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Topic Summary

Posted by: JustAnotherDude
« on: Today at 08:44:32 AM »

Oh, sorry, I misunderstood the original message. We're on the same page, lmao, I totally agree with you.
Posted by: Rabid_Cog
« on: Today at 08:30:37 AM »

No I think that would BE the point? You haven't translated their language, so you cannot use metagaming knowledge to deduce what the threat level is.

I don't think it would actually give you the gibberish message, though. I think the system would just tell you that you have received an unintelligable communication from somewhere.

My question is, are there other potential unintelligable messages you can receive such as "Hello! How are you? Welcome, friend!" so that the fact you receive such a message does not immediately make you realize that you are in another race's claimed space? Perhaps all "first contact" messages should look the same, so you can't tell the difference between a friendly greeting and a trespass warning.
Posted by: JustAnotherDude
« on: Today at 06:53:38 AM »

That would sort of defeat the point, wouldn't it?
Posted by: Bughunter
« on: Today at 05:05:43 AM »

Would be nice if a friendly race just trying to communicate generated the same unintelligible message before language has been translated so you cannot be sure what they are trying to say  :)
Posted by: alex_brunius
« on: Today at 01:59:58 AM »

If an alien race suffers damage from one of your ships that it can't see (lasers/missiles from outside of detection range), do you still suffer the relationship hit?

I.e. is privateering a thing?  ;D

Realistically I think you should suffer full relationship hit.

It would be fairly trivial for anyone smart enough for space travel to figure out who attacked you based on attack patterns, explosion signatures, analysis of wreck/ship damage, monitoring of jump point traffic and using logic/exclusion of who could have committed the attack. Even if they can't prove it being 95-99% sure you did it would be almost the same as having proof relationship wise.


There might be some edge cases like if you can emulate the attack originating from someone else or make it looked like a rogue vessel of the own forces did it, but these are one time and edge cases enough that just having SM options available to either disable relationship changes or resetting them back should be plenty enough.
Posted by: Rabid_Cog
« on: Today at 01:36:39 AM »

If an alien race suffers damage from one of your ships that it can't see (lasers/missiles from outside of detection range), do you still suffer the relationship hit?

I.e. is privateering a thing?  ;D
Posted by: Triato
« on: Yesterday at 03:01:26 PM »

Would alien races accept a shared ownership of a system or planet? Would you be able to offer money, treaties, systems or planets in exchange for the same things with an NPR?

The diplomacy system sounds great!
Posted by: Father Tim
« on: Yesterday at 02:57:01 PM »

So you can colonize an allied race's territory?

I sure hope so; otherwise all those nifty extras that come from having populations on the same bodies as foreign populations will be a whole lot less useful.
Posted by: froggiest1982
« on: Yesterday at 02:45:38 PM »

While in general the new diplomacy rules sound good, what will happen in starts with multiple races on e.g. earth? Would everybody need to struggle to get a diplamacy ship (or base) running to make sure the whole planet does not erupt into war instantly? Is the diplomacy module even a starting tech? Sounds a bit strange that earth diplomats suddenly refuse to talk to each other without a fancy new space embassy ;). Another thing that might be a good idea is that races starting on the same planet and having the same species should be able to communicate from the start. While this is not that important for player starts actually (space master, set fixed diplomatic rating and so on), it might be important for the cases where NPRs are created in multiples on newly discovered planets (which is a really nice feature, by the way).

I believe for Multi-Racial start on the same planet (I don't think you can actually extend to the system, that would be nice) there's still the flag "Truce" which will allow you to set up a minimum period where it will be not possible to actually go to war. The rule applies to NPRs as well.
Posted by: the obelisk
« on: Yesterday at 12:46:14 PM »

Quote
If you have forces or a population in a system that is claimed by an NPR and you are detected and you are currently viewed as neutral or friendly, the NPR will issue a warning which will appear as an event.
...
Allied Races do not receive warnings as they can freely enter the NPR territory.
So you can colonize an allied race's territory?
Posted by: Kristover
« on: Yesterday at 11:40:43 AM »

I like the changes outlined in both Diplo 1&2 posts on the Change Lists.  It seems to me that the system outlined will lend itself to a slow build of tensions and hostilities - unless you meet a REALLY xenophobic race - rather than an all or nothing war.  It will be interesting to see how wars are handled in a diplomatic context if less xenophobic or ruthless races will confine themselves to just 'claims' so you can fight a limited border conflict for a system or if wars of extermination will occur.

One question right up front:  Will there be a some sort of graphical representation indicating alien claims?  Colored rings on the galactic map?  Something on the system map or in the race intelligence file?  Or a separate new diplomatic screen?
Posted by: Father Tim
« on: January 23, 2020, 09:17:17 AM »

I read it as "a population counts as a diplomacy module"
Posted by: Titanian
« on: January 23, 2020, 09:03:17 AM »

While in general the new diplomacy rules sound good, what will happen in starts with multiple races on e.g. earth? Would everybody need to struggle to get a diplamacy ship (or base) running to make sure the whole planet does not erupt into war instantly? Is the diplomacy module even a starting tech? Sounds a bit strange that earth diplomats suddenly refuse to talk to each other without a fancy new space embassy ;). Another thing that might be a good idea is that races starting on the same planet and having the same species should be able to communicate from the start. While this is not that important for player starts actually (space master, set fixed diplomatic rating and so on), it might be important for the cases where NPRs are created in multiples on newly discovered planets (which is a really nice feature, by the way).
Posted by: sloanjh
« on: January 23, 2020, 08:22:22 AM »

I'm liking that diplomacy model - seems like a good simple starting point, but one that should have a lot of options to create good gameplay.

That said, I'm going to OCD about one thing. The formula:
> Diplomacy Points = ((Diplomacy Bonus * 4) + 1) * 100 * (1 – (Target Racial Xenophobia / 100))
should clearly read instead:
> Diplomacy Points = ((Diplomacy Bonus * 4) + 1) * (100 – Target Racial Xenophobia)

(Yes, I'm aware that this is totally irrelevant, and that I'm being obnoxiously anal-retentive)

It actually does matter if you're using integer arithmetic :)

John
Posted by: db48x
« on: January 23, 2020, 06:25:23 AM »

Steve, have you considered whether crew deaths are worth diplomatic points? What about rescuing crew and returning them later?
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