Re: What is a good NAP?

What do you all see as a good nap?

lil history
A NAP wasnt a feature from the game. It was something the players used based on ingame msg's.
It was allowed between families and allies.
But becos of these non- quasi official naps we had a LOT of nap breaks. (Tons)
TNT used a good nap agreement , all liked it and it became a "official" template.
"The TNT NAP"

Dunno but hmmm probably 10 years later this nap is a little outdated.

Questions
Should you all make a new template?
Are NAPS honorble based or should we think of a way we can make it game based orso?
How should a new "K&A" NAP look like?
Whats the worth of a core clause?
When arby makes it should he get 10% from the planets everytime its used? big_smile

~" Peace can only grow where blood flows "~

2 (edited by Gwynedd 13-Aug-2012 02:12:28)

Re: What is a good NAP?

Hmm, it's a fair question. Should people be able to put in place core clauses, and what action should be taken in the event of someone dishonouring a NAP?

Perhaps it would be a fair clause that if you breach an NAP all your other NAPs become void and anyone can attack you (in terms of enforcing honour)? I don't know, I will think on it.

Insanity and genius are closely related!
*** Eltie for mod! ***
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Re: What is a good NAP?

Also English is not everyone's first language. Twisting words and making things appear as tho they are not, is not an honorable NAP to those who have to interpret it. This could help the community to have a standard written nap without word play and they can depend on.

~~Lemming of leather and lollipops~~

Right, so what are we waiting for?  Can we get this going?  Any other feedback?

Re: What is a good NAP?

Lets see, standard terms, core terms, full notice terms, expo nap terms, x ticks notice, and swap out terms, no HS terms, planet surrender terms, etc

Standard terms was simple: 48 hour nap, 1 attack (fail) = 1 planet given as comp, 1 planet per op, 2 planets per successful attacks.
Core Terms: Laid out a specific core
Full Notice Terms: All Vice Leaders and the Leader had to be notified
Expo Nap Terms: Nap ends when there is less than 100 planets to be explored + a specified time. Notice required by one family to another to start the end timer
x time: Deviation of standard 48 hours, like a 24 hour or 72 hour clause
Swap out: Explored planets in restricted areas get swapped planet for planet
HS: HS planets are the property of the family the HS belongs to.
Planet Surrender: Planets in core are automatically forfeit

Everything bad in the economy is now Obama's fault. Every job lost, all the debt, all the lost retirement funds. All Obama. Are you happy now? We all get to blame Obama!
Kemp currently not being responded to until he makes CONCISE posts.
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Re: What is a good NAP?

Pnap between **** and ****

- **** must explore ** planets in **** core
- **** have * days to pay from signing time
- Cores apply, Violations will be traded 1:1
- Standard comp rules apply
- Pnap will be signed on relations after planet trades are complete!

Signed, Joe Bloggs #1234
Signed, Iam Dead #1243

Re: What is a good NAP?

28-May-2008 18:41:05
.:]FfT[:. ~Triqster~
Solar Commander
The Ultimate Official NAP ProposalTNT NAP version 2.3 between <family> and <family>
.
Attacks of any sort, including agent and wizard operations, of one family on the other are forbidden, except by prior arrangement (as for a planet trade).

Planets lost to any forbidden attack will have to be returned with an extra planet as compensation. Failed attack will have to be compensated by one planet per attack except for the first from a player.

Damaging agent and wizards ops will be compensated each with the cession of a planet to the damaged empire. It is the attacked/opped/spelled families responsibility to message the leader as well as the aggressor to ask for compensation within 48 hours, once 48 hours have passed and no message has been sent to the offensive family, compensation will not be required.

If compensation is not paid forth after 48 hours after the notification to leader and topp vice of the offensive action, the NAP is considered NULL AND VOID. In which case, after 48 hours is up and no compensation has been paid forth, a message to the Leader and 2 VLs to state that the nap has been voided will be required before any attacks will be allowed, unless the leaders of either family reach an aggreement before 48 hours is up to agree to any additional time limit to allow compensation to be paid forth.
If the notification of the offensive action is not sent the first 48 hours after the attack no compensation has to be payed and the NAP can not be voided.

This NAP has no cores.

This NAP may be revoked with 48 full weeks (RL hours) notice, with counting beginning at the start of the first tick after notice of revocation is given to the other family (in other words, if notice of revocation is given a few minutes into Week 1 of any year, then the count starts on the first moment of Week 2 and ends with the last moment of Week 49, and Week 50 is the first tick that the NAP is no longer in force). The NAP has to be canceled by msg the leader and the topp 2 vice in each involved family.

If allies are attacked by the opposing tri with an uneven number like 2-1, 3-1 or 3-2 odds ( this does not apply when 1 family attacks 2 or 2 attack 3) then the NAP can be canceled with immediate result during the next 24 hours after the war has started. This can only be done if more than 10 attacks by the allies helping out happened the last 24 hours. Normal cancelation time does not apply in this case. If one of the fams doing a 2-1 or 3-1 offer compensation they cant be voided upon. All planets taken have to be returned and 1 planet for each second failed attack has to be payed in addition.

(I prefer changing a couple of clauses but this a very good NAP agreement)
-----------------------------------------------------------------------

Found a version from TNT NAP

~" Peace can only grow where blood flows "~

Re: What is a good NAP?

nice were did u find that?

looks a bit old and complicated, if u was going to use a TNT nap as standard it would need re-working.

Re: What is a good NAP?

found it in forum somewhere smile

Yeah its outdated and can use a real make over smile

Found a discussion about a code of honor back then too;

Poll Results and Discussion smile
http://www.imperialconflict.com/forum/viewtopic.php?id=24249

~" Peace can only grow where blood flows "~

Re: What is a good NAP?

naps == illegal aliance.
cuz in the end if two fams nap, they wont fight eachother, but both can fight fam x.

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: What is a good NAP?

not outdated (with the exception of the final paragraph) and not complicated at all. I say we start copy-pasting this little bugger!

Maar doodslaan deed hij niet, want tussen droom en daad,
Staan wetten in de weg en praktische bezwaren,
En ook weemoedigheid, die niemand kan verklaren,
En die des avonds komt, wanneer men slapen gaat.

Re: What is a good NAP?

The so-called TNT Nap was at best acceptable. The version 2.3 above (who made these versions?) is too long and verging on legalese.

Re: What is a good NAP?

There was a much more legaleze version out there.

Lol

Everything bad in the economy is now Obama's fault. Every job lost, all the debt, all the lost retirement funds. All Obama. Are you happy now? We all get to blame Obama!
Kemp currently not being responded to until he makes CONCISE posts.
Avogardo and Noir ignored by me for life so people know why I do not respond to them. (Informational)

Re: What is a good NAP?

Wait... we DON'T want legalese?

Aww, crap!

*crumbles up his piece of paper*

Make Eyes Great Again!

The Great Eye is watching you... when there's nothing good on TV...

Re: What is a good NAP?

Cumsville, miss him sad

~*✠ ]PW[ Forever ✠*~

Re: What is a good NAP?

Outdated RD in the sentence that we dont have allies anymore and most naps have a core clause nowadays

Most text you (we) could use maybe . and maybe make it more simple orso?

The versions mace .. we had back then different situations too and TNT tried to cover all situations and + other people tried to adapt the naps too and called it a new version later in the years

~" Peace can only grow where blood flows "~

Re: What is a good NAP?

Well yes that is what I said about the final paragraph.
If people find this hard to understand... perhaps going back to elementary school would be a good idea tongue

I'll try to write up a more simple one with cores.

Maar doodslaan deed hij niet, want tussen droom en daad,
Staan wetten in de weg en praktische bezwaren,
En ook weemoedigheid, die niemand kan verklaren,
En die des avonds komt, wanneer men slapen gaat.

17 (edited by RisingDown 15-Aug-2012 01:51:33)

Re: What is a good NAP?

It has become one gigantic bugger....



[insert type of nap: 24 hr / 48 hr / 72 hr] TNT NAP for dummies between [family A] and [family B]


--- General agreements ---
Neither [family A] nor [family B] is allowed to attack the other, unless previously arranged between both fams (such as a planet payment).
Neither [family A] nor [family B] is allowed to perform [offensive] wizard ops on the other.
Neither [family A] nor [family B] is allowed to perform [offensive] agent ops on the other.

Offensive agent and wizard ops are the following operations:
Agent: Plant False Info, Place Nukes, Destroy Units, Terminate Scientists, Sabotage Portal, Destroy Cash.
Wizard: Generate False Info, Hypnotize, Reduce Food Production, Electric Storms, Kill Scientists, Create Portal Force Field, Destroy Iron, Octarine Hurricane.


--- NAP payment ---
[Family A] has agreed to pay [x] planets as payment to [Family B]. These will be explored by [Family A] into the core of [Family B] within [timeframe: 48 ingame weeks/72 ingame weeks, etc.], unless both families can come to an agreement to further postpone payment.

If [Family B]'s core is full, both families will have to find an area on which both can agree. [Family B] is not allowed to ask for specific systems or planets, as this would be an Illegal Alliance.


--- Compensation ---
Succesfully attacking a planet: return attacked planet + 1 extra planet.
Unsuccesfully attacking a planet: 1 planet per attack.
Offensive wizard and agent ops: 1 planet per op.                        [Do we want this to be only succesful ops? or failed ops as well? (with the risk of PFI/GFI)]

The receiving family (the family that is attacked/opped) is responsible for notifying the violating family within 48 hours, by messaging their leader and the violator (the individual who attacked/opped).
If the leader of the violating family and the violator have not been notified after 48 hours, then the receiving family loses all rights to compensation (including the right to void the NAP).

Compensation must be paid within 48 hours after both the leader of the violating family and the violator himself have been notified, unless within these 48 hours an agreement can be made between both fams to postpone the compensation payment.

If no agreement is made and compensation is not paid within 48 hours, or is not paid at all, as a consequence this NAP will be null and void. AFTER the leader of the violating family and all vice-leaders (if applicable) have been messaged that the NAP is void, the receiving family (the one that was attacked/opped) may contact a mod to remove any ingame NAPS, and start attacking the violating family.


--- Cores ---                                             [optional]
Core of [Family A]:
xx,yy:99

Core of [Family B]
aa,bb:99

[Family A] is not allowed to have any planets in the core of [Family B].
Any planets that [family A] holds in the core of [family B], are to be traded out for a planet outside of that core (1:1).                 
[Family B] is not allowed to have any planets in the core of [Family A].
Any planets that [family B] holds in the core of [family A], are to be traded out for a planet outside of that core (1:1).                 
[could be specified to say "inside of the [family A]'s core, unless there is no more space"]


--- Cancellation ---
This NAP can be cancelled by either family, by sending a message to the leader and all vice-leaders (if applicable) of the other family. After these messages have been sent, this NAP will be uplifted and dissolved after [insert amount of time according to NAP type] ingame weeks.
This countdown begins at the first full ingame week after the messages have been sent. This means that when the messages are sent 5 minutes into Week 1 of an ingame year, countdown will begin on Week 2 (= 1+1) of that same ingame year. In the case of a 48 hour NAP, this would mean that the last tick that the NAP is still in place would be Week 49 (= 2+48-1) of that year. On Week 50 (= 2+48) of that year, NAP will no longer be effective and both families will be allowed to attack and op each other again.

Alternatively, both families can sign the NAP through the ingame diplomatics page, and cancel through this page. When cancelling through the diplomatics page, the leader and vice leaders of the other family will NOT need to be messaged. An ingame countdown will start once the NAP has been cancelled, which you can find on your HQ page. Once this countdown hits 0 (which will not be shown on the HQ page), the NAP is uplifted and dissolved and both families are allowed to attack and op each other again.


[ removed entire final paragraph ]


Signed:
Signed, [aaa] of [bbb] ([Family A])
Signed, [ccc] of [ddd] ([Family B])

Maar doodslaan deed hij niet, want tussen droom en daad,
Staan wetten in de weg en praktische bezwaren,
En ook weemoedigheid, die niemand kan verklaren,
En die des avonds komt, wanneer men slapen gaat.

Re: What is a good NAP?

48 hr TNT NAP for dummies between #1234 and #5678


--- General agreements ---
Neither #1234 nor #5678 is allowed to attack the other, unless previously arranged between both fams (such as a planet payment).
Neither #1234 nor #5678 is allowed to perform offensive wizard ops on the other.
Neither #1234 nor #5678 is allowed to perform offensive agent ops on the other.

Offensive agent and wizard ops are the following operations:
Agent: Plant False Info, Place Nukes, Destroy Units, Terminate Scientists, Sabotage Portal, Destroy Cash.
Wizard: Generate False Info, Hypnotize, Reduce Food Production, Electric Storms, Kill Scientists, Create Portal Force Field, Destroy Iron, Octarine Hurricane.


--- NAP payment ---
#1234 has agreed to pay 15 planets as payment to #5678. These will be explored by #1234 into the core of #5678 within 48 ingame weeks, unless both families can come to an agreement to further postpone payment.

If #5678's core is full, both families will have to find an area on which both can agree. #5678 is not allowed to ask for specific systems or planets, as this would be an Illegal Alliance.


--- Compensation ---
Succesfully attacking a planet: return attacked planet + 1 extra planet.
Unsuccesfully attacking a planet: 1 planet per attack.
Succesful offensive wizard and agent ops: 1 planet per op.                 

The receiving family (the family that is attacked/opped) is responsible for notifying the violating family within 48 hours, by messaging their leader and the violator (the individual who attacked/opped).
If the leader of the violating family and the violator have not been notified after 48 hours, then the receiving family loses all rights to compensation (including the right to void the NAP).

Compensation must be paid within 48 hours after both the leader of the violating family and the violator himself have been notified, unless within these 48 hours an agreement can be made between both fams to postpone the compensation payment.

If no agreement is made and compensation is not paid within 48 hours, or is not paid at all, as a consequence this NAP will be null and void. AFTER the leader of the violating family and all vice-leaders (if applicable) have been messaged that the NAP is void, the receiving family (the one that was attacked/opped) may contact a mod to remove any ingame NAPS, and start attacking the violating family.


--- Cores ---                                             
Core of #1234:
11,22:99 ; 12,23:99

Core of #5678
99,88:99 ; 98,87:99

#1234 is not allowed to have any planets in the core of #5678.
Any planets that #1234 holds in the core of #5678, are to be traded out for a planet outside of that core (1:1).                 
#5678 is not allowed to have any planets in the core of #1234.
Any planets that #5678 holds in the core of #1234, are to be traded out for a planet outside of that core (1:1).                 


--- Cancellation ---
This NAP can be cancelled by either family, by sending a message to the leader and all vice-leaders (if applicable) of the other family. After these messages have been sent, this NAP will be uplifted and dissolved after 48 ingame weeks.
This countdown begins at the first full ingame week after the messages have been sent. This means that when the messages are sent 5 minutes into Week 1 of an ingame year, countdown will begin on Week 2 (= 1+1) of that same ingame year. In the case of a 48 hour NAP, this would mean that the last tick that the NAP is still in place would be Week 49 (= 2+48-1) of that year. On Week 50 (= 2+48) of that year, NAP will no longer be effective and both families will be allowed to attack and op each other again.

Alternatively, both families can sign the NAP through the ingame diplomatics page, and cancel through this page. When cancelling through the diplomatics page, the leader and vice leaders of the other family will NOT need to be messaged. An ingame countdown will start once the NAP has been cancelled, which you can find on your HQ page. Once this countdown hits 0 (which will not be shown on the HQ page), the NAP is uplifted and dissolved and both families are allowed to attack and op each other again.


Signed:
Signed, ILikeCows of Cowl0v3r571 (#1234)
Signed, IPreferHorses of Poniezzzz6 (#5678)

Maar doodslaan deed hij niet, want tussen droom en daad,
Staan wetten in de weg en praktische bezwaren,
En ook weemoedigheid, die niemand kan verklaren,
En die des avonds komt, wanneer men slapen gaat.

Re: What is a good NAP?

On the NAP payment section, the rules against IAs state that requesting specific planets for a NAP is considered an IA.  Does this apply to asking for planets among a list of planets (i.e., only within the other person's core)?

Make Eyes Great Again!

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Re: What is a good NAP?

As far as I know, as long as the area is broad enough it doesn't.
Although you'd think it should...

The IA rules are very vague about this, and a lot comes down to what mod is looking into what case with what people involved and what the weather outside is like.

Maar doodslaan deed hij niet, want tussen droom en daad,
Staan wetten in de weg en praktische bezwaren,
En ook weemoedigheid, die niemand kan verklaren,
En die des avonds komt, wanneer men slapen gaat.

Re: What is a good NAP?

Make NAP breakers lose a % of their Networth.

Most families and alliances try to get the highest score.  Introduce a feature where NAP breakers planets all the sudden go "Renegade" or "break" from their parent empire and have to be re-explored.

Or at least make them lose a % of their Networth.

=^o.o^= When I'm cute I can be cute.  And when I'm mean, I can be very very mean.  I'm a cat.  Expect me to be fickle.

22 (edited by Lucky+me=Snailsex 04-Dec-2012 11:48:44)

Re: What is a good NAP?

My NAP rules,

Quick raid: offer NAP if you take 15% of sise. If THE Fam. Doesnt take THE offer go to 25% or your Fam Has a Core THE other doesnt

If you agree on things do them.. Be reasonable but Dont get pushed over by whining pussies,

And if a Fam. Breaks a clear NAP (eaven if not with my Fam. I Will concider That my target, and to dishonorable to NAP)

Its all trust, and if every leader does this than those who are dishonorable could get a mod powerd instant NAP break with all fams .. That should stop breaking naps smile!!

Dutch bastard

23 (edited by Key 20-May-2013 17:03:59)

Re: What is a good NAP?

Your giving Kittah a headache from to much thinking.  To much thinking.

Oh, as for the above mentioned post....there was never such a thing as "reasonable".  Each family/player had their own % method.  They took, whatever they wanted, until they were either stopped or destroyed.  There was no reasonable %.  They took, until they hit the cap and were stopped by the actual game mechanics.  Then they moved onto a new target.  Usually they hit the same Family, new player.  Whiping out the entire Family, from the lowest player to the highest.  They'd relay the info to their lowest family member to begin the same thing.

This is how certain Families were "farmed" to death, and why so many early on new players got fed up with the game and left.

I won't argue the point.  But when I see someone post "reasonable %", I start to think...What was a reasonable % to Hanibal?  Alexander?  Hitler?

And some of you I do lump in with Hanibal, Alexander, and Hitler...though most of you are not that great, but your hunger to conquer is.  So "reasonable %"?  I laugh at reasonable %.

I tend to pick a target, and rip it to shreds, usually out of pure anger, spite, hatred, and downright meanness.

I used to pull my punches.  After playing with some of you for several years, I learned you don't get anywhere in this game from pulling punches.  My reasonable %?  Everything you have.  Everything your Family has.  Everything your Allies have.

Kittah got fed up with playing with his food a long long time ago, in a galaxy far fary away.

Oh, And I always played Tag with those planets I lost or gained.  Most NAPS I made were when either of us were getting nowhere.  I learned, you don't make a NAP after losing just a couple of planets.  You make the NAP after regaining them.  So you made a NAP with the player that was attacking you.  SO FRICKEN WHAT!  His buddies in his Family didn't make that NAP with you.  They do the same thing.  They post what player they hit, and how many planets they took.  So his buddies then hit you, take a couple of planets, then NAP...Then their buddies buddy hits you, takes a couple of planets and then NAPS.

You try NAP'ing with 15-25 players in a single Family....And see how much you fricken like it.

So do I roll over for a WHOLE FAMILY, as they destroy my empire?

Hell no, I don't.  I fight every last one of them, and in some cases I go on the offensive.  Except I don't stop at just planet raids.  I go for the complete destruction of the other players empire until the game mechanics stop me.

=^o.o^= When I'm cute I can be cute.  And when I'm mean, I can be very very mean.  I'm a cat.  Expect me to be fickle.

Re: What is a good NAP?

You people use NAP's to secure your cow exrement gains.

It's like the closing bell at the New York Stock Exchange.  All right you made so much money, and at a certain ring of a bell, it stops...

NAP's are nothing more than thoe bells.  OHHHHH we gained so many planets, well it's time to NAP that way we keep what we gained....

Sneak Attacks and NAP breaks usually occur, because the NAP conditions can not be met or adhered to, because the conditions are grossly unbalanced. 

Take for example some of your underhanded tactics.  Two families have been fighting, Family 1 takes the brunt of losses, and Family 2 takes most of the gains.  A NAP is soon forged, and they go both their seperate ways.

Well here is the problem. Family 1 that took the brunt of the losses soon go on the offensive and hit a Family that is an ally of the family that had recently NAP'd them.  Family #3.

One of the conditions of an ALLY, is that if they are attacked, the Ally's come in on the offensive.  So Family #2, comes in to help Family #3...and Family #1 cry's FOUL!  They broke the NAP!  They're attacking us!

The overriding conditions of any NAP is that you come in on the side of an Ally to beat back the invaders, and deal them crippling losses.  So now Family #1 is now facing two families, shouting that a NAP has been broken, all the while losing more planets and systems.

This is a pretty reprehensible tactic, but that's how this game has been played for many years.

So you NAP'd...so what...nothing says an Ally can't come to the aid of an ally, when the ally is being attacked by a former foe.  Nothing.

Players, will use any excuse to destroy/break a NAP by any means necessary.  Whether it's to regain losses, or continue onto IC's top 10.

I've watched every single way a NAP was created, and every single way it was thrown to the winds.  And most of you think your so smart.  Or you were in the right.  Or that you were thrown to the wolves.

Your not that smart.  You were never that right.  And this game eats it's own young.

=^o.o^= When I'm cute I can be cute.  And when I'm mean, I can be very very mean.  I'm a cat.  Expect me to be fickle.