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Team games: Teams vs Alliances
I've been thinking lately regarding MP teams and alliances and have some ideas that I wanted to share with fellow players, but am also wondering if anyone else had any ideas or opinions in response to these questions:
1. What constitutes a "team" in terms of team size and working methods? Technically, I suppose a team game can be launched with tiny teams of as little as two players each and with as little as two teams (2x2). But are two players really a "team" the way many think about the word? Sounds more like a duo or just a pair of nations or a tiny alliance to me (though technically correct). When I think of a "team", I generally think of a larger group of people who have a diplomatic relationship of some sort and who work towards a common goal and usually have a leader or captain or facilitator of some sort. 2. How are teams different from alliances and other diplomatic relationships between players? Seems to me there is no real difference. Teams are just fixed alliances with established diplomatic relations between individual players. 3. Should teams have leaders, or can teams be run in a Democratic/voting/consensus fashion? Which method of administration is more efficient/appropriate for a given team size? The larger the team, the greater the benefit that a leader or captain can bring in terms of efficiency, order, and decision making. Even in a "leaderless" team or very small team, someone (or certain people) must handle certain mundane tasks, or consensus must be reached to prevent chaos from ensuing. 4. Do all team games have diplomacy to some extent (even those that say they don't)? I believe all team games, regardless of size, have diplomacy in the strict sense of the word, but this diplomacy is fixed at the start between certain players. Also, while there may be no overt/explicit alliances in games with no diplomacy rules, all games (FFA or team) involve some form of covert/implicit/implied alliances or diplomacy between teams and players. This could be best described as an "understanding" which may be based on military strength, player mood, or circumstances. 5. What are the benfits/drawbacks of small teams vs larger teams? Larger teams = more effort and a greater time commitment (especially if your overall strategy is complex). The ability and willingness to work, communicate and get along with others is paramount. The general wisdom among some experienced players is the larger the team, the more difficult communicating becomes. While generally correct, it depends on how it is handled and the participation of everyone. On the plus side, you have more feedback/input from more people. You can count on more support and help from more people. There's more of a cushion for noobs and the loss of a single teammate or even two is not as devastating. Larger teams may also help foster a greater sense of team identity. Smaller teams = usually require less effort and communication. You still must be willing to get along with teammates though and work together. On the negative side, the less people you have the less input and feedback you have. Unless a game is all noob, noob players may find themselves under greater pressure. Also, a loss of a team member on a tiny 2 nation team can be the end of the game, whereas with more players, you have more of a safety margin. Thus I think larger teams are more suitable for noobs in games that involve players of varying experience levels. |
Re: Team games: Teams vs Alliances
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Re: Team games: Teams vs Alliances
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Re: Team games: Teams vs Alliances
Seriously though, on question 3 (the only question that doesn't have a completely obvious answer), democracy ruins games of dom3, as I'm sure veterans will attest. So many games are scuppered by votes and attempts to gain consensus that's it's not even funny. I see games that can barely even start because voting on settings is going on.
You need a tyrannical but detached admin and in large team games you need to communicate frequently but never, ever call votes. |
Re: Team games: Teams vs Alliances
Pretty much what sombre said, the only time voting should come up is when a victory concession is happening.
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Re: Team games: Teams vs Alliances
Haha, democracy. Fun thing.
Only good leader is a strong leader that can make decisions. And like Sombre+Trumanator said, too much voting = bad. Only time voting should take place is when the continuity of the game is at stake (ie. if everyone think nation x is winning). |
Re: Team games: Teams vs Alliances
In sports are two players without one being the leader referred to as a "team"?
In Dom3 Id consider that an alliance. As compared to the games that assigned a few noobs to a vet captain which Id consider a team. Im not sure where the divider would be. I guess a dodgeball team has no leader (and might actually be a fair comparison to Dom games). But in general Id associate a group with a leader as a team. And tho this moved into game admin, Id have to say the same. Tyranny is easier and more efficient. Of course the drawback of tyranny is rebellion. Too much of it and you drastically cut down the number of people who want to play in your games. Too much democracy has the same effect. No fanatical extreme is ever right. There are things you can say in favor of democracy but I dont think efficiency is one of them. Particularly in war. A tyrant leader who is definitely veteran over teh rest would make more sense. Im not saying Id desire, join, or enjoy it though. |
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the second distinction is that teams are permanent(or well, until the game ends as far as dominions go) while alliances are temporary, usually uniting against a common enemy than dissolving once the common enemy is no more. a good example of this from real life would be world war 2. at first Germany declared war on France which had previously allied itself with Britain due to previous German aggression, while Russia was allied with Germany and even supported it with Iron and Steel for the German factories. however Germany eventually betrayed Russia at Operation Barbarossa, than Russia allied itself with the US, Britain and France to complete the "Allies". from the second distinction comes the major difference as far as diplomacy between the members. in a team, due to its permanent nature, the cooperation level is very high, and some members even do things that won't be the best for them individually but would be best for the team. such as a member(say Ulm for example) becomes the forge ***** of the team, not because he will personally benefit from it, but because the entire team will be much stronger. in an alliance however, due to its temporary nature, cooperation levels are relatively low, and every agreement between members needs to benefit both of them, or else it wouldn't happen. Quote:
for example, your NaV is built more towards a single leader who is supposed to be a mentor/educator(game wise not real life wise obviously), while a team filled with expert players for example, say Baalz, Micah and Jurri, could be run more loosely and perhaps democratically, unless they decide to let 1 of them become a dominant leader and agree to follow his lead. Quote:
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