
Forming alliances in-game + seeing a list of alliances
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- MightySheep
- Posts: 243
- Joined: 11 Nov 2007, 02:17
Re: Forming alliances in-game + seeing a list of alliances
this is the end of my reclaiming allies bases and taking all their mexes days... oh yeh... those days are already over for me 

Re: Forming alliances in-game + seeing a list of alliances
For shared victory to work we would need something like a limit of how many players could win a game tough, else all games would end up on this :)JJ45 wrote:* 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.
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Forming alliances in-game + seeing a list of alliances
Letting everyone else know about your alliance would take away all the fun of ffa. I think the alliance system should just be the ability to make your units not shoot at a certain player(s) and an ingame pm system. In a ffa 1 person has to win but temporary alliance are still be useful e.g. two people who start close together decide to expand in separate directions because fighting would only weaken them both.
In short a system to make your units uphold a verbal agreement so a stronger foe can be fought off together without attacking your allies units.
In short a system to make your units uphold a verbal agreement so a stronger foe can be fought off together without attacking your allies units.
Re: Forming alliances in-game + seeing a list of alliances
Problem is that too much dependancy on diplomacy would make it a "who puts a knife in the others back first" game instead of a "who is smarter at econ and unit management" game :)
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Forming alliances in-game + seeing a list of alliances
Isn't that the point of ffa.manored wrote:Problem is that too much dependancy on diplomacy would make it a "who puts a knife in the others back first" game instead of a "who is smarter at econ and unit management" game :)
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Forming alliances in-game + seeing a list of alliances
Exactly!
Besides, it's fun!
Besides, it's fun!
Re: Forming alliances in-game + seeing a list of alliances
Ya but if that be the only thing mattering it wont be fun :)Google_Frog wrote:Isn't that the point of ffa.manored wrote:Problem is that too much dependancy on diplomacy would make it a "who puts a knife in the others back first" game instead of a "who is smarter at econ and unit management" game :)
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Forming alliances in-game + seeing a list of alliances
in ota FFA's it was always a watch to see if your ally was going to stab you in the balls. It really is a lot of fun :)
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Forming alliances in-game + seeing a list of alliances
In a 2 team game the aim of an attack is to make your opponent lose more than you do. In ffa the aim is to make your opponents attack each other kill them and reclaim when their weak. How could ffa ever not have backstabbing? So I think all that is needed is ingame pms and temporary cease fires to make ganging up on a strong player in a joint attack easier.manored wrote:Ya but if that be the only thing mattering it wont be fun :)Google_Frog wrote:Isn't that the point of ffa.manored wrote:Problem is that too much dependancy on diplomacy would make it a "who puts a knife in the others back first" game instead of a "who is smarter at econ and unit management" game :)
Re: Forming alliances in-game + seeing a list of alliances
YA, but in the future there might be diferent winning goals other than "destroy everthing", so it would be good to have a complete diplomacy system :)
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: Forming alliances in-game + seeing a list of alliances
FFA games is a great idea. But Melee games where you can choose your ally on-the-fly won't work. Why? Because of the time frame. You can't afford to lose time on complex diplomacy while you could use it to manage your troops and economy. It never worked in any RTS I played. On the other hand, diplomacy was (practically) always essential in winning TBS games I've played.
That's why I have an idea: Implement a "turn-based" option in spring. That's how it would essentially work:
Every N minutes, the game is paused. You can then discuss alliances. The game would be resumed after X minutes, or after Y if a large number of players voted for it. You would have the option to forbid players to give new orders to units during that phase. (to prevent endless order queuing instead of diplomacy - or it could also be a third "phase" of the game, when you could either discuss diplomacy, or give new orders)
You could also try playing huge maps on minimum speed setting.
Or combine both methods.
BTW, is save/load stable in multiplayer? It would really help if you knew you could pause the game, and resume it the next week...
That's why I have an idea: Implement a "turn-based" option in spring. That's how it would essentially work:
Every N minutes, the game is paused. You can then discuss alliances. The game would be resumed after X minutes, or after Y if a large number of players voted for it. You would have the option to forbid players to give new orders to units during that phase. (to prevent endless order queuing instead of diplomacy - or it could also be a third "phase" of the game, when you could either discuss diplomacy, or give new orders)
You could also try playing huge maps on minimum speed setting.
Or combine both methods.
BTW, is save/load stable in multiplayer? It would really help if you knew you could pause the game, and resume it the next week...
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Forming alliances in-game + seeing a list of alliances
I've managed ingame diplomacy the only problem was that everyone else could see the chat. Also a system to draw lines with a certain player would be nice for splitting up territory.
- BlueTemplar
- Posts: 314
- Joined: 28 Oct 2007, 22:37
Re: Forming alliances in-game + seeing a list of alliances
Don't you already see only your allies' drawings?
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: Forming alliances in-game + seeing a list of alliances
Yes but what if you want to backstab someone who is currently your ally with someone else and you wish to co-ordinate the attack?BlueTemplar wrote:Don't you already see only your allies' drawings?
Re: Forming alliances in-game + seeing a list of alliances
That idea sounds interesting, but I think most players wouldnt like so much time only in chatting :) Also continuing games later would be pretty much impossible if you play with like 10 randow players... I think that if we had diferent objectives other than killing everone, diplomacy would be simpler, but since thats always the objective you have to make sure that you will backstab everone winhout being ourself, and that in fact sounds like too much diplomacy for our fast-paced mods :)BlueTemplar wrote: That's why I have an idea: Implement a "turn-based" option in spring. That's how it would essentially work:
Every N minutes, the game is paused. You can then discuss alliances. The game would be resumed after X minutes, or after Y if a large number of players voted for it. You would have the option to forbid players to give new orders to units during that phase. (to prevent endless order queuing instead of diplomacy - or it could also be a third "phase" of the game, when you could either discuss diplomacy, or give new orders)
You could also try playing huge maps on minimum speed setting.
Or combine both methods.
Re: Forming alliances in-game + seeing a list of alliances
This sounds great, just allow host to enable/disable these, apparently, controversial features.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Forming alliances in-game + seeing a list of alliances
Distinguish a ceasefire from an alliance.
Alliance = what we have now.
Ceasefire = in game agreement with your enemy that causes your units to not fire at eachother, that is all. No LOS, no info, no shared victory. Ceasefires can only be temporary or the game cannot end.
There's a thread in the lua section about this too. A ceasefire option in game would be nice (but should still be enabled by the host of a game before it begins).
Alliance = what we have now.
Ceasefire = in game agreement with your enemy that causes your units to not fire at eachother, that is all. No LOS, no info, no shared victory. Ceasefires can only be temporary or the game cannot end.
There's a thread in the lua section about this too. A ceasefire option in game would be nice (but should still be enabled by the host of a game before it begins).