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Gamey tactics discussion thread
So as not to clog up the Gamey Tactics thread, I wanted to start this thread to discuss the "gameyness" of said tactics.
18. Moving ships over enemy planets and then declaring war to bypass mine fields. Now, in a multiplayer game, this may be considered a cheat, but I like it because it fits in with a plotline. If you are going to pearl harbor someone, you would hopefully wait until your fleet was past their defenses before slagging their planet, wouldn't you? http://forum.shrapnelgames.com/images/smilies/laugh.gif |
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they are not the enemy until you declare war.
I feel this is an exploit of a hole within the game. And if your going to use it. Include the ability to sweep the 100 mines... Then it is fine But if your going... Man I have no minesweepers so i am going to attack and declare war at the same time to by pass the other guys mines then it is a gamey tactic. Suprise attacks are fine. As long as this little bug is not exploited. |
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On the other hand, I consider it to be completely legit. If you are depending on your mines and diplomatic charms to stop the enemy, you get what's coming to you.
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Its not like thats not a "real" tactic. A friend moves ships in past your mines then suddenly declares war? Whats the clue? how many ships? the size? True for realism it probably should only allow one small bombed "terrorist" ship.
Now if it was to be "fixed" Id like to see more treaty choices such as "my ships dont fire on your ships but you dont get pass codes for my satellites and mines". That would allow you to decide which systems your "friend" does or does not get to pass thru. Or even an option menu: Do my ships still alert and chase you on sight? ships on sentry? can our ships share the same spot? limit by size? limit by number? shared refuel? shared repair? mine pass? satellite pass? weapon platform? defense bases? |
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In my opinion the sneak attack is a classic move and well within the bounds of the rules. I wouldn't call it gamey or cheating to move your ships over an allies world in order to bypass his mines and then break treaty and attack.
This is not gamey anymore then mining an allies space while under treaty is. On the other hand, you should expect to reap what you so if you employ these tactics. Don't pull them on someone, and then act all shocked when they don't trust you in the future. http://forum.shrapnelgames.com/images/smilies/laugh.gif Geoschmo |
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Shouldn't mines detonate before any ship attacks the planet anyways? Why are the minefields around my planet _not_ active against ships that just happen to be in the sector already? Sectors are massive locations, so its not as if the mines would all be one the edge of the sector... Any time you attack a planet in a sector that has a minefield up, you should have to go through the minefield, regardless of whether you moved there as an "ally" or not... It would be the same thing as being able to ignore orbiting satellites just because you entered the sector as an ally. Would that make any sense?
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Poster: Gandalf Parker
Subject: Re: Gamey tactics discussion thread Its not like thats not a "real" tactic. A friend moves ships in past your mines then suddenly declares war? Whats the clue? how many ships? the size? True for realism it probably should only allow one small bombed "terrorist" ship. Actually it is a real tatic. Japan moved their entire fleet within airstrike distance of Pearl Harbor without detection. While Japan did not intend to attack without a declaration of war, they did make sure thier fleets and armies were in a position to strike as soon as war was declared. You as the other nation seeing all these warships approach your planet/sector/territory should be screaming diplomaticly for them to remove their ships. If they do not then prior to them hitting the minefield you should cancel your treaty. Of course, some empires wont be strong enough and have to swallow the loss of the planet, but it is a real tactic. There are a number of times in history that a battle was fought and won or lost due to the ability to pre-position troops under the cloak of friendly relations. Rasorow |
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Except for the fact that mines don't ignore friends that turn enemies in a surprise attack in reality...
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A better analogy would be your allies knowing the clear path through the mines- you having given them the knowlage so they could bring their ships through safely. When they betray you you haven't had time or reason to change the paths, and so they sail right through. |
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I certainly wouldn't give a trade partner intimate knowledge of all of my mine fields... Someone with whom I hold a partnership, maybe.
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Then how do their ships avoid your mines at all?
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They meet at trading stations outside the mine field. Their cargos are sold/unloaded there and they get money or have whatever they were trading for transfered to them, end of story. Or perhaps their trade vessels are escorted through the fields, and the mines change positions every so often, based on secret calculations which vary over time so as to eliminate the possibility of mapping the sequences. Warships certainly wouldn't be allowed near the planets... And if the local defense forces detect a massive fleet heading towards the planet, all civilian ships would be denied access and the mine fields would be remapped. There are many possibilities. Just because we sign a trade treaty doesn't mean I have to give your ships free reign to go wherever they want to... Yes, technically the game allows this silliness, but it should not. SE5 is going to have the ability to customize every treaty you sign, so we can trade and not give free access...
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Instead, you should look at how mines work in the game, and, if you are in need of justifications for role-play or whatever, come up with your story based on that. I like how mines work in relationship with Trade Treaties. I think it makes the game-world a more dangerous place, and makes the threats of a backstab more dramatic and exciting. |
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I think this is a fact of the game that can be exploited if you want. Like someone earlier said, if you do this, prepare to be cast in the Benedict Arnold suit for the rest of time.
Illegal? No. Underhanded? Yes. Effective? Probably. But it won't win friends http://forum.shrapnelgames.com/images/smilies/wink.gif |
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Luckily, SE5 will allow us to pick and choose the features of all treaties we sign. You can go ahead and only sign treaties with people that will allow you to stab them in the back when you so choose to do so, and those that do not wish to have such a threat can refuse SE4-like trade treaties and only accept those that do not include free rights of passage. Also, keep in mind that the list was compiled from suggestions given by many people... It is not a list of what I consider gamey, but a list of issues that people may or may not consider gamey. That is all. |
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Carry on! |
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It sounds nice that you have these space trading stations and etc outside your mine field but to use a modern day analogy warships do infact go into harbors, past the mine fields, past all harbor mid and long range defenses and dock. Not to mention the possibllity of Q-ships.
It is reasonable that you could escort ships past a changing minefield - See Red Storm Rising for one method of implementation (Tom Clancy) but I think have trade stations when a space station is as expensive as it is (least early on) is stretching it. Personal opinion is I think the game works as is and it is not a gamey tatic. Its not a nice tactic, your allies and your enemies will remember the tactic and wonder about ever trusting you, (and personally I would come after you with everything I had to take you down as much as possible even if I had no hope of winning, nor would I surrender to you) Which touches on other things on the list - surrendering to a preferred enemy or ally instead of a hated enemy, - not gamey - plenty of Real World happenings - WWII Germany preferred to surrender to US/British Forces instead of Russia Rasorow |
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Actually it is relevant, German forces went out of their way to surrender to US/British forces instead of being captured by the Russians. This is the exactly the same senario as me surrendering to Narf because I do not want to surrender my forces to Cyclops who detonated the sun in a remote but heavily populated system killing trillions in a murderous sneak attack.
Rasorow PS - just throwing people out there that I have met on the Boards, not saying they would or would not do any of this. |
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No, it is not relevant, because they were still surrendering to an _enemy_ involved in their conquest, not a random 3rd party.
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What is or is not gamey is hard to define, because there is no definition of "gamey". That said, I only play in games where surrender is Banned (or restricted to surrendering to the person stomping you (though I prefer a strict ban)). The reason? Because of the way surrender works in the game, it can completely ruin the fun. I've been in at least two games that were scrapped as soon as one player surrendered...
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There should be AT LEAST a few months of chaos while supply lines are reformed, diehards refuse to surrender, planets rebel, etc. |
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I won't play in any game that surrender is allowed. |
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I think of surrendering to allies like what Poland did. All the troops they could get out and all the Navy ships they had went to England. At least England from then on wrote their orders and paid their maintanace. Germany then got to keep all they had taken and whatever else they could keep or take later. France is kind of the same way. Even though they surrendered to Germany, some of their colonies at least somewhat supported the allies.
Of course this is not a exact match to what happens, but I use it as a possible approximation. |
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Except that Germany still got all of Poland's land and resources... that is not what happens in SE4. Very, very far from it. You can do what you describe by gifting your ships to an ally.
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ok, I will admit some valid points on the immediate surrender. What if surrender "gifted" ships and units on the ships, while planets went to nuetrals (units planetside were destroyed - the melting of the army before the aggressors). What military planets could form before being conquered would represent the resistance to the invader. The more time it takes the invader to get there the more resistance they would have. Additionally this would allow other empires to "fund" the resistance with gifts of ships and units.
Rasorow |
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It's just not in some people to hold out until the bitter end. I don't really understand that point of view, but I can see how it can happen. Hopefully, in SEV this will be addressed.
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Highly intelligent people of XXV century clearly understand that their resistance is futile http://forum.shrapnelgames.com/images/smilies/frown.gif
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<pushes the send button on his hyperspace email transmitting the documents of surrender, as his starship denotates exploding the sun of his enemy's home system>
Sorry couldnt resist the mental image, Rasorow |
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Yeah but now a days we don't have battleships that can kill 100s of millions of people with a single assault pass on your planet lol. Sorry but I think in an era where a single capital ship can kill millions of people they would not put up much resistance. Though I do agree that the surrender needs to be neutered a little bit, maybe more like having the ships and space based army regiments turned over to your enemy while having the planets break up into single system or even single planet "republics" and governments. that pirvately fund the ground based "regiments". |
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Exactly his point.
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...and often when a player surrenders, all his planets are rioting and you have to spend who knowns how many turns to end them, so that could be turmoil.
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On a similar note to surrender, in a game I'm currently playing, with surrender disabled, my enemy was down to 2 systems, and he just gifted them all and all his ships to one of his allies to avoid being captured.
I'll still get them in the end, but I still think it's a cheap, or 'gamey' tactic. |
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That is why, in addition to disabling surrender, you need a house rule such as this:
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