Got an idea for a solution to allliance-game-spoiling |
Thu, 27 January 2005 02:16 |
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Robert | | Lt. Junior Grade | Messages: 393
Registered: November 2002 Location: Dortmund, Germany | |
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Ok, there have been several postings now about similar situations (short: 2 races form an alliance and claim to be winning despite last-man-standing rule). There are variants, but the problem belongs to the same family often.
I have an idea how to prevent such situations, and this is not an idea for "hosts" - it is an idea for "players" to realize the danger and prevent such situations before it is too late (ups - we have intersettled now and we cant start fighting).
Most important thing is:
Players - please realize that in a last-man-standing game most players will try to fight to win, against everyone - thats the main idea in such a game. Last man standing means: play to be the one - not help someone to become winner. If you dont, you will most probably spoil the game!
Of course diplomacy, trade, alliances and all this is one fun part of the game, and Stars! would be boring wihtout, but there are things you can do: Dont share passwords for example.
But this is not new, lets come to the point:
I have an idea for a new NAP concept that on the one hand gives the advantage of having a good ally, on the other hand prevents the situation that you cant stop the other race from winning later (alliances are set up very early, when it is unforseeable that both races will end up in rank1 and 2... most of the times).
So... here is the idea first, explanation later:
- Define a "peace zone". This should include both homeworlds and some space around. Inside of this zone, there is no fighting allowed between the 2 races, but outside there is war (or maybe).
The zone must be large enough to be of advantage (you dont need to care for defenses etc.), but not too large so you can still do what you want outside.
- Outside of the zone you agree on a NAP with a short cancellation period (3-5 turns), or no NAP at all.
- One party is allowed to fight attack the ally only if he has no remaining planets outside the peace zone!
Ok, whats this all about???
You want advantages from such an alliance. Within the peace zone you can intersettle, trade tech and need no minefields, scanners, defenses etc. Advantage.
Still, if you realize later the other one is running away with the game, you can still stop him and attack him outside of the peace zone. You still got the advantages of a save "home space".
This also prevents the situation, that when your ally is attacked from someone else, you are not forced to watch him die and cant pick some of the planets of the dying race yourself.
You can also say that you will "never" be allowed to attack each other inside the peace zone, but one has to declare the other race winner when he controles all space outside of it.
Something like that... So even in a "last man standing" game, you can get all the advantages from an alliance, but dont break the rules (agreeing on an alliance without the option, or being willing to split up is breaking the "last man standing rule" IMO).
There are of course problems with this: what about 3rd parties gating to planet in the peace zone? What about 3rd parties colonizing in the zone?... But this can be solved...
I like this concept, and when thinking about this for a while, and improving it here and there maybe it can work some day?
What do you all think about this? Is it a possible way to go?
Robert
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Re: Got an idea for a solution to allliance-game-spoiling |
Thu, 27 January 2005 02:38 |
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Robert wrote on Wed, 26 January 2005 23:16 |
- Define a "peace zone".
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Ahh, a good old fashioned DMZ. I'll try this concept out myself next time I get an opportunity.
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Re: Got an idea for a solution to allliance-game-spoiling |
Tue, 01 February 2005 21:13 |
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Actually, I commonly use a NAP similar to this. However, I go the other way around sort of.
If I agree to a NAP then I do so for securing borders - i.e. I own everything west of here - you don't colonize unless I give you permission - etc. If I deign to open my stargates for a period - I define which stargates are allowd to be used - ships (such as scouts) that visit my HW or other planets outside the allowed gates of transit immediately cause re-setting the player to neutral. I destroy the ships that are in restricted orbits. i.e. If you violate my security protocols at my own planets, I have not violated the NAP but, a case could be made that you had.
Inside my empire, I grant rights of transit. Ships in my empire travel by my allowing them to do so.
Ptolemy
Emperor of a Thousand Suns
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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