
Forming alliances in-game + seeing a list of alliances
Moderator: Moderators
hmm
maybe when u ally someone both of ur economies produce more.. say when u ally a player you start recieving 100%+?% percent of eco income if the ally has ?% compared to ur income...or some sort of equation maing it worthwhile allying but in a way so that no ally gets unfair bonuses no matter what is the size of his allies ecos.
No? Your objective is to win and the enemy's too, and the quickest way to do that is to eliminate enemies... a strong alliance wouldnt have reasons to not accept a new ally since that would be one less enemy, and a player wouldnt have a reason to not enter a strong alliance since that would be a whole lot of less enemies. There must be something to give everone a reason to fight, like there is in real life. Maybe (This is a idea) we could introduce something that would limit the amount of players that can win the game, maybe some artifact that you must have in your control to be considered winner. Beside having the artifact you would have to destroy all enemy forces. To make stuff more interesting we could have players having diferent artifacts to control, but that could make the alliances to be formed to obvius... only experimentation can trully tell... :)JJ45 wrote:No, that target thing sounds stupid. I don't think this is needed, as I doubt people are stupid enough to just create a single big alliance.manored wrote:Make dragon teeth.
Or we could just make ally victory possible (if everone left is in the same alliance the game ends) and to prevent everone allying to everone right after start we can give each player a target (someone he cannot ally with).
- [XIII]Roxas
- Posts: 182
- Joined: 20 Jun 2007, 23:44
This is all well and good, however, human nature is always wanting MORE, MORE, MORE. Therefor, that is your backstabbing mechanism. Players have not enough minerals, so they attack their allies to get enough minerals.
No one is your 'friend'. Alliances in Spring, as it's more of a tactical sense than strategic, should be more Allies of Convenience, not deep-seated allies, sticking to the win.
No one is your 'friend'. Alliances in Spring, as it's more of a tactical sense than strategic, should be more Allies of Convenience, not deep-seated allies, sticking to the win.
Artificial limits = gaymanored wrote:No? Your objective is to win and the enemy's too, and the quickest way to do that is to eliminate enemies... a strong alliance wouldnt have reasons to not accept a new ally since that would be one less enemy, and a player wouldnt have a reason to not enter a strong alliance since that would be a whole lot of less enemies. There must be something to give everone a reason to fight, like there is in real life. Maybe (This is a idea) we could introduce something that would limit the amount of players that can win the game, maybe some artifact that you must have in your control to be considered winner. Beside having the artifact you would have to destroy all enemy forces. To make stuff more interesting we could have players having diferent artifacts to control, but that could make the alliances to be formed to obvius... only experimentation can trully tell... :)
Not every player is the kind of a philosophist as you describe. If they thought that way, then explain to me, why this doesn't happen in, say, Command & Conquer games?
That's the point, you shouldn't ally someone you don't trust. It's just like the end of WW2 all over again.[XIII]Roxas wrote:This is all well and good, however, human nature is always wanting MORE, MORE, MORE. Therefor, that is your backstabbing mechanism. Players have not enough minerals, so they attack their allies to get enough minerals.
No one is your 'friend'. Alliances in Spring, as it's more of a tactical sense than strategic, should be more Allies of Convenience, not deep-seated allies, sticking to the win.

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
or nuclear mines :DJJ45 wrote:That's the point, you shouldn't ally someone you don't trust. It's just like the end of WW2 all over again.You should primarily ally people you know, and your clanmates, etc. or if you force a crushed player to join your forces, you could always occupy his base with tanks, to ensure he remains loyal.
Re: Forming alliances in-game + seeing a list of alliances
Necropost!
I have a fresh idea:
Everyone starts out neutral, in peace with each other. People could then propose alliances or declare wars. Everyone would also have these options:
[x] Auto declare war on allies' enemies
[x] Auto propose alliance to allies' allies
[x] Auto accept shared victory*
* Shared victory means ending the game when only one alliance is left. If auto accept is turned off, every player is asked whether they want to end the game, when all enemies have been cleared.

Everyone starts out neutral, in peace with each other. People could then propose alliances or declare wars. Everyone would also have these options:
[x] Auto declare war on allies' enemies
[x] Auto propose alliance to allies' allies
[x] Auto accept shared victory*
* Shared victory means ending the game when only one alliance is left. If auto accept is turned off, every player is asked whether they want to end the game, when all enemies have been cleared.