Multiplayer: Fealty

Suggestions about the gameplay, the controls, buttons and so on.
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Hardeep
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Multiplayer: Fealty

Post by Hardeep »

I think that the player should be able to send a request at a player which allows them to withdraw by swearing fealty and thus giving that player all of the units under his/her command. This would allow peacebringers that graviate towards settling disputes without violence to have a good badge and at the same time not be a scumbag warmonger.
There never was much hope... just a fool's hope
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COOLguy
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Re: Multiplayer: Fealty

Post by COOLguy »

Yes, Yes YES!!!

++++++++1! :D
Thanks!
Josh
Stratego (dev)
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Re: Multiplayer: Fealty

Post by Stratego (dev) »

sorry i dont understand the idea. please write it with simpler description - thanks.
and with a example case with a "flow of events" list.

thanks
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Hardeep
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Re: Multiplayer: Fealty

Post by Hardeep »

Player 1 has become allies with player 2
Player 3 begins to invade and commit genocidal acts against the free people
Player 1&2 take up arms and destroy player 3
Player 1&2 form a Federation after driving out the invader
Player1 or 2 sends the fealty message to the other to make life easier
The other player accepts the message, is allowed to withdraw from the game and the units of the player who accepts the fealty message go to over the other player who sent the message.
There never was much hope... just a fool's hope
Stratego (dev)
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Re: Multiplayer: Fealty

Post by Stratego (dev) »

ok. but what it is good for, it is a simple withdrawal isnt it?
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Hardeep
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Re: Multiplayer: Fealty

Post by Hardeep »

Wait.......What happens to a players badge and units when you withdraw?
There never was much hope... just a fool's hope
Stratego (dev)
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Re: Multiplayer: Fealty

Post by Stratego (dev) »

same as if you had won.
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COOLguy
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Re: Multiplayer: Fealty

Post by COOLguy »

Hardeep wrote:Wait.......What happens to a players badge and units when you withdraw?
lol if that is what you are worried about, the reliability badge is not affected by withdraws and wins and losses. Only skips. :)

Can I withdraw now? I'll delete the protectorate fleet so the possible new (AI) government doesn't possibly forget old alliances. :)
Thanks!
Josh
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Hardeep
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Re: Multiplayer: Fealty

Post by Hardeep »

Can I withdraw now? I'll delete the protectorate fleet so the possible new (AI) government doesn't possibly forget old alliances. :)
You have been the one prolonging it.... plus pretty much everything i have was sent away, i have no transports and you are in a position to finish repainting In 1 turn
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COOLguy
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Re: Multiplayer: Fealty

Post by COOLguy »

I thought you were prolonging it. My work crews were under direction of your foremen for the reconstruction and repaint of the new Carrotsbane capitol.

Oh well I finished it now. :)
Thanks!
Josh
FiredClay
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Re: Multiplayer: Fealty

Post by FiredClay »

What if it becomes a trigger? Defeat the leader type of thing. Much more simple than the current system of a long list of triggers to perform this effect.
It could be applied as its original idea in a 6player large map scenario involving fealty outside the game or if a withdrawal is needed do to outside the game problems but the player still wants a "survivor" to win the game. The survivor could be any player that is not already lost.
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DoomCarrot
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Re: Multiplayer: Fealty

Post by DoomCarrot »

Didn't even read anything but the OP, but YEEEEEEES PLEEAAAASE :lol:
The day is coming when a single carrot, freshly observed, will set off a revolution.
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COOLguy
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Re: Multiplayer: Fealty

Post by COOLguy »

lol We will have a sort of feudal government in the RL multiplayer if we keep swearing fealty to each other. :)
Thanks!
Josh
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DoomCarrot
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Re: Multiplayer: Fealty

Post by DoomCarrot »

Its actually kind of funny, because in most games I would get genuinely upset if people "teamed" or anything along those lines, but I find it fun in AoS :)
The day is coming when a single carrot, freshly observed, will set off a revolution.
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