a reasonable point.

I assume you don't mean that only the transfer of rogues with pen scanners is a problem in this way. It seems to me that your point would at the minimum apply to transferring any ship with a scanner.




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Re: Crazy Ivan... Wed, 10 December 2014 13:29 Go to previous messageGo to next message
neilhoward

 
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skoormit wrote on Tue, 09 December 2014 17:42
neilhoward wrote on Tue, 09 December 2014 15:07
skoormit wrote on Mon, 08 December 2014 09:06
-good luck figuring out who you can trust" type game.

Yes. That is the entire point of no-comms games.


So you are in favor of the "you can get along with others as much as you like, so long as you make no explicit communication" rule/spirit of no-comms?


No. Not at all. That is too much diplomacy for a no-comms game. It is cutting a fine line around the spirit of the rule, and in this case you wrote the rules in such a way as to allow their circumvention while indemnifying yourself against any repercussion. I leveled in audacity just reading about it. Need a :for shame: smilies. Cheers

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Re: Crazy Ivan... Fri, 12 December 2014 12:49 Go to previous messageGo to next message
Mac1 is currently offline Mac1

 
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I didn't played in this game, but after reading this thread, i'd like to comment.

For me the standard "no Alliance" game, should have "all enemy setting", which dissalow almost all forms of cooperation.

But if you play a game that only states "no comms", i think you are free to do any other action, even if they may be found as "bad spirit"
I can imagine such game as a scenario when few civilizations meet each other but they can't understand each other's speech.
So they try different actions to show their intention, like
- not shoot scouts
- prepare some gift
- not close distance
etc.
Probably we've seen that in many s-f movies and that's how I imagine that game.


If the game supposed to ban any form of cooperation or trading, it should be explicitely stated by rules.
"No comms" for me means only that you don't have easy way to show your intention...


[Updated on: Fri, 12 December 2014 12:50]

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Re: Crazy Ivan... Sat, 13 December 2014 14:48 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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The game didn't specify things like diplomatic conditions, hence the thought process we went though at the time.

There were a few things that were discussed:
- Tech giveaway (by sending suicide tech scouts against a star base)
- Ship giveaway (this is the one that was spotted)
- Mineral giveaway (donations of minerals, which is harder for the recipient to spot than you might think)

Only the ship giveaway would be impossible with all enemy settings.

A line of minelayers and scouts is communication, certainly a battle fleet is!

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Re: Crazy Ivan... Mon, 05 January 2015 20:08 Go to previous messageGo to next message
rolfverberg

 
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My two cents:

No comm to means just that: No comm. If nothing else is specified, than giving ships or minerals would be allowed if I were asked. That to me is diplomacy or trade or whatever you want to call it. But if it occurs unsolicited, I don't think that's communication.

I am puzzled as well though that there was no "everybody enemy" rule, but I didn't play or hosted, so that's not mine to discuss.

I agree that it simply illustrates that we should be clear when setting up a game what the rules mean. The pre-game thread is the place to fight these rules battles, not the game...

I also think this hints to me that if I enter a "no comms" game I should ask if any type of cooperation and/or assistance is allowed or not, me preferring the "not" option.

Cheers, Rolf.

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Re: Crazy Ivan... Tue, 06 January 2015 12:52 Go to previous message
Shadow Whist is currently offline Shadow Whist

 
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This is a thread some interesting insight into differing expectations.

It sounds like the 'reducing the amount of in-game "cooperation" between players' is at least one expectation for a 'no-comms' game.

My expectation of a "no-comms' game is different. I would expect no communication in the form of messages or emails etc. My perspective is that if I wanted to gift ships, tech or give minerals - that would be a viable strategic option and not violating the spirit of the game. Anything other then messages should be fair game unless it was explicitly excluded. Of course, this could be influenced by the fact that in most of my games, out of game communication and diplomacy took approximately 1/3 to 1/2 of my game play time. My interest in joining a 'no-comms' game would be to reduce that portion of time spent on the communication side of the game - NOT on reducing the amount of in-game cooperation between players.


It seems worthwhile to clarify those expectations in the game description. At the same time, this could get really ridiculous. Like XAPBob said: I set up a scout picket line to demark my territory. Would that now be considered questionable communication? What if my attack fleet ended up being 'under-supported' which resulted in a complete loss (and large mineral boon for another player). Would I now be accused of knowingly aiding an enemy opponent? I am sure that one could devise a scenario where aid would clearly have been given. However, concerns about in-game actions being misconstrued as 'cheating' would seriously reduce my enjoyment of the game. Sounds like I will avoid 'no-comms' games in the future without serious vetting.

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