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Suggestion about Diplomacy // Suggestion à propos de la diplomatie

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10 years ago
Feb 3, 2015, 10:15:59 PM
This thread is a right follow to my last one ( https://www.games2gether.com/endless-legend/forum/6-game-design/thread/3407-gamebreak-des-necros ; google trad to the french smiley: wink).

As a Amplitude's Dev said, they've brainstorming about the Diplomacy and the working of this kind of victory.



Then, i think it's obvious to open an "official" thread about the Diplomacy, talk about it, and give some ideas in order to improve the game smiley: smile





I: Gamebreak Mecanics / Nonsense gamedesign





Actually, there is many thing that the Diplomacy win allow to do, and that are not suppose to do if we use our brain.

Let me explain.

Someone can play Bellecisit style, destroy many peoples on the firsts era (II, III, IV), take many cities (jumping to his 5-6 initials cities to -> 5-6 + (2-6)*X opponent killed).

And, on the last era, with his many many many more cities, he can make all of his population doing Influence, and pimping a maximum point into the diplomacy more easier than everybody else in the game; and also winning easiest.



This is, as i think, and as some amplitude dev think, a completly non-sense.



If you play war/war/war/extermination/war, and pump many other player, this make you someone "bad". And How are you suppose to do to have a "diplomacy" win... (with my ♥♥♥♥ing blade! ♥♥♥♥ YEAH! :coolsmiley: smile... But no.







II: Solutions, Ideas, and great mother the Peace.





Now, we have the problems.

Let's find and brainstorming about solutions.



I have think the all day about many ways to improve the game and clean the Diplomacy style, cause there is many and easy way to do in order to keep the peace alive.

Here's all my points that i have thinked:





1: "Uncle Ben: Remember, with great power. comes great responsibility."



This is, i think, the most obvious thing.

If you do peaces/ally, you earn points.

If you do wars/steal city, you LOST points (even if you have 0 diplomacy, you go under this is a perma-malus 0).



But this factor MUST be calculed on an ENTIERE game.

(yes, remember earlier, if a bellicist make war on II/IIIrd era, that will cost him like... 30/40 influence point; and on late game (era V/VI), if he spam the good words option, it will cost many many more than 30/40).





2: City origins



This is, mostly, the easiest thing to do in order to keep the peace clean.

If you play war tou must forget about the diplomacy win. ->> If you play diplomacy, you must forget to do war things.



Something great to do i think, is to make an origin option.

Each city that was not builded by you give you GREAT GREAT GREAT malus of diplomacy EACH turn (again calculated on an entiere game, not era)



With this idea, you'll be sure to completly block the influence pumping with stoled cities.

And, that also give a little cuties style (yes, we can do something like keeping the cities originals skins, in order to remind like "this city wasn't me"). And in fact, this is more realistic too. When you steal a city to someone, you don't "transform" each people into an other race, or each building in another construction.





3: Neutral Faction



There is something to dig here.

Most of people (bellicist) attack neutral camp, then rebuild it in order to get them pacificated.



The idea is the next one:



(Important point: this idea is made to work EVEN if you didn't make a city in an area)



Neutral camp broken by the swords-> -X diplomacy point

Neutral camp corrupted by the gold -> +X diplomacy point

Neutral camp by quest -> +X*2 diplomacy point





And this is, in fact, kinda realistic. Each voice on Auriga can say "Oh, that player is the most peaceful".

Then if you're doing quest in order to help the neutral faction, they will say you're an great hero/peace boy.





4: more, moreee peace



This idea is based on an little rework of the peace/ally points.

Instead of doing (i give number like this, this is just for an example):



P1 peace P2 -> 10 points for each player each turn.

P1 peace P3 -> 10 points for each player each turn.

blabla bla



I've think about an exponential rework.



if player 1 have 1 peace activate: 10points.

If he have 2 peace; each peace give 12points for him; 10 for the others guys

If he have 3 peace; 15points; still 10 for the others guys.





Let compare:

old idea example: 10/20/30 ///// new idea: 10/24/45



For the ally; science exchange; commercial exchange; map/vision exchange, i don't know if those things are giving points; but it must be. And the ally must give additional points.





I think this is the most valuable point to explore every-one.

Give your advice about this, give your idea, comment and let's improve the diplomacy through auriga smiley: biggrin
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10 years ago
Feb 5, 2015, 7:28:07 PM
I definitely agree that diplomatic victory should be about maintaining peace and a good reputation throughout the game, not just the small assortment of actions that now influence it (which aren't super clear to me?? They removed the ).



1.) Declaring wars, conquering cities, destroying native villages, closing your borders, attacking people's units during cold war, and other warlike or anti-social behaviors should all subtract from your diplomatic-victory progress.



2.) More aspects of your behavior should contribute toward this victory condition.

--- a.) Pacifying native villages without violence.

--- b.) Signing a truce to end a war you didn't declare.

--- c.) Allowing other players to explore ruins in your territory?

--- d.) Trading resources, technologies, and the like with allies (based on how much of the influence you pay to make this happen).

--- e.) Keeping military units in city garrisons rather than on the map?

--- f.) Other simple actions which are not supported but really should be:

------ i.) If a city is not held by it's original owner, you should be able to conquer the city and return it to its founder rather than take it for yourself.

------ ii.) You should always be given a chance to "counter-offer" in response to actions which are currently unilateral, such as ending agreements, closing borders, or declaring war. If your counter-offer is accepted and they don't go through with it, the action should be locked for 5 turns and the cost increased. (Declaring war normally should take a turn to go into effect to allow for a counter-offer. The current instantaneous war declaration should be renamed a "sneak attack", cost more influence and reputation, and make everyone hate you.)



3.) To work in multi-player the end-game of diplomatic victory should be different. After getting enough points, the player should have to force the final victory by accumulating a large amount of Influence and then using it to activate a "Political Supremacy" action. I imagine this being similar to the "Corner the Global Energy Market" action in Alpha Centauri - Once enacted it automatically results in victory after X turns, during which other factions can attempt to foil your plan by capturing your capital. Because lets face it, in multiplier no one should stay your ally when you are about to win no matter how nice you are.
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