Re: auto-removal of inactives / family absorbing

How would you guys feel about tiny families being "absorbed" mid-round into other families that need filling?  It would work something like this:

Family A starts the round with 10 players, all of which are active.  Half way into the round only 7/10 are active.  The 3 inactive empires get automatically removed from the family/galaxy and have their resources placed into a family bank.  Their planets are then in a special state where the family or family's allies have some amount of time (48 hours?) to reclaim them with a single transport and ground unit.  The buildings and population remain intact.

Family B starts the round with 10 players, all of which are active.  However for them, half way into the round only 2 remain active.  The same thing happens above, which leaves this as a 2-person family.  However, for the sake of balance this family is now absorbed into Family A.  They retain all of their planets, resources, fleets, etc.  The only big difference is they now have a new home planet.

I can see this adding some balance to the game, and even making for some interesting dramatic twists.  Imagine if an active top fam is threatened out of nowhere near EOR because an active mid-sized fam benefited from the absorption of 2 active tiny fams.

There's also the possibility of acquiring players who you warred with previously in the round, which would be interesting.  Plus, if the "host" family's new members retained their planets, imagine what that would do for the family's placement/shares throughout the galaxy.

What do you guys think?

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Re: auto-removal of inactives / family absorbing

a fwew comments,

"have their resources placed into a family bank"
we get a fambank system finally?

" The buildings and population remain intact."
So i jump my popper, i tell him to go inactive for a fwew days so he gets removed, we pass all planets inclusive pop to our allready fat popper (wich we cant jump annymore cuz its just to expensive) then the 'inactive' drafts back in the fam starting over getting high con fast we feed him planets jump him to 700% and wait.

i see abuse, some might call it tactics, but this wil only realy benifit the organised fams, poppers on draft/vip spots and it ka-ching for noir (although his problem is the food production required tongue) but we do need to work this out.

you want more competition right? that is what your suggesting this idea.
if you want to balance the fams from inactives, u should have all starting ress in the bank. if a person joins the fam he gets his part. but if his spot remains empty the starting ress should be accesable by the fambanks holder (leader/vice) this way u ensure them having the same chance in contending as anny other full fam. the same should apply to exploration ships, if a person is slacking on building them, the fambank should be allowed to build those for the fam (it wont have con functions though so they stay 10k) , and u can hand them out to whomever. (or use a avarage exploration cost price for the fam), if u feel the handing out of explos to the smallest sized person would benifit the fam to much) cuz people could deliberatly not build them so they can always let the smallest sized person explore for the fam to drop costs)

Colorado: even in the 11/01 war i made more hits.
Colorado: 447 blow jobs.
Big Gary:  Only a fool cannot admit when he's wrong...
AW:    i love rim jobs
RisingDown: I know you do

Re: auto-removal of inactives / family absorbing

"we get a fambank system finally?"

Yes, this would have to be built first.  I'm looking into doing this as a separate project already.

Your points regarding abuse are interesting.  I suppose to negate that we could "reset" the planet to its original state.  So inactive players' planets lose all infra and pop but can still be picked off from fam or ally.

As far as starting with resources in the family bank, this is a cool idea too.  I worry about changing limits on exploration ships though.  What you end up with is a by-family exploration limit which is a bit tougher to design but actually might be a better system.  Definitely something for us to think about.

Those are good points, but I think a system like this could still be a good thing.  I guess making auto-inactive-delete more painful so as to prevent abuse is a good start.  That way if you did tell your popper to go inactive to get removed, you don't really gain anything.

What would you think of that?

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Re: auto-removal of inactives / family absorbing

I only read the first line of ur post pie.....but sounds AMAZING

<StrykerKp> whos the sxy guy?
<Snailex> banksy
<StrykerKp> o ok

I don't fight great wars  .......  I fund them!

Re: auto-removal of inactives / family absorbing

Auto-removal is good idea....but tell me more how this would work...would we set player inactive and remove him/her off the family immediately???

If that's the case: I want to point out one serious problem: illegal randoming, which allow player to attempt to join specific family he/she wanted but landed in "wrong" family and use delete button once, which is fine, but join and still ended up in "wrong" family (same one, or different one) and REFUSING to play his/her current family until he/she wait to be killed off after 48th hour of joining...illegal randoming hurt many small fams in a big way, wasting their spot and denying their possible random to help them boost infra growth....i have seen this happen many times and I really think this issue need to be fix...we cannot afford to block those illegal randoming players as we have shrinking player base

however, i think auto-removal might be a good idea but will it abuse "randoming"...(let's say player X want to random specific family but land in wrong fam, asked to use auto-removal again and again until he/she land in the family)????

Proverbs 11:14 "Where there is no guidance the people fall,
But in abundance of counselors there is a victory."

Re: auto-removal of inactives / family absorbing

sounds promising, keeping infra is a good idea, but i would kill pop off like we do now. (althought it makes little sence to kill of millions from a friendly nation tongue) but it would fit how ic-attacking works allready, then theirs little abuse left to profit from tongue

its happened before that a person deletes, or goes inactive with alot of the fams resources (current fam bank system, or their own production) it going to bank would solved alot of fams problems regarding people who turn inactive.

Colorado: even in the 11/01 war i made more hits.
Colorado: 447 blow jobs.
Big Gary:  Only a fool cannot admit when he's wrong...
AW:    i love rim jobs
RisingDown: I know you do

Re: auto-removal of inactives / family absorbing

I felt a great disturbance in the Force, as if millions of whingers suddenly cried out in terror and were suddenly silenced. I fear something terrible has happened.

~*✠ ]PW[ Forever ✠*~

Re: auto-removal of inactives / family absorbing

"Auto-removal is good idea....but tell me more how this would work...would we set player inactive and remove him/her off the family immediately???"

I see it all based on time and not having to actually set the player as inactive.  There would be a warning system involved before the actual deletion of the empire so players can get a planet list.  After x amount of hours the player is then removed permanently.  So instead of the leader saying "Hmmm this guy hasn't logged on in awhile.  I'm gonna set him as inactive." it all happens on its own.  It'd be more like something in family news:

Week X, Year Y:  In the interest of fairness, the Galactic Overseers have issued our family notice of  [Some Empire Name]'s coming dissolution.  If they do not make an appearance in the next 48 weeks, their empire will be dissolved.

At which point everybody else in the family can either try to contact that person, or start taking their planets.  Before the player is deleted for good, the resources get sent to the fam bank.



"I want to point out one serious problem: illegal randoming"

This is definitely a big problem.  Unfortunately, if a player joins a family and just sits because they don't like it, we don't have a way of knowing if he is actually inactive or is just waiting to get booted.  I guess an option is to allow families the ability to dissolve empires whenever they want by way of vote.  That might not be a bad solution.

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Re: auto-removal of inactives / family absorbing

if you get the fam bank going, and the bots going, then you don't need to "boot" inactives, you can transform them into AI bots and let their AI vote to join a human fam as "vassals".  Weight towards the same fam, but, not an absolute lock if things are FUBAR

The core joke of Hitchhiker's Guide to the Galaxy is that of course no civilization would develop personal computers with instant remote database recovery, and then waste this technology to find good drinks.
Steve Jobs has ruined this joke.

Re: auto-removal of inactives / family absorbing

Maybe it is time we experiment with it and see what happen, get the feedback from IC community on how they feel about it. I don't think it's bad idea. :-D

Proverbs 11:14 "Where there is no guidance the people fall,
But in abundance of counselors there is a victory."

Re: auto-removal of inactives / family absorbing

Post family merger, pre-existing NAPs will be a mess.

Re: auto-removal of inactives / family absorbing

naps r made to fam numbers, not players.

Colorado: even in the 11/01 war i made more hits.
Colorado: 447 blow jobs.
Big Gary:  Only a fool cannot admit when he's wrong...
AW:    i love rim jobs
RisingDown: I know you do

Re: auto-removal of inactives / family absorbing

and what if you get people like Bara incorporated into your fam?:/

Re: auto-removal of inactives / family absorbing

vote him off the island smile

Rchie

15

Re: auto-removal of inactives / family absorbing

I wonder what a neurologist would think about you all

Re: auto-removal of inactives / family absorbing

It adds an interesting spin to NAPs and would enforce a sort of honour code by virtue of the fact that if you were an asshole to a family they may end up being your family members!

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

17 (edited by lamb 17-Aug-2012 07:48:27)

Re: auto-removal of inactives / family absorbing

well with naps, it would make sense that the bigger family's naps would stay in tact.. and the naps that the smaller fam had would just delete along with the family

Re: auto-removal of inactives / family absorbing

> lamb wrote:

> well with naps, it would make sense that the bigger family's naps would stay in tact.. and the naps that the smaller fam had would just delete along with the family



Well at least someone started thinking down the right track.

Think of the repurcussions of this
Think of map and where the planets of smaller inactive family will be
Think of map and where the planets of smalelr inactive family's NAPed families(could be rank 1 family or last rank family) will be

You can't just dissolve naps it could be unfair and destructive to the extent of round-ending to one of the families involved.
You can't just add NAPs that the smaller fam had to the bigger fam's nap list either as that poses other issues.

Like I said, NAPs will be a mess.

Re: auto-removal of inactives / family absorbing

yeah.. core clauses could get nasty..

as the bigger family that merges might have a core clause with the no1 fam and not be allowed into the area that the small fam they are merging with is...

Re: auto-removal of inactives / family absorbing

Are you honestly trying to argue "it's too hard on the big family" if the small families NAPs are disolved upon the merger of the families? The merger of the smaller families with the removal of their NAPs and them maintaining their spread will lead to some very interesting tactical decisions and the possibility that smaller families can still gain a hell of a lot of pleasure out of the round.

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

Re: auto-removal of inactives / family absorbing

As for cores, it makes them redundant because whilst you might have had an NAP with core clause with the pre merger family A, the family B that it merges with might have infiltrated your core, and so suddenly NAP doesn't exist and they are all over your core. It brings back the conflict and in such a way that it is possible for small families to enjoy themselves later in the round.

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

Re: auto-removal of inactives / family absorbing

Whats so difficult to understand...

example scenario:
Rank 1 family attacks rank 10 family early in round and makes a pnap at the end of the skirmish
Rank 1 family proceeds to explore all around rank 10 family's core as it is a safe zone for them for rest of the round

one month later
Rank 10 family merges with rank 3 family
Rank 10 family's pnap with rank 1 family is dissolved
Rank 10 family members are all over shared systems with bankers of rank 1 family
Rank 10 family attackers suddenly have access to huge eco of rank 3 family
Result: rank 1 family gets whooped, loses 100s of banker infra planets out of nowhere and loses their lead which they had worked hard for all round long.


This is just one scenario out of many such possibilities.

On another note: Theres already too few families for certain facets of the game to work properly (like market and map positions). Merging will reduce the number of families further thereby making it worse.

Re: auto-removal of inactives / family absorbing

Because there are clearly so many inactives in a 3rd ranked family that they will merge with a 10th ranked family. Ignoring that part of your argument, if they are to be ranked number 1 then they can fight for it, rather than fighting everyone and stopping. Fact is we want more conflict and more fun, it won't necessarily be 100's of banker planets, it means the bankers will have to defend themselves better and the attackers will have to have more shares with their bankers to keep them safe wink

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

Re: auto-removal of inactives / family absorbing

Gwynedd, I don't know whether you are arguing for the sake of argument or you actually have no clue about the mechanics and way of playing in top fams. Either way I'm not going to further this argument. Those capable of seeing my point will do so and I can just hope the IC team don't implement a major feature such as this without thinking through all the possible flaws and exploits that come along with it.

Re: auto-removal of inactives / family absorbing

i dunno jaguar, it might add some intresting future tactics to the game.

Colorado: even in the 11/01 war i made more hits.
Colorado: 447 blow jobs.
Big Gary:  Only a fool cannot admit when he's wrong...
AW:    i love rim jobs
RisingDown: I know you do