Diplomacy suggestion (Medium)

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Re: Diplomacy suggestion

Postby Dejanira » Sun Oct 20, 2019 9:10 am

Bump :)
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Re: Diplomacy suggestion

Postby Lockreed » Sun Oct 20, 2019 6:41 pm

This was a fun read... enjoyable blast from the past

Also, +1 to Haron's original idea
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Re: Diplomacy suggestion

Postby not a pirate » Sun Oct 20, 2019 6:46 pm

If this was implemented then I believe nations that pledge their influence to support another country should be counted amongst the players affected with conspiracy casts, if applicable. Basically counting the supporting nations as part of the controlling nation if they are in the top 10, so the players lose 2.5% of their influence still. Otherwise you could have the majority of the influence be held by a country that pledges support, which makes direct attacks on the controlling nation less impactful by a significant margin.
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Re: Diplomacy suggestion

Postby Dejanira » Mon Oct 21, 2019 2:57 pm

Yes the whole Diplomacy thing should have some importance indeed.
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Re: Diplomacy suggestion

Postby Whitcomb The Feared » Mon Oct 21, 2019 3:03 pm

not a pirate wrote:If this was implemented then I believe nations that pledge their influence to support another country should be counted amongst the players affected with conspiracy casts, if applicable. Basically counting the supporting nations as part of the controlling nation if they are in the top 10, so the players lose 2.5% of their influence still. Otherwise you could have the majority of the influence be held by a country that pledges support, which makes direct attacks on the controlling nation less impactful by a significant margin.



what do you mean by "pledging their influence to support" ? allies or peace treaties ?
To me one first thing should be the obligation to make a little agreement when the peace is signed or the alliance. a post in forum where people can
RP. it is an RP game at the end.

And another thing i liked in other games, a shared thread (or a shared window) where both kings sign the agreement and the two nations see what is written inside the agreement. So we don't have toxic discussions that King X said that before signing the agreement while King Y is sure that X is a liar. It is written and when both agree, the window just shows the agreement and nobody can touch it anymore.

So there could be another level of diplomacy. Like you make a peace agreement only if the other faction promise not to reach X level of influence in the port A or it will be seen as an aggression. Or that the war reparations to pay will be about Y billions to be paid before date xx.yy.zzzz. Or that the aggressive citizens who attacked our fleets have to be punished or banished from their nation or the war will restart. Things like that. Diplomacy :)
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Re: Diplomacy suggestion

Postby Lachlan » Thu Oct 24, 2019 7:52 am

+1
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Re: Diplomacy suggestion

Postby not a pirate » Thu Oct 24, 2019 2:07 pm

Whitcomb The Feared wrote:
not a pirate wrote:If this was implemented then I believe nations that pledge their influence to support another country should be counted amongst the players affected with conspiracy casts, if applicable. Basically counting the supporting nations as part of the controlling nation if they are in the top 10, so the players lose 2.5% of their influence still. Otherwise you could have the majority of the influence be held by a country that pledges support, which makes direct attacks on the controlling nation less impactful by a significant margin.



what do you mean by "pledging their influence to support" ? allies or peace treaties ?
To me one first thing should be the obligation to make a little agreement when the peace is signed or the alliance. a post in forum where people can
RP. it is an RP game at the end.

And another thing i liked in other games, a shared thread (or a shared window) where both kings sign the agreement and the two nations see what is written inside the agreement. So we don't have toxic discussions that King X said that before signing the agreement while King Y is sure that X is a liar. It is written and when both agree, the window just shows the agreement and nobody can touch it anymore.

So there could be another level of diplomacy. Like you make a peace agreement only if the other faction promise not to reach X level of influence in the port A or it will be seen as an aggression. Or that the war reparations to pay will be about Y billions to be paid before date xx.yy.zzzz. Or that the aggressive citizens who attacked our fleets have to be punished or banished from their nation or the war will restart. Things like that. Diplomacy :)

The original post... did you read it? All about nations pledging their influence to support the influence of another nation.
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Re: Diplomacy suggestion

Postby Dauner light » Sun Oct 27, 2019 2:10 am

+1 I personally think this is a good idea
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Re: Diplomacy suggestion

Postby Whitcomb The Feared » Sun Oct 27, 2019 5:10 pm

Yes i read it. But in your idea i don't understand how you would code it.

If nation B pledges support to nation A. All the influence of nation B will be transferred to A or will be count twice (once as influence of A and once as infkuence of B)

And how would you code the conspiracy voodoo ? You say it affects nation A then how do you explain to the game to affect even nation B ? What would be the button to push to signal to the game that you pledge support to nation A ? (An alliance ? A peace treary ? Neutrality ?)

And if you cast conspiracy on B ? Does it affect A too ?

And another coding problem. How do you explain to tne game that B in kanoni pledges suppirt to A but in vaasburg Nation B pledges suppirt to nation C. It will be a mess.

But i see a major loophole. The fact that a huge nation could ask to small nations to pledge support to them and spreading influence on small players to avoid conspiracy cast. Like i have some small nations which are outside the top 10 list and i use them to increase my national influence cause they pledge aupport to me but they aren't affected by conspiraxy vooddoo.

What i would like to see is something drastic !
Like when a nation B pkedges support to A, B transfers completely its influence to an entity called "national influence from supporters". An entity which is as a player and can be listed in the top 10 of the most influencer of the nation. So when i cast conspiracy i can affect influence of people AND affect all the influence transferred by the nations which pledge support. And when the influence is transferred, the nation which pledges support loses influence that it just transferred.
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Re: Diplomacy suggestion

Postby DezNutz » Sun Oct 27, 2019 6:04 pm

Whitcomb The Feared wrote:Yes i read it. But in your idea i don't understand how you would code it.

If nation B pledges support to nation A. All the influence of nation B will be transferred to A or will be count twice (once as influence of A and once as infkuence of B)

And how would you code the conspiracy voodoo ? You say it affects nation A then how do you explain to the game to affect even nation B ? What would be the button to push to signal to the game that you pledge support to nation A ? (An alliance ? A peace treary ? Neutrality ?)

And if you cast conspiracy on B ? Does it affect A too ?

And another coding problem. How do you explain to tne game that B in kanoni pledges suppirt to A but in vaasburg Nation B pledges suppirt to nation C. It will be a mess.

But i see a major loophole. The fact that a huge nation could ask to small nations to pledge support to them and spreading influence on small players to avoid conspiracy cast. Like i have some small nations which are outside the top 10 list and i use them to increase my national influence cause they pledge aupport to me but they aren't affected by conspiraxy vooddoo.

What i would like to see is something drastic !
Like when a nation B pkedges support to A, B transfers completely its influence to an entity called "national influence from supporters". An entity which is as a player and can be listed in the top 10 of the most influencer of the nation. So when i cast conspiracy i can affect influence of people AND affect all the influence transferred by the nations which pledge support. And when the influence is transferred, the nation which pledges support loses influence that it just transferred.


In your scenario, what happens to the influence when the nation no longer wishes to support the other nation?

As for your questions/concerns, here is my take.

Common sense dictates that an agreement would have to be reached between the host nation and the support nations. The agreement would have to be both time based and susceptible to early withdraw. Early withdraw should include a penalty, such as some of the influence of the support nation would be lost. Could also allow this to be configurable by the host nation to include other penalties.

Conspiracy cast directly against the host nation should effect support nations as well, assuming that someone in the support nation is within the top 10 of influence holders of the combined host and support nations. Conspiracy cast directly against a support nation would only effect the support nation.

I don't see that as a loophole. If you have sufficient players, any player that is outside of the top 10 wouldn't be hit by conspiracy either.

I also don't think that pledges would be port specific. If Nation B pledges support to Nation A, it would apply to all ports.

I would also stipulate that you can't have nesting. If Nation C supports Nation B, Nation B as a Host Nation could not be support to Nation A. Nation C's support of Nation B cannot be nested into Nation A. If Nation B became a support for Nation A, all support agreements to Nation B would be voided.
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