Topic: Rules of Engagement

Jerry and Wolf Pack are currently discussing ideas for a set of Rules of Engagement for war between the two clans.

Frodo
I wouldnt mind hearing what you think

00:01

Tyranicus
I think Wolves fight by a strict set of rules of engagement we lose

00:01

Tyranicus
and if we go balls out we win and kill the server

00:01

Tyranicus
so the conmpromise I envision that might work

00:02

Tyranicus
involves limiting rune take on a daily / weekly basis that is near search recovery rate

00:03

Tyranicus
and leaves out tactical restrictions

00:03

Frodo
so how is that going to work?

00:04

geronimo3
And what woulod that limit be??

00:04

geronimo3
That even seems to decrease the amount of runes taken from larger enemies

00:04

Tyranicus
I did some calculations using 3-6% clan value which for a 100k clan =100- 200 runes per week

00:05

geronimo3
becuase it is easier for new players to get runes trough search

00:05

Tyranicus
max loss that could probably recovered by searching

00:05

Tyranicus
this would also have the effect that smaller villages could recover faster thn larger

00:08

Frodo
What I was thinking was a basic rule of once a clanmate takes runes you wait x amount of hours before another teamate can send an attack

00:09

Tyranicus
I see

00:09

Frodo
ALSO this shall include a *staracker rule* If someone sends to you and you send to them and get runes...thats it. Rule goes into effect

00:10

Tyranicus
What drives players out of the game is being hurt beyond hope of recovery?

00:10

Frodo
Well constantly being farmed

00:11

Frodo
I can not be on 24hours a day. personally I dont know how Im wearing a crown...

00:11

Frodo
well leader of the clan

00:11

Tyranicus
activity is an improtant consideration in all this

00:12

Frodo
So anyway my browser crashed and not sure if I got everything you say. You were talking percentage of runes.

00:12

Tyranicus
its why I am looking at a rune take max rather than tactical based proposals

00:12

Tyranicus
one problem I see with my proposal is that it looks at a clan as an entity rather than a composition of individuals

00:13

Frodo
So if a big village hits a smaller village and takes alot of runes...and its over the max, that village has to return some runes?

00:13

Tyranicus
if the clan does not take care of individuals that get hurt...my proposal does not work

00:14

Tyranicus
well if the clan takes more than the max cap in a week yes runes would be returned or some adjustment made

00:16

Frodo
So a bigger clan can have more runes taken from them?

00:16

Tyranicus
yes

00:16

Tyranicus
the lareger clan should have a larger resource base and ability to recover than a smaller clan

00:16

Tyranicus
was my thinking

00:18

Frodo
Well so how do you figure out rune take? by looking at value of a target?

00:18

Frodo
or by looking at clan value?

00:19

Tyranicus
open for discussion but a mix is probably best no player should ever be reduced to a point of hoplessness?

00:20

Tyranicus
and each clan would need to consider how to help its members recover from losses using the runes available from war or searching

00:21

Frodo
hmm just thinking though...if i had clan members farther away from my base of players... would not that village become an atm machine of sorts. why would you

00:22

Frodo
send your troops an extra 50k to my village when you have one alot closer...why chance it

00:22

Tyranicus
I see the problem

00:23

Tyranicus
so the close guy takes a beating while the core is safe?

00:23

Tyranicus
but then we would be leaving the core threats in tact

00:23

Tyranicus
not really a great strategy for a clan at war?

00:24

Frodo
thats one reason I was thinking about giving a village a certain amount of time before that clan that pulled runes could do it again

00:25

Frodo
not not a great strategy but a smart one for awhile...you go short distances to farm a village or two...that clan helps them out with runes but they are already

00:25

Frodo
week so you go back to get more runes...if i send support troops that person has to feed my troops

00:25

Frodo
then we have to send more resources via market that takes awhile the farther out you are

Tyranicus
one of the assumptions I made with this proposal was that it leaves tactics to the clans but still limits damage and quit factors
Frodo
Well one of the rules that might help is no honor loss hits

00:31

Frodo
this way a huge village cant rape a small one...take the 20 honor loss and recover

00:31

Frodo
this way smaller villages can grow bigger

00:31

Tyranicus
I think that is sound but retaliation should be allowed

00:31

Tyranicus
I am not a fan of honor loss hits however

00:32

Frodo
not the rule or hitting smaller villages?
Tyranicus
I would agree with a rule that disallows honor loss hits greater than a few percent

00:34

Frodo
Well Ty, Im all for figuring out a way to keep it as far as we can, prevent people from quitting. I obviously would like to get my clans input as well

00:34

Tyranicus
sounds good

00:35

Frodo
maybe we can put a discussion on the server forum

00:35

Tyranicus
yes

00:35

Frodo
our clans look at it...comment on it. Argue back and forth and hammer something out

00:35

Tyranicus
more minds would seem to be a good thing

00:36

Frodo
It may look good to you or me... but there is always another view out there

00:36


00:36

Tyranicus
I agree

00:36

Tyranicus
it may have serious flaws I have not thought about

00:36

Frodo
I learn that with my Union Contract Negotiations...crazy stuff and good to get input

Re: Rules of Engagement

waaaaay too long to read tongue

Everyone is entitled to their own opinion. It's just that yours is stupid.

I hate spammer idiots and arrogant players without honour -_-

Re: Rules of Engagement

tl;dr

I say kill all the things.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

4 (edited by nathanstupid 2011-10-25 06:39:47)

Re: Rules of Engagement

sorry ty not a big fan of the rune cap idea. If make a legit attack on someone and go over the max runes taken for the day/week im not giving them back sorry, if i earn them im keeping them. not to mention its way too complicated for my simple mind tongue

so instead what i propose is a time limit before someone in the same clan can attack that player again unless that player takes runes back from the clan that attacked them

for instance lets say i hit wolfie for 10 runes she would be safe from further attacks from my clan for lets say 1 week unless she counters me and gets runes or attacks someone else in my clan and gets runes then she would be fair game again regardless of the number of runes taken

as for the amount of time this is what i have in mind (however maybe someone with more experience could come up with a better time line)

1-9 48hrs
10-19 1week
20-29 2weeks
30-39 3weeks
ect. ect.

Re: Rules of Engagement

Nathan, im agreeing with coming up with time frames I think. I want it to be a quick and easy rule that you dont need a calculator to figure out max runes, etc

You have been banned. You can chat again in 364:59:53.

Re: Rules of Engagement

1 week is a bit much, don't you think? I'd rather say 1-2 days, and the time frame could depend on the number of runes stolen, something like y=5x (y being the number of safe hours and x being the number of stolen runes)

Everyone is entitled to their own opinion. It's just that yours is stupid.

I hate spammer idiots and arrogant players without honour -_-

7 (edited by Hellikin 2011-10-26 03:03:07)

Re: Rules of Engagement

I think a 72 hour (3 day) cooldown regardless of rune amount taken is a good, simple rule.  Why? 
1) It gives the target the chance to rebuild somewhat and pull in a few more runes
2) It keeps people from having to worry about being online 24/7 which eventually will lead to burnout

As a matter of good sportsmanship, maybe the attacking village's clan can ship the total amount required for the losing village's next rune search (assuming their W/H has not been obliterated) within 8 hours of battle completion.

I'd also like to see no honor loss attacks - ever.  Not even retaliation. Why no retaliation?  Because honor loss is visible from the top down, not bottom up.  If Frodo were to attack Tyranicus, he has no way of knowing exactly how much honor Ty is going to lose.  Yes, this is an extreme example, Frodo should know better; but still, when the slot counts are close, there is no way to know (i.e. one player is a high 9 slot and the other is a low 7).
With the exception of outposts, if you lose runes to a player who you would lose honor fighting against, you deserve to lose them.  Therefor, I'd exclude outposts from the "no honor loss" rule.  But that would be my only exception.

____________________
Edit: Stuff about the outposts

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Rules of Engagement

I would just like the honor system to work in a simple and functional manor.  smile

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Rules of Engagement

I like the idea of a 3 days limit after pulling runes. This will be for villages not the player. So if you hit my main and pull runes, 3 day cooling off period for that village applies but not to my outpost. You can hit me there as well but once runes are pulled, 3 days cooling off period applies.

No Honor loss attacks. Do not attack other main villages that will create honor loss.

Outposts - They will be open game. Larger villages can attack any outpost and take the honor loss. Once runes are taken, 3 day cooling off period applies

You have been banned. You can chat again in 364:59:53.

Re: Rules of Engagement

I can agree with a 3-day cooldown, but giving the victim resources to scout again? Are you serious? That is like paying someone for their goods after robbing them.

About those honour loss attacks: at first it looks like a good idea, but when I started thinking about it, I didn't like it anymore. Let's assume you are a player like any other, not the best and not the worst. You want to attack somebody to have some action (it's a war game after all), but the only targets within your range are from stronger clans, and you are pretty sure they will take revenge on you and your clan if you pull any runes. What do you do then? Attack them to get some action but take the risk of your clan getting it's *** kicked, or save your clan and just pretend you're playing Sim City?
This is just my opinion, it's very possible that nobody else thinks that way.

Everyone is entitled to their own opinion. It's just that yours is stupid.

I hate spammer idiots and arrogant players without honour -_-

Re: Rules of Engagement

while im not crazy about honour loss attacks no honour loss attacks only would ruin the game for me that means theres only like 3 or 4 villages i could attack so it would be completely obvious who im attacking

Re: Rules of Engagement

nathanstupid wrote:

while im not crazy about honour loss attacks no honour loss attacks only would ruin the game for me that means theres only like 3 or 4 villages i could attack so it would be completely obvious who im attacking

Welcome to the top of the leaderboard.  Building an Outpost means you can attack everyone again.

Chaos wrote:

but giving the victim resources to scout again? Are you serious? That is like paying someone for their goods after robbing them.

Exactly...almost.  You're only paying for 1 rune set, even though you might have taken 40 runes.  This was suggested because we'd like to prevent players feeling overwhelmed or completely helpless.  We are trying to avoid losing any more players.  After an attack, it's possible that the attacked player is somewhat stuck for a while - especially if certain buildings are now gone.  This at least lets them get a rune scout in.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

13 (edited by Wolfieke 2011-10-26 16:16:27)

Re: Rules of Engagement

You know, we wouldn't need rules if players didn't loose so much. This takes all the fun out off the game. This is probably the biggest reason why I''m getting tired off the game this time.

I think to remember this was a game you don't have to be on much to play. But you have to plan every little thing you do, if you don't or make a mistake, well loosing 20 runes isn't special and alot off players can't get that back in weeks. Then there's the weapons you lost, the retraincost. You are weak. And when the whole clan is weak, the whole clan becomes farms.

This game is getting to be more like work then fun.

Guess who's back big_smile
Some dog in a movie: play?

Re: Rules of Engagement

Wolfieke wrote:

This game is getting to be more like work then fun.

I agree

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Rules of Engagement

Hellikin wrote:
Wolfieke wrote:

This game is getting to be more like work then fun.

I agree

And for me, its little things that get me.

Lets say I want to attack someone.

Well I have to randomly find people around my size and check their honor... there is no way to know who I can attack till I motion through the process. 

Now, if I want to use spells I have to send fakes out with some wizards but not others so they don't F my cast chance.  Then wait for them all to come back.

Finally, I can send my attack.  This is all additional steps I must take just to do something that used to take all of 5-10 seconds. 

I do not understand why I have to do so much work to accomplish so little.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Rules of Engagement

That's what happens when people start searching for game details.

Everyone is entitled to their own opinion. It's just that yours is stupid.

I hate spammer idiots and arrogant players without honour -_-

Re: Rules of Engagement

this is what happens when no bugs or issues get fixed

Guess who's back big_smile
Some dog in a movie: play?

Re: Rules of Engagement

DoomPope wrote:

And for me, its little things that get me

That would be an aggravating factor, yes.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Rules of Engagement

I think we need an additional item with regards to: this and this

Under this system it's possible for a player to be hit by more than one village repeatedly until runes are drawn.  This is clearly less than optimal (i.e. Wolfie, Cerv, and I machine gun jla until one of us draws runes, then we stop attacking him for 3 days and move to the next target).

My proposal is this:
What if there is an "Exclusive Target" rule that runs for 24 hours.  Once a village makes contact (in any form) with another village in terms of attacks, only that village can attack for 24 hours (when runes are lost, 3 day cooldown begins).  To simplify: Once a village is appears in the clan logs as a target, nobody else in the clan can hit it for 24 hours, even if no runes lost.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Rules of Engagement

This is my take on the issues involved.

We are looking at ways to make the game more fair and more fun for more people using in game behavior rules that players will agree to.

In this thread, we are focusing on player behavior rather than game mechanics.

Frodo's clan has more players and more villages per player and a robust economic base.
Violent Resolution has active, aggressive players that like to fight and want to fight. The clan has chosen to remain smaller and tries to make up for this using activity and coordination as a means of staying competitive.

To fight Frodo's clan and inhibit its growth, the strategy and tactics that I envision can and will contribute to burn out and loss of player base. We would use activity and coordination to wear down the threat membership. Clearly applying this strategy is not going to work in the long term. Applying this strategy would eventually lead to our own members burning out or getting damaged beyond the ability to fight back effectively as power continues to concentrate in the hands of fewer and fewer players.

So this leaves us in need of a set of rules that we all can play by and continue enjoying the game.

Re: Rules of Engagement

Rules only make the game less fun.
Rules will be broken.
These issues come back every time.
This needs some help from the busy def.

Guess who's back big_smile
Some dog in a movie: play?

Re: Rules of Engagement

Here is why I think the rune cap idea solves the problem more effectively if there are some basic good sportsmanship principles applied in how players behave towards each other.

The problem I have with various hard rules regarding tactical operations in battles between two clans at war is that it limits completely reasonable tactical tools the two clans can employ in battle.

Tactics - how a clan fights a complicated battle involving multiple villages, the decisions on who to send main attacks against, who to support, who to fake, who to pin down while a main attacker returns home, what spells to use, how to employ thieves etc is fun and has enormous effect on the success of any combat operation. Agreeing to a fixed set of rules limits tactical options available for employment.

For example a hard rule that prevents Tyranicus from attacking Wolfie because Veronica hit Wolfie yesterday for runes, eliminates Wolfie from having any fakes on her village being credible and frees her for tactical action in retaliating against threats or supporting other clan members. And no one that has had to fight her wants a free Wolfie running loose causing havoc, panic and mayhem in a pitched battle if they can help it smile

While it would be pushing the boundaries of good sportsmanship pretty far to hit Wolfie twice for runes in two days, completely eliminating her from the threat of attack in a pitched clan fur ball battle is not a good idea.

Now the idea that too many pitched battles in a week contributes to burn out is another problem.
And some reasonable tactics that could be employed under limited circumstances might be totally unreasonable if used again and again and again over a period of time. My point is that hard and fast rules may needlessly micromanage in game player behavior. Employing more general principles might be just as effective in promoting a game that is more fun, more fair and more crowded.

examples of bad sportsmanship:
-Attacking the same player and taking runes so often that it becomes impossible for them to recover within a few weeks. No one wants to watch 2 months of work get burned to the ground in a few days.
-Harassing attacks and spell/thief effects that keep a player in constant crisis mode for days.
-Calling people nasty names in chat or pm's
-Using foul language
-Attempting to intimidate or embarrass them publicly
-Announcing in public chat that a player's troops are not home after they made a successful and legitimate attack on your village.

(yes I am guilty of being a bad bad sport too from time to time)

Bottom line:
Is there a problem with using the golden rule? If someone or some group did to you what you plan to do to them would you want to quit playing the game?

If you would consider quitting if someone pulled off this plan against you, DON'T DO IT!

Re: Rules of Engagement

Chaos wrote:

You want to attack somebody to have some action (it's a war game after all), but the only targets within your range are from stronger clans, and you are pretty sure they will take revenge on you and your clan if you pull any runes.

Request a duel? Give the clan leaders a heads up on what's going on and go to it. smile sounds fun!
1 on 1
2 on 2
anyone?

24 (edited by Hellikin 2011-10-28 01:19:47)

Re: Rules of Engagement

In response to this, and after a bit of discussion, we've come up with the idea that:

frodo wrote:

3 days limit after pulling runes. This will be for villages not the player. So if you hit my main and pull runes, 3 day cooling off period for that village applies but not to my outpost. You can hit me there as well but once runes are pulled, 3 days cooling off period applies.

No Honor loss attacks. Do not attack other main villages that will create honor loss.

Outposts - They will be open game. Larger villages can attack any outpost and take the honor loss. Once runes are taken, 3 day cooling off period applies

And:

Hellikin wrote:

Once a village makes contact (in any form) with another village in terms of attacks, only that village can attack for 24 hours (when runes are lost, 3 day cooldown begins).  To simplify: Once a village is appears in the clan logs as a target, nobody else in the clan can hit it for 24 hours, even if no runes lost.

The addition is this:
Once a player reappears in the clan logs as an attacker (clan logs are indisputable shared information) then both counters reset:
* The 3 day rune take cooldown ends (resets)
* The 24 hour targeting restriction ends (resets)

Note: the player must appear in the logs.  Marching to attack and actually making contact are two different things.  One appears in the logs, the other does not.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Rules of Engagement

Tyranicus wrote:

To fight Frodo's clan and inhibit its growth, the strategy and tactics that I envision can and will contribute to burn out and loss of player base.

- 1

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...