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Diplomatic restraints Mon, 03 August 2009 19:51 Go to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

Since the I got backstabbed thread came up again I've been pondering and come to the conclusion that the issue is really just a difference of "playstyle" between players. Were Stars far more ubiquitous and played in a school yard I rather suspect the problem would sort itself out by people simply playing with those of similar styles(or morals) ie their friends.

To cut a long rant short. I'd like to suggest that a Stars! clone include the option(and probably combined with a whole page of suboptions) of diplomatic restraints. By which I mean something similar to Civilization where, once a NAP is agreed between players, agressive actions become impossible to perform or get accompanied by a warning.

Personally I suspect I'd rather have such options turned off as its deliberately unrealistic(as opposed to deliberately fantastic) and unless a lot of other features are included, eg own mine clearing & tech trading, would interfere with all those times when agressive acts are agreed to happen. But if the suboptions were crafted carefully and desgined well, they may be able to be made into a system that prevents accidents while still allowing backstabs.


[Updated on: Mon, 03 August 2009 19:52]

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Re: Diplomatic restraints Mon, 03 August 2009 20:18 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
gible wrote on Mon, 03 August 2009 18:51

Since the I got backstabbed thread came up again I've been pondering and come to the conclusion that the issue is really just a difference of "playstyle" between players.


Agreed, and for the record I am in the "never break a NAP" camp, although sometimes I goof...and have to make amends. If someone breaks it with me, I never trust them again to the same degree, but I will probably still work with them. Makes things interesting.

Quote:

Were Stars far more ubiquitous and played in a school yard I rather suspect the problem would sort itself out by people simply playing with those of similar styles(or morals) ie their friends.


Probably to the detriment of the game. I happen to like playing against all sorts. Most recently, Glacier II has afforded me both ends of the spectrum for types of players, and it has been a great game because of it IMO.

Quote:

To cut a long rant short. I'd like to suggest that a Stars! clone include the option(and probably combined with a whole page of suboptions) of diplomatic restraints. Personally I suspect I'd rather have such options turned off as its deliberately unrealistic


Agreed

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Diplomatic restraints Mon, 03 August 2009 21:17 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

I don't see how this could be worth the effort of coding in. A tech-trading system I could agree with since it's relatively simple, but "diplomatic restraints" could get really complicated. And it still doesn't prevent people from doing subtle things to get around the restraints (eg, instead of attacking someone directly - send information, minerals and tech to their enemies).

My feeling on diplomacy is that you can trust exactly those players who have more to gain by cooperating with you than fighting you. If you want friends you can trust, it's your responsibility to give them reasons to be trustworthy.

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Re: Diplomatic restraints Mon, 03 August 2009 22:38 Go to previous messageGo to next message
Hilton is currently offline Hilton

 
Crewman 1st Class

Messages: 28
Registered: February 2005
Location: Calgary, AB, Canada
This is already a planned (optional) feature in my project. If you really dedicate a few iotas of brain power to it, you'd realize the "coding effort" isn't very much - just a few checks and a couple extra dialogs.

When orders are placed to initiate a battle, check diplomatic status and issue a continue/stop warning. At turn generation, treaties will be cancelled (w/ any agreed upon penalties taken). Do it at generation rather than immediately in case the user takes back their actions.

Same goes for when orders are placed for mineral packet routing, if the destination allied base has no known driver.

Tech sharing is obviously easy, as is partial or full map data sharing, and partial or full scanner sharing (partial would be revealing where mutual enemy fleets are, but not revealing the allies own fleets)

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Re: Diplomatic restraints Tue, 04 August 2009 18:47 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

I just don't like the idea of diplomacy being something coded into the game. The one thing I would like to see in this area is more flexible "friend" permissions for stargates, minefields, et cetera, so for instance you could allow someone to pass through your mines but not use your gates, or only to refuel at your docks.

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Re: Diplomatic restraints Tue, 04 August 2009 19:03 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
I agree with Coyote, the "friend" setting should be more flexible in order to allow another race some but not all of the current benefits of being a "friend".

In addition, it might also be useful to have different setting for another race depending on whether they are encountered in deep space or in orbit of one of your planets (or an ally's planet), so you could allow another race to travel through your space but not allow them to enter orbit.

I also do not think there should be any automatic penalties for violating treaties, as accidents happen.

However, a warning that the action a player is planning seems to be in violation of a treaty would decrease the number of accidents, so a warning could be a good idea, if the warning system was fairly easy to use and easily coded.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

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Re: Diplomatic restraints Wed, 05 August 2009 08:07 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I'm liking the idea of 'friend' status being broken down into more specific parts.

It'd get really interesting if as well as 'share fleet scans' and 'share own fleet positions', you could toggle this at an even finer level - you could choose to show/hide certain of your own fleets. you'd have to implement a way of telling if something you see wasn't included in a 'friend report' that you spotted with your own scanners. Perhaps just through a message event.

Also the chance to enable travel through specific minefields - create corridors where an untrusted ally, or neutral, can pass, without giving them free rein to your whole territory.

Going even further, you could even include the option to add fake data to info you share Twisted Evil

I doubt I'd personally make use of these things... But one thing has always struck me about alliances where .m files are shared, is that it becomes another disincentive to change the diplomatic landscape by invoking whatever NAP exit you decided - since they'd see any build up that you did prior to then (to get a lead in the inevitable arms race while you wait for the NAP to time out,) and they'd also have so much info about your econ that you probably never really wanted to share - so they know your softest, juiciest spots without needing to have actually done any work to figure it out.

So being able to share similar amounts of data, but have it not be 100% trustworthy, would add a little more of the paranoid 'looking over your shoulder' that I don't think happens enough in Stars! (Backstabs can really ruin games, but at the other end of the scale, so can alliances where the 2nd player doesn't even consider trying to win.)


I'm in two minds about having game options for enforcing 'good relations'.

Warnings when doing stuff like queuing up mineral packets to allied planets where you don't see a suitable mass driver would be nice, but might just lull people into a false sense of security and actually cause accidents (like assuming that orbital with the mass driver is still there 20 years after your last visit, instead of asking.)


[Updated on: Wed, 05 August 2009 08:12]

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Re: Diplomatic restraints Wed, 05 August 2009 17:37 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

The "info concealment" and "fake info" sound like potential SS bonuses to me.

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Re: Diplomatic restraints Thu, 20 August 2009 23:29 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
I would just like it if I could be friendly with someone without giving them access to all my gates. You can have allies and they can backstab you, but you ought to be able to say nobody but me gets near Wammalammadingdong no matter how much we trust each other.

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Re: Diplomatic restraints Sat, 22 August 2009 04:29 Go to previous messageGo to next message
Mark Hewitt is currently offline Mark Hewitt

 
Master Chief Petty Officer

Messages: 105
Registered: June 2006
Location: Calgary, Alberta, Canada
I like a lot of the stuff discussed here, especially the finer division of what "friends" get to know and use.

Diplomacy is a game feature that may be too abstract (like the tech system where what you do with a tech has nothing to do with how fast and well it develops). We don't have the burden of having to create the inter-player agreements and treaties within the game--it's just the ally/neutral/enemy setting and attack-who orders to the fleets. But we don't have the benefits of that fine detail. Hopefully we could get some of that detail without too much MM.

A related issue to "backstabbing" is besides scanning (and the SS tech bonus) there's no intelligence in the game--intelligence as in espionage. Smile In the real world countries spy on their "friends" all the time, in war and peace. No security blunders or lost battle orders in Stars! Smile

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Re: Diplomatic restraints Sat, 22 August 2009 06:17 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Coyote wrote on Wed, 05 August 2009 23:37

The "info concealment" and "fake info" sound like potential SS bonuses to me.

Or perhaps LRTs. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Diplomatic restraints Sat, 22 August 2009 06:21 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Dogthinkers wrote on Wed, 05 August 2009 14:07

alliances where .m files are shared, is that it becomes another disincentive to change the diplomatic landscape by invoking whatever NAP exit you decided - since they'd see any build up that you did prior to then (to get a lead in the inevitable arms race while you wait for the NAP to time out,) and they'd also have so much info about your econ that you probably never really wanted to share - so they know your softest, juiciest spots without needing to have actually done any work to figure it out.

So being able to share similar amounts of data, but have it not be 100% trustworthy, would add a little more of the paranoid 'looking over your shoulder' that I don't think happens enough in Stars!

Some alliances share planet/fleet dumps instead of m files, since dumps can be edited to trim "unneeded" details. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Diplomatic restraints Sat, 22 August 2009 06:28 Go to previous message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
velvetthroat57 wrote on Fri, 21 August 2009 05:29

I would just like it if I could be friendly with someone without giving them access to all my gates. You can have allies and they can backstab you, but you ought to be able to say nobody but me gets near Wammalammadingdong no matter how much we trust each other.

That could be done via "access privileges" settings for each gate, where the owner could select levels like "friends, neutrals, all, none" that would trump general Diplomacy settings. It wouldn't be substantially different to the current "routing" settings or the "attack who" battleorders. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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