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Re: AWIY\'s blacklist of dishonest peoples
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Any individual which is part of the treaty can mark the treaty as being violated or honored then the host of the game should be allowed to vote an opinion as well. Quote:
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Re: AWIY\'s blacklist of dishonest peoples
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Re: AWIY\'s blacklist of dishonest peoples
I'm failing to understand a lot of the angst here with non-violate NAPs. Usually its just a delay as you dissolve the nap, wait 3 (or however many) and then attack. That sneak thing with Tibbs I wouldn't consider a breach of NAP. Everyone has to expand, running into someone elses army and getting annihilated sucks but its not like he purposefully attacked you. IMO the better thing for him to do would have been to apologize and possibly reimburse you for some of your troop costs, or give up the province, or share the revenue of the province for x turns. If he didn't offer I would ask, if he says no and it really annoyed me I'd dissolve the NAP and then attack. Now, if it was a blocking move and it would hem you in, that's a different story. I'd just assume he was being a jerk and dissolve the NAP. Leave it to him to convince you otherwise. Now my question is, what really consitutes a NAP if every little thing isn't laid out. - obviously direct military contact - map spells? I would assume so, but I know others differ - preaching? - Aggressively (subjective) spreading dominion? - Instigating others to map bomb you? Probably, but i'm guilty of this one once. (Didn't break the letter of the law, but bent the heart a bit) The other party didn't believe me ,were goaded into attacking me and losing. - Targeting for someone else's map spells? - Giving away priveleged info? - Troop buildups? - Border fortresses? - Forum badmouthing? - Anything else? |
Re: AWIY\'s blacklist of dishonest peoples
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Re: AWIY\'s blacklist of dishonest peoples
It goes both ways.
There are advantages to taking risks in general - so if you sign NAPs with people, and gamble that they'll keep them (which is generally what I do), you're going to be in better shape in those games where it pays off. OTOH, if you have a reputation for *rarely* breaking NAPs, this may be to your advantage since suspicious neighbors will waste troops guarding their borders with you. If you break them a lot, obviously they won't sign NAPs with you at all. One of the enjoyable things about MP dom3 is the great diversity in strategy and approach. Any effort to "enforce" honorable play risks jeopordizing that. As for lamers, I'd support a list of quitters 100%. All's fair in love and war, but if you quit too much (which is obviously open to interpretation), I'd like to know. But I think any such list is invariably going to devolve into a recrimination-filled flamewar; this discussion has been very civil so far because the one person who's name-was-named happened to have a good sense of humor about it. As for anonymous attack spells - if someone casts an anonymous attack spell at me, and I know it was them, I attack them. Likewise if someone starts walking void spectres through my territory. I strongly oppose "legalism" in dominions3 - the ingame communications aren't stored, and I'm not going to go over my ingame diplomacy with my lawyer. I'd much rather deal with someone who occasionally breaks their treaties than someone who tries to weasel around with what they do and don't mean. Finally, as an American, I reserve the right to attack anyone who has both the intent and ability to acquire anonymous attack spells which they might cast against me http://forum.shrapnelgames.com/images/smilies/happy.gif. |
Re: AWIY\'s blacklist of dishonest peoples
Anybody worth keeping a NAP with would be willing to discuss, or inform you if direct military conflict is/may become a problem. I feel you get out of NAP what you put in- though it may be less than an alliance.
I'm less annoyed with the person I signed a NAP, left them alone a year, and then they surpise attack me than I am with a person I've been sharing non-critical information/trades, or communicating with every turn - who then backstabs me. If they break an alliance without warning, then I'm going to have issues. But the less involved, the less I care. |
Re: AWIY\'s blacklist of dishonest peoples
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Name/Contacts of Individual: Game Turn when player dropped: Number of remaining provinces owned by the individual when the player was dropped: Name/Date of the game: Obviously one bad game drop wouldn't ruin a reputation, yet a dozen will make any game host frown at having that flaky/lamer player participate. |
Re: AWIY\'s blacklist of dishonest peoples
NT--
Either I'm getting tired, or you're wearing me down...I think we agree more than we disagree, and I'm totally with you on the list of players who "drop out" as long as we recognize that none of us are immue to circumstances beyond our control. So, we'll all need some "grace" from time to time. |
Re: AWIY\'s blacklist of dishonest peoples
This thread and a website based on this concept are very very bad ideas.
The potential for witch-hunt is enormous plus you immediately run into the problem of who polices the police. There are more reasons why this is bad, very bad but those are sufficient imho. Take a step back, put on your common sense goggles and stare at this again. Rathar |
Re: AWIY\'s blacklist of dishonest peoples
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Basically in MOO2 diplomacy just made the overall single player game more interesting, you could completely ignore it if you want, you could also, of course, use it to your advantage (make peace with strong neighbors while you work against weak neighbors and et cetera.) In multiplayer it was just a convenience factor, in that it let your diplomatic relations be expressed in an easy to see panel, without restricting any specific type of action. Not that I want Dom3 to be MOO2, they are both great games and there's no reason to try to make one more like the other. It's just the first example that came to mind when thinking about diplomacy as it has been implemented in other turn based games. Thematically the lack of diplomacy may make sense, in MOO2 while one goal was galactic domination, there were multiple ways to win the game. In Dominions, you're a pretender god fighting against other pretenders to become the sole god, "there can be only one" so the story itself kind of makes diplomacy meaningless. |
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