For the hardcoder tinkerers: Diplomacy -1 reply

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PreciousRoy

I want to be like the Admins

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2nd June 2007

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#1 9 years ago

I've long felt that one of the elements Armada 1 & 2 are missing that might disappoint Gene Roddenberry would be the lack of diplomatic solutions. The Federation in particular generally considers undiplomatic warriors to be a liability to their purpose.

I've been trying to come up with ways that Diplomacy could find it's way into the game, and while I am not brilliant enough to attempt anything, I believe some of you are, if you see a way to proceed and have an interest to doing so.

My first instinct about Diplomacy is that it's a lot like trade. A ship travels, carrying a diplomatic pouch, maybe some trade goods, and an Ambassador. It goes to a similar base in another territory, docks, negotiations open, and at the end of it, agreements could be reached. The primary difference with getting Diplomacy to work is that you can't see the base of an enemy through Fog of War.

If this could be done, I think it would look a lot like those 'beacon' moments in Armada 1. You know roughly where you're headed, because a beacon flashes from the direction. In game play, players would start this process by building their diplomatic station (and it must be built out of weapons range of other stations).

Once the station is complete, the players opens a research menu to select a button marked, "Request Player 2 to enter Treaty Negotiations". This is where the hardcoding would come in... once a ship autodocks, it would immediately create a cease-fire for five minutes with that group.

Since the diplomacy ships can be damaged, you can destroy ships to keep your enemies fighting each other. You can also double-cross groups by bringing in a diplomatic ship, uncloaking your fleet just behind it, and sacrificing the diplomatic ship to swarm in behind it.

If this much could be achieved, other things would follow, like the size of your diplomatic party changing the amount of time for your cease-fire.




bgil

Let No Evil Escape My Sight.

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3rd February 2007

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#2 9 years ago

That's a really interesting idea. I'll have to look into it, though I can't do anything with the hard coding. Maybe some work-around using the special weapons (maybe the Romulan spy) would do it. A very cool and original idea, thoughts anyone?




Warborg

Revenge was here.

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2nd August 2002

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#3 9 years ago

Not quite there but one thing I missed with A2 that was in A1 was the alliances command where you could choose if you got along with a race without being their ally(just don't fire on them).

If it would make you feel better change the cargo ship to a carrier ship and instead of goods make it Ambassadors and diplomatic figures.

Notice to those that watch the intro video... Picard, Worf, Martok and the Romulan were in fact docked at a Federation trading station




staingar - A

Holder of the golden phaser

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29th January 2007

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#4 9 years ago

That's an interesting idea. I'm not entirely sure how that could be accomplished but it's worth a shot. Would be interesting to see.




Guest

I didn't make it!

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#5 9 years ago

reminds me of Galactic Battlegrounds, you could pay tribute to an enemy or nuetral party to try to entice them into allying with you. It would also be handy if say your ally was doing some stupid stuff and you jsut wanted to cut ties with them and become neutral or opposed to them. That is one aspect I wish had been included in A2. Perhaps someday someone will make a new game engine similiar to A1/A2 that will except all the models the community has made for A1/A2 and we can basically create A3.




Majestic-MSFC

Majestic is thy Name!

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2nd April 2006

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#6 9 years ago

Or even quicker the Fleet Ops team includes something like this in their next patch project. :)




Guest

I didn't make it!

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#7 9 years ago

Yeah that would be convenient.