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Home » Stars! 2.6/7 » The Bar » No pregame alliances... (What does it mean?)
No pregame alliances... Thu, 01 September 2016 09:34 Go to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
I'd have thought it was there to prevent people designing races to work together at the design stage, not to prevent easy replacement of alliance races when a player drops out.

i.e. can the rule 'no pregame alliances' have any application post race design?

Opinions?

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Re: No pregame alliances... Fri, 02 September 2016 08:35 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Well, early first contact is still something of a leg up on the competition.

I also think that part of it is the somewhat-nebulous concept of "play to win". In a single-winner game, you are supposed to try to achieve victory yourself. Deliberately handing the game to another player is unfair to everyone else; it's dishonourable. Now, that does have a tendency to happen even without pre-games (in the form of "Vichy" players who stay on board with or even form an alliance with someone closing in on victory; it honestly appalls me how many people do that), but by nature a pre-game is usually going to be that kind of "feed" alliance (it can't be strategic, because the strategic situation is unknown).

I'm not 100% sure what you mean by "easy replacement of alliance races when a player drops out", though.


[Updated on: Fri, 02 September 2016 08:37]

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Re: No pregame alliances... Fri, 02 September 2016 08:55 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
In the event that an alliance of many turns standing has to drop out for real life reasons...

Should that player, or their allies, be able to hand over the race to another player of their choice (one who isn't already in the game).

Note of course that this only applies to communications allowed games.

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Re: No pregame alliances... Sat, 03 September 2016 03:08 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
XAPBob wrote on Fri, 02 September 2016 22:55
In the event that an alliance of many turns standing has to drop out for real life reasons...

Should that player, or their allies, be able to hand over the race to another player of their choice (one who isn't already in the game).

Note of course that this only applies to communications allowed games.

I'd also add that in a skill-gated game they shouldn't be too skilled and preferably shouldn't be too green. But otherwise, I don't have a problem with it. And in any case it certainly isn't "pre-game" if it happens during the game. Laughing

(Are we actually speaking theoretically here, or are we euphemistically discussing the Lowtek fiasco? Because I can't tell. Uh Oh )

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Re: No pregame alliances... Sat, 03 September 2016 07:59 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Not Lowtek.

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Re: No pregame alliances... Tue, 06 September 2016 06:36 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
We are discussing a host decision to only allow player X picking the replacement for player Y, if and only if all other players agree. The host decision was made specifically to avoid (1) the aforementioned lowtek fiasco, and (2) any disagreement about fair play concerning some aspect of the rules not clearly covered before the game started but ultimately (as potentially perceived by some number of players) going against some supposed "spirit" of the game. Ugh. Getting into this territory is not ideal. Know that for each time the host in question pauses a game to investigate potential rules infraction, there are ~3 other requests for investigation that have not required a hold. Also know that players have dropped for reasons as petty as not liking ff design names like "wtfkamikaze" in a no-comms game, and that in other games a host has had to find 3 gd replacements for a single race that was in the top 3 for the entire game.

Now for the fun stuff: The alliance of player X requested permission to submit turns for player Y while he was on holiday for up to two weeks. The alliance of player X neglected to inform the host that player Y had in fact dropped, but they continued to submit turns for his race. It has further come to light that the player which player X wants to replace player Y, has in fact already been playing player X's own race! One might say that the player X's proposed replacement for player Y has been taking over player X's race. Oh really? You don't say. Hmmm. Sock puppets? How many races should one player play in a non-team game, and how many players should be playing a single race? Might be a good question to ask.



[Updated on: Tue, 06 September 2016 06:44]

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Re: No pregame alliances... Tue, 06 September 2016 06:53 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
You forget to mention player Z making the proposal, and the rather overstate the relationship between X and the potential replacement.

Accusations of sock puppetry are entirely wide of the mark.

This post was as a result of your email to me, which said that picking a replacement would violate the 'no pregame alliance' rule.

Since it isn't pre-game I don't see how that rule has any bearing on anything.

Other considerations are, of course, worthy of looking at - but are not within the original topic of this thread.

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Re: No pregame alliances... Tue, 06 September 2016 18:14 Go to previous messageGo to next message
schneck is currently offline schneck

 
Crewman 3rd Class

Messages: 8
Registered: April 2015
Location: United States
In the game in question, a major player dropped out around 2436. If the replacement player had been, say, a good friend of XAPBob and before joining had already decided to ally with XAPBob to victory or death no matter what, that would surely have been contrary to the spirit of "no pre-game alliances".

Now it's 2547 and the player who dropped out has probably been in a close alliance for around 130 game turns. For the replacement not to agree to continue the alliance would be game-breaking and is clearly wrong.

So maybe it depends.

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Re: No pregame alliances... Wed, 07 September 2016 21:57 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Re: replacements - All I'm saying is that bringing someone in as a replacement for an ally pre-game isn't a pre-game. It could be problematic in other ways. The most obvious case is, indeed, replacing an ally in a single-winner game with yourself. Replacing an ally with someone whom you trust not to backstab you is theoretically unfair, but in practice alliance ossification is such a perennial issue in this community anyway that it isn't actually that big an advantage. Still, my position is that I personally don't have a problem with it, but I also don't have a problem with games where it's forbidden (then again, there aren't that many of us to pick from, so is there really a difference?).

Re: Lowtek - I stand by my initial decision to give XAPBob my password. It was a 2-winner game, we were in a shared-victory alliance, and our races were almost perfect partners; there was already zero chance of a backstab (it was also intended to be temporary; I still held out hope that I'd be able to recover and return to the game). The situation with nmid was where things went badly wrong, and that was a bit more complicated than "alliance member picks partner replacement"; specifically, nmid had been refused entry to the game on grounds that he was too skilled. Sprocket and nmid should both have known better than to renege on that, and especially to hand him the #1 race; XAPBob probably shouldn't have made the offer, but he was a relative newbie and it wasn't exactly his responsibility to remember that, so I cut him some slack. And then we had the mess with undisclosed brothers playing, which does raise the spectre of a pre-game even if I personally give them the benefit of the doubt. And then XAPBob and nmid started playing the allied-but-not-shared-victory Phalanx for Eagle of Fire, which I did publically call them out for. Such a mess.

Re: sockpuppets - I'm absolutely sure XAPBob isn't a sockpuppet of nmid. I've spoken to both at length over the years, and they're very different people. Moreover, if both were indeed a single person, that person would have had no motive to bring the "nmid" handle into Lowtek.


[Updated on: Wed, 07 September 2016 21:58]

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Re: No pregame alliances... Thu, 08 September 2016 03:42 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Other's have suggested that pregame alliance indicates an alliance initiated before a player enters a game.

schneck,
I agree. At this point in the game, and with the nature and duration of alliance I do not have a problem with the idea of an alliance picking a substitute. Future games should specify if/when/under what conditions this is allowed. As host I was leery of allowing it in this instance without universal consent. It is one element of several that has caused trouble in a previous game.

magic9mushroom,
I do not disagree with any of your points. I think the host has a large share of the responsibility for helping to avoid a bunch of the mistakes that went into that farrago of fail. By requesting unanimous approval, the game can move on without whinging and drama.
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