[IDEA] FFA Truce system.

Discussion in 'Planetary Annihilation General Discussion' started by tehtrekd, May 26, 2014.

  1. tehtrekd

    tehtrekd Post Master General

    Messages:
    2,996
    Likes Received:
    2,772
    This is an idea I've been playing around with in my mind that I'd like to share and see opinions on.

    So let me start with a scenario: 3 people are on a planet, and player 1 is vastly more powerful than players 2 and 3.
    This is a moment that would cause panic in most players, not only is player 2 facing against someone stronger than them, but at any moment they could also be attacked by player 3 and weakened even further.
    But player 3 might not want to attack player 2 because if he does his army would take a hit, making it impossible to retaliate against player 1.
    Player 1 clearly has a big advantage, but what if there was a way to even the playing field a little bit?

    Hence my idea, the truce system.
    This was actually inspired by the new in-game UI, it gave me the idea to diplomatically interact with other players with just a single click.
    Let me explain.


    What IS the truce system?
    It's just as it sounds, it's a UI element that allows 2 players to enter a momentary cease fire to deal with a larger threat. When a truce is activated between players, towers, units and the like will not fire between each other, allowing large-scale team-ups in FFA without bullets flying in all directions.

    How does it work?
    Here's a (terrible) visualization of how I'd think the UI would work.
    truce.png
    The interface under the player icons will be used to activate truces, but of course a ceasefire is a two-way street, you can't have an alliance when one side won't comply.
    So, the way I'd imagine this working is as follows:
    1: Player 1 clicks player 2's truce icon
    2: Player 2 gets a notification and player 1's truce icon changes to show that he wants a truce
    3: Player 2 can then either click player 1's truce icon, activating the truce, or ignore it for a certain amount of time (say, 20 seconds) after which player 1 will be notified that player 2 has rejected his offer.
    4: If player 2 accepts, player 1 and player 2 basically enter alliance mode

    This could be useful to, as said above, deal with threats that can't be dealt with alone, both on single planets and in invasions.

    How is a truce broken?
    This is a problematic thing indeed, I mean breaking a truce by plopping 16 vanguards on a commander isn't exactly balanced or fair, so obviously there needs to be some sort of method.

    The only real way I could think of is truces being timed, lasting 5 or 10 minutes (or a set amount of time by the person making the truce)


    So what do you guys think?
  2. emraldis

    emraldis Post Master General

    Messages:
    2,641
    Likes Received:
    1,843
    You realize this is already in the game right? It's they "Dynamic Alliances" option in the lobby...
    PeggleFrank likes this.
  3. tehtrekd

    tehtrekd Post Master General

    Messages:
    2,996
    Likes Received:
    2,772
    Oh THAT'S what that is?!?
    Holy ****, I didn't know ;_; I'll get a mod to lock the thread.
    Edit: Also you should totally be able to lock your own threads.
  4. emraldis

    emraldis Post Master General

    Messages:
    2,641
    Likes Received:
    1,843
    What you HAVEN'T trolled a friend with this yet!?
    PeggleFrank likes this.
  5. tehtrekd

    tehtrekd Post Master General

    Messages:
    2,996
    Likes Received:
    2,772
    Nope, didn't even know it was a thing.
    Guess I should've experimented more with this build :/
    PeggleFrank likes this.

Share This Page