Thread: NAP
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Old March 30th, 2005, 01:33 AM

The Panther The Panther is offline
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Default Re: NAP

Game enforced diplomacy can be very good. I am very partial to the fixed ally idea, like in a 2v2. If you fully trust your partner, this can work extremely well.

But an FFA is a totally different issue. NAPs (and alliances too, of course) come and they go. They all must end at some point unless the two allied parties agree to end the game when all other players are eliminated (which usually means the snookered parties are pissed off).

I particularly resonated with Big Daddy's comment above that there comes a time when all diplomacy must cease. Like they often said in the Highlander movie series: "There can be only one."

I usually make and break at least half a dozen NAPs in any given FFA. But I always keep my word and warn 2 or 3 turns before attacking, which is the main point of an NAP. However, all NAPs must eventually end if the players are being honest with each other.

And the players who break their promises go into my little black book for future reference...
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