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Old September 10th, 2008, 10:18 AM

Agema Agema is offline
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Default Re: Inviolate NAP, First Draft

Quote:
Originally Posted by licker View Post
I really don't understand the need for these kind of overblown NAPs.

Do you talk to your NAPies or not? If you aren't planning on sharing some basic information about where you might collide then what's the point of having a NAP in the first place?
Firstly, if people want to make inviolable NAPs and/or with set rules, they can arrange it in advance during game setup. Anyone who doesn't like it can not join that game in the first place.

* * *

The iNAP listed here has a second advantage.

Defining what a NAP is quite important. The two people involved may not have thought about certain issues - for instance one might think a powerful global like Arcane Nexus breaks it and the other doesn't. One might think stuffing stealthy preachers into the enemy's territory is fair and the other doesn't. They're going to have a huge and unpleasant argument if it happens.

The NAP rules here create a basic template, which represents what most players think is okay. So when two players sign a NAP - in any game - they know what it means in detail without having to list all the individual conditions every time they arrange one.

However, there can still be room for manoeuver. Firstly, they can agree to alter certain conditions, such as agreeing casting Arcane Nexus is okay. After that, there can be room for further discussion. For instance, if you want to do something that technically breaches the NAP as agreed, you can ask them. For instance, maybe you want send stealthy preachers through their territory in order to annoy a third player. See what they say.
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