Re: auto-removal of inactives / family absorbing

Jaguar wrote:

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.

We try to think all aspects. We play devils advocate in most because of it. Why do you think it takes so long to get new things done. tongue

Modestus Experitus

Arby: A very strict mod, reminds me of a fat redneck who drives a truck around all day with a beer in one hand. I hated this guy at the start, however, I played a round in PW with him where he went as an anonymous player. Our fam got smashed up and everyone pretty much left. Arby stayed around and helped out the remaining family. At the end of the round he revealed himself.... My views on him have changed since. Your a good guy.....

Re: auto-removal of inactives / family absorbing

One thing I notice: This could make for some HUGE jump abuse.

Galaxy: Family A and B will each begin with 10 players.  They all begin with the resources of 10 players.  So... how do they start the round?

For either family to be eligible for drafting, family A will need to get open player slots.  So... family A does something counter-intuitive: They draft stupid!  They make sure to get some inactive players in their fam, but not enough to where there's no family (at the very least, a 3-4 active person team).  If a new player comes, be an ass hole to them, or just bore them!  They'll go inactive, and you get their resources!  Until they do... screw em!  Just only aid out to your core group, plus enough to give 8 expos/day to inactive bums until they go inactive!  Or better yet... play nicely with everyone, until about expo phase... then become an asshole!

Once enough players in family A and B have gone inactive, through a mix of boredom and rudeness, the "core" players (the boring assholes in this strategy) will have a small enough family to where they'll be eligible for assimilation!  In return for their boring and asshole behavior, the family will be relocated to either a large family with a couple draft spots (sweet, we got in a top family), or a mid-to-bottom ranked family that's just small in players (hmm... guess we'll have to be bigger assholes!).  Either way, the boring family now gets access to resources unavailable to a single family, and certainly not available to a group of 3-4 assholes who showed no teamwork with the rest of their group during the course of the round before such a change was implemented.



Additionally, I'm seeing one serious worry here: What if this random drafting thing ended up resulting in the worst pairings ever?  If two families unite, for example, and it turn out two solid attackers that just got integrated are also mortal enemies with one another... intra fam war, anyone?

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Re: auto-removal of inactives / family absorbing

"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."

That's part of the reason for this thread, and everybody's feedback is appreciated.

Of course, a change this significant probably wouldn't go out without some kind of testing.  This is the kind of thing that would do well as a separate galaxy, and if well-received it can be implemented across the board.

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Re: auto-removal of inactives / family absorbing

"Additionally, I'm seeing one serious worry here: What if this random drafting thing ended up resulting in the worst pairings ever?  If two families unite, for example, and it turn out two solid attackers that just got integrated are also mortal enemies with one another... intra fam war, anyone?"

I think this isn't necessarily a bad thing.  There's a lot of interesting things that come out of the social element of this game, and part of is knowing when to put differences aside to work towards a common goal.  Of course, there could very possibly be intra-fam wars as you mention, but in my opinion that is part of the challenge for whoever it is that decided they wanted to be family leader.  Besides, randoming into a family now allows this possibility already anyway.

As far as jump abuse, the same could be achieved by a few players voluntarily giving all their resources to the family bank.  In this regard what you describe seems more of an alternative strategy than a form of abuse.  The real problem in my opinion isn't jumping, its the possibility that people will want to "bore out" players at all.

I think though that if the time that has to pass for a player to be removed because of inactivity is long enough, this would be really slow and painful thing to try to do and probably not very fruitful.  Remember, this is all based on a player's inactivity, so every time the potential "bored out" player logs in he is ruining the plan to get of him.  It just doesn't seem worth it to risk so much on a plan that isn't guaranteed to work.

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Re: auto-removal of inactives / family absorbing

family absorbing sounds cool enough but i donno about it, if we are interested in trying it out, it could be used as a stand alone gal contest style(Orion ect)just to have some other kind of fun/test it out

as for family bank thing - makes for less strat, more building, and then were starting to get into having other people have access to your empire to a certain degree - i think before we even explore this we as a community should get the rest of the bugs in IC figured out(this includes population/forums/GC ect)

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