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Re: EA Oceans of Land - (Noob game) [full]
well, if no damage is done during the NAP, so Skeptics, Harvester of Sorrows, etc are out of the question, than was the NAP broken if I just positioned stealth troops for future damage once the NAP breaks? a black servant with some equipment isn't spreading unrest, disease, or whatever, so why is he actually causing damage, before the NAP is over that is...?
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Re: EA Oceans of Land - (Noob game) [full]
To celebrate Earth Hour I have uploaded an environmentally friendly Pretender. Name is Getafix.
Should be enough clues there for you to work out what it is. Actually I'm expecting somebody to say "The number of games I've played with an X Pretender called Getafix....." :) |
Re: EA Oceans of Land - (Noob game) [full]
ANY unit that can cause damage to a Nation whether it is overt or covert is breaking the nap if you have it in their lands.
It is no different than having a NUKE in the middle of London Just IN CASE we might go to war with them. If you want to do it...go ahead. But be prepared from then on though in any game you play to have more Skeptics, Black Servants, Assassins, and anything else that can hide and wait because it will flash around this community like a lightning bolt that you are untrustworthy. For the most part, this isn't a win at all costs game (though I suspect some do it). Do you really think that people will trust someone that did that once, or even play with them. They won't be feared, they will be shunned. |
Re: EA Oceans of Land - (Noob game) [full]
I am for waiting until Friday if everyone else is..
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Re: EA Oceans of Land - (Noob game) [full]
yes, NAP's are a complicated issue and there is plenty of disagreement about what is and isn't okay. I am happy with whatever rules the admin decides on - just please put them in the first post and explain exactly what you mean.
Something like this (change around as you please but please be specific so we won't have arguments later): Non aggression pact / alliance agreements are binding. When you enter one, you should specify a number of turns of warning such as a NAP-3 or NAP-5. You are not allowed to make any direct attacks against that player until the warning is given by PM or forum and the warning period is passed. Direct attacks include: 1. An move-attack with units carrying your flag 2. A assassination by a unit carrying your flag 3. A global enchantment with a harmful effects 4. A ritual attack spell that informs the victim of who sent it These are not considered direct attacks: 1. Anonymous spells or anonymous actions like inciting unrest 2. Non-harmful global (such as gem generators, gift of health, etc...) 3. Dominion-related actions such as preaching, stealth-preaching, or blood sacrificing 4. Moving stealthy units through an allies' territory 5. "Attacks" that have been agreed up on in advance as territory trading or unit suicide. If one member of the NAP feels that the other is behind indirect attacks then they always break the NAP, but the appropriate warning must still be given. |
Re: EA Oceans of Land - (Noob game) [full]
I disagree about stealth preaching (and I play Arco) or moving stealthy units thru a territory during a nap without permission. If you have no nap with a nation, have at it.
I find a stealth preacher messing with my dominion or an army going thru my lands with a nap in effect and I will attack without warning. Agian, do you think that causing unrest or inciting to riot in London who is in a peace agreement with the USA is OK? spells that attack you and you have no idea who they are, well you don't KNOW it is them. I Guess I am saying, if you can't trust the guy you made a nap with, and I have seen his tactics before, I won't abide by it...I will sneak him in a heartbeat. |
Re: EA Oceans of Land - (Noob game) [full]
Quote:
However, I think that an all-out ban on "any unit that can cause damage" really messes up the game balance. First off there is no such thing as a non-combatant in the game. Even an indy scout can take a province or kill some units under certain circumstances. However, some nations' default scouts have abilities such as assassination or incitement or stealth-preaching. By forbidding these, you are seriously weakening these nations - especially since indy scouts are not always easy to find. It makes more sense to me to say that just having stealthy units in an allies territory is fine as long as they don't attack. That seems consistent with the way its been in the games I've played so far. Sure this means you could launch an attack at multiple points when the NAP ends instead of just walking in through a choke-point. But you can do the same thing with flying, teleporting, and remote attacks anyway so its not that big of an advantage. And, no, from an role-playing perspective doing a bit of sabotage or heresy is hardly the same as having a nuke in someones' territory. Whether in a fantasy setting or in real-life nations with peace agreements or alliances have spies, saboteurs, and heathen preachers in each others' territories all the time doing all kinds of crap. As long as you can't officially trace it back to the allied government, it's all part of the "game." |
Re: EA Oceans of Land - (Noob game) [full]
I agree with part of what you say....what I don't understand is why you would make a nap and then try and undermine him. Or better still PREPARING to undermine him.
Take a Skeptic...as long as he is on the move he doesn't cause harm. but say I put 7 skeptics and 3 stone idols in your cap and in about 5 turns you have over 100 unrest, just so you can't recruit and then I move them out and go to another of your forts, just to keep you weak, it is OK? Maybe I have it wrong, but if you have a Nap with me, you can pull your troops away from the border and use them somewhere else, where they are needed. |
Re: EA Oceans of Land - (Noob game) [full]
Technically nothing stealth should be in my lands if I have a nap and its a 100% honorable game.
In a game where nap's are not set in stone then if I found a Scout in my lands I wouldn't get too cranky, because I would most likely have Scouts in theirs. I might ask for no more Scouts in the future or if I'm doing well ask for tribute for the infraction. I wouldn't class this as cause for immediately ending the nap. However, if any army of any size or a stealth dominion influencing unit or whatever found the nap can be instantly dissolved. |
Re: EA Oceans of Land - (Noob game) [full]
well Grudge, even the CIA has operatives in London and MI5 in Washington, despite Britain and the US being close allies for a long time now... also I think you misunderstood my line of thought, I gave these things as an example of things you can/can't do during a NAP but in preparation to break it, say you signed a NAP-3, now you decide to terminate the NAP, instead of waiting 3 turns before you start moving stealthy units inside your soon to be enemy you're sending them in advance, but actually using them(aka causing harm) only after the NAP actually ends. no trust issues there, your intentions are very clear, it's just the matter of what a NAP does or does not include/allow during its fading turns...
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