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Found 5 results

  1. Attack own Nation (Spies)

    Good evening sailors, After many conversations with players from different nations, I now make this topic. In every nation there are spies from other nations. Contrary to reality, it is not possible in NavalAction to punish these because of their activities against their own nation. This is easy with the pirates as they are allowed to attack their own nation, but the other nations must also have some chance to punish spies. Here is a suggestion: It should be a kind of voting system or a spy button in the open world. Voting system: This would work so that a name could be inserted in the Admiralty and this is marked as a possible spy. A vote would then take place for a certain time. If the player as an example a certain number vote against him, he would be marked similar to the "Recently Killed" tag, as a spy. By this mark, he would no longer be under the protection of his nation and could be attacked. By the admiralty mark, this "tag" would be valid as an example "1 week". If the player, who is suspected under espionage, several times, lets say 3 times, had been marked as spy, he get the "Forget Papers" and would have 3 days, voluntarily change the nation. If he does not perceive this change, he would be compulsorily and the player and all his items/ships would be teleported to the nearest "Freeport" of the nation of his future election, of course the forged papers are withdrawn. The nation, which would have spoiled him as a spy, would then, of course, no longer be the choice. Spy button: When left clicking on the player, appears next to the existing buttons: Private Message / Group / Battlegroup, another selection with the name: Possible Spy. If this player were to be marked by at least 5 players within 10 minutes or so, a timer (10min) would start, giving the marked player an opportunity to get himself and his ship safe. After expiry of this timer, the whole nation could attack him for 24 hours. Now it is up to you guys and girls, to make suggestions and let the conversation beginn, in the hope that the Devs ( @admin, @Ink) change something and we get this spy problem somehow under control. Remember, spies / traitors were always hanged in the story! Forgive me my bad english, but it is not my main language.
  2. This post is an attempt to shed some light on what would happen if we were to attempt to mix up the alliances up using the current voting mechanics, and to show that it is essentially impossible to switch nations between the current alliance blocks. Spoiler alert: After 4 weeks of everybody working together to switch the Danes and the US between the alliances, both of those nations could be without any allies at all. First, some notes required to understand the tables: Read down the columns. I.e., the first column shows what GB would see in the politics tab. (This is the opposite to the in-game politics grid... sorry) A = alliance, W = War, E = Enemy (one way war vote), N=Neutral (no war votes in either direction) Votes expire after 3 weeks A: 20D = Alliance, expiring in 20 days Green cell = voting is active in that round The tables are shown for the day after the most recent vote Let's please keep the discussion about the mechanics, not National News style stories about betrayal, etc... Scenario 1: Keep the current alliances. Notes: Nothing unusual happens. It's a three stage cycle. 02/16/2017 (Real data) – Cycle 1 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 20D W: 20D W: 20D A: 6D W: 20D W: 20D VP A: 20D W: 13D W: 6D A: 13D W: 13D W: 6D SPAIN W: 6D W: 13D A: 13D W: 6D A: 20D A: 6D DENMARK W: 13D W: 6D A: 13D W: 20D A: 6D A: 20D US A: 6D A: 13D W: 6D W: 13D W: 6D W: 13D SWEDEN E E A: 20D A: 6D E A: 13D FRANCE W: 20D W: 20D A: 6D A: 20D W: 13D A: 13D Alliance block 1: GB, VP, US . Alliance block 2: Spain, Denmark, Sweden, France 02/23/2017 (Projected) – Cycle 2 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 13D W: 13D W: 13D A: 20D W: 13D W: 13D VP A: 13D W: 6D W: 20D A: 6D W: 6D W: 20D SPAIN W: 20D W: 6D A: 6D W: 20D A: 13D A: 20D DENMARK W: 6D W: 20D A: 6D W: 13D A: 20D A: 13D US A: 20D A: 6D W: 20D W: 6D W: 20D W: 6D SWEDEN E E A: 13D A: 20D E A: 6D FRANCE W: 13D W: 13D A: 20D A: 13D W: 6D A: 6D Alliance block 1: GB, VP, US . Alliance block 2: Spain, Denmark, Sweden, France 03/02/2017 (Projected) – Cycle 3 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 6D W: 6D W: 6D A: 13D W: 6D W: 6D VP A: 6D W: 20D W: 13D A: 20D W: 20D W: 13D SPAIN W: 13D W: 20D A: 20D W: 13D A: 6D A: 13D DENMARK W: 20D W: 13D A: 20D W: 6D A: 13D A: 6D US A: 13D A: 20D W: 13D W: 20D W: 13D W: 20D SWEDEN E E A: 6D A: 13D E A: 20D FRANCE W: 6D W: 6D A: 13D A: 6D W: 20D A 20D Alliance block 1: GB, VP, US . Alliance block 2: Spain, Denmark, Sweden, France 03/09/2017 (Projected) – Cycle 4 (Same as Cycle 1 – CYCLE IS COMPLETE) GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 20D W: 20D W: 20D A: 6D W: 20D W: 20D VP A: 20D W: 13D W: 6D A: 13D W: 13D W: 6D SPAIN W: 6D W: 13D A: 13D W: 6D A: 20D A: 6D DENMARK W: 13D W: 6D A: 13D W: 20D A: 6D A: 20D US A: 6D A: 13D W: 6D W: 13D W: 6D W: 13D SWEDEN E E A: 20D A: 6D E A: 13D FRANCE W: 20D W: 20D A: 6D A: 20D W: 13D A: 13D Alliance block 1: GB, VP, US . Alliance block 2: Spain, Denmark, Sweden, France Scenario 2: Denmark and the US try to switch alliances EDIT: Cycle 2 may very well have an error, since it's really not clear which alliance VP would drop if the US voted for war with GB in cycle 1. Notes: These cycles assume that the Danes and the US try to switch alliances. It's extremely complicated. In the first round Spain can only vote about the US and France, both of whom they now want to ally. In these situations, I assume Spain will vote to keep the French allied, before voting to bring in the US. It's EVEN MORE complicated, because the cycle 1 alliance votes are blocked by being at war with the ally of your enemy... During cycle 3, the US is not allied with any nation. During cycle 4, both the Danes and the US are not allied with any nation. It takes more than a month to get the new alliance blocks, and they are probably not stable even after that. 02/16/2017 (Real data) – Cycle 1 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 20D W: 20D W: 20D A: 6D W: 20D W: 20D VP A: 20D W: 13D W: 6D A: 13D W: 13D W: 6D SPAIN W: 6D W: 13D A: 13D W: 6D A: 20D A: 6D DENMARK W: 13D W: 6D A: 13D W: 20D A: 6D A: 20D US A: 6D A: 13D W: 6D W: 13D W: 6D W: 13D SWEDEN E E A: 20D A: 6D E A: 13D FRANCE W: 20D W: 20D A: 6D A: 20D W: 13D A: 13D Alliance block 1: GB, VP, US. Alliance block 2: Spain, Denmark, Sweden, France 02/23/2017 (Projected) – Cycle 2 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 13D W: 13D W: 13D W: 20D W: 13D W: 13D VP A: 13D W: 6D N A: 6D W: 6D W: 20D SPAIN W: 20D W: 6D A: 6D E A: 13D A: 20D DENMARK W: 6D N A: 6D W: 13D W: 20D A: 13D US E A: 6D W: 20D W: 6D N W: 6D SWEDEN E W: 20D A: 13D W: 20D N A: 6D FRANCE W: 13D W: 13D A: 20D A: 13D W: 6D A: 6D Alliance block 1: GB, VP, US . Alliance block 2: Spain, Denmark, Sweden, France 03/02/2017 (Projected) – Cycle 3 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 6D W: 6D W: 6D W: 13D W: 6D W: 6D VP A: 6D W: 20D N W: 20D W: 20D W: 13D SPAIN W: 13D W: 20D N E A: 6D A: 13D DENMARK E N N W: 6D W: 13D A: 6D US W: 20D E W: 13D W: 20D N W: 20D SWEDEN E W: 13D A: 6D W: 13D N A: 20D FRANCE W: 6D W: 6D A: 13D A: 6D E A: 20D Alliance block 1: GB, VP. Alliance block 2: Spain, Sweden, France, Denmark. ALONE: US 03/09/2017 (Projected) – Cycle 4 GB VP SPAIN DENMARK US SWEDEN FRANCE GB A: 20D W: 20D N W: 6D W: 20D W: 20D VP A: 20D W: 13D N W: 13D W: 13D W: 6D SPAIN W: 6D W: 13D W: 20D E A: 20D A: 6D DENMARK N N E W: 20D W: 6D N US W: 13D E W: 6D W: 13D N W: 13D SWEDEN W: 20D W: 6D A: 20D W: 6D N A: 13D FRANCE E W: 20D A: 6D N E A: 13D Alliance block 1: GB, VP. Alliance block 2: Spain, Sweden, France. ALONE: US. ALONE: Denmark In summary: After 4 weeks of trying to switch the US with the Danes the switch is still not complete, and both the US and Denmark could have no allies.
  3. 800+ hours played over last 6 months and I do not understand the Politics function and effects of voting for War/Enemy/Alliance. Could someone walk me through how it works or provide a link to an explanation, please. For example: Couple days ago, US allied with GB and Netherlands. Saw hundreds of votes for continued Alliance with GB. Heard unofficial chatter that US/GB Alliance about to go down. This morning, woke up, Discovered GB and US now Enemies. Questions: Is this overnight flip triggered by anti-Alliance Player votes, or lack of Player votes to overcome some time limit on existing Alliances? Would some one explain how an Alliance can flip so quickly? What is the weight of each Player's 7 votes up or down? What percentage of total Players actually votes each round? You do know that many Players are completely unaware of the Politics button, and report never having looked at the Forums? And why there is no transition period of "Declining Relations" or "Repairing Relations" before the flip? Please help me understand this puzzle. ~ HK ~
  4. Voting Power / Politics

    How to vote on edicts and how do votes on edicts count? For actual edicts, I posted: http://forum.game-labs.net/index.php?/topic/15655-national-and-clan-edicts/ Here is my view on voting power / politics. First of all, Clan edicts are to be done slightly differently, which I have outlined in: http://forum.game-labs.net/index.php?/topic/16097-clan-edicts-and-voting-where-did-my-leader-go/?hl=edict This is voting mechanism is meant for National and Town edicts. The principal is: The voice of each captain counts. Just as we have it now in the Alliance mechanic. (Plus timeliness, see below.) I have used this phrase before in http://forum.game-labs.net/index.php?/topic/15577-alliances-final-design/?p=296037 But a lot of folks misinterpreted is as: Power to the Clans. It is not! Every Captain has equal voting power for his level and activity. (Diplomats structure and channel this power, but I'll leave that for another topic.) I hope that actually seeing the Alliance mechanic in action has made that more clear. As per Alliance mechanic, the basics of voting: I want to add to that a component of activity level. So with each week of inactivity your voting power decreases by 25%. Thus voting power is counted up as: 1. Exist in the Nation for at least 2 weeks 100% else 0%. 2. Activity level (as per Clan voting) 100% (active) / 75% (1 week gone) / 50% (2 weeks gone) / 25% (3 weeks gone) / 0% (buggered off). 3. First Lieutenant or higher, 1 point per level. Now we can add the next principal: Timeliness. An edict has to pass in the shortest time possible. (To enable Nations and Towns to remain in an acceptable OODA loop timeframe.) Every edict has a timeout of 1 week. 1 week being a magical choice that for some reason makes sense in this universe. (Just keep on pressing Pray.) As an applicable edict comes up you have 3 choices: 1. Vote Aye 2. Vote Nah 3. Abstain As soon as one side can no longer outvote the other, the ballot is tallied. So for example, out of 10 votes, 2 Yes, 4 No and 3 Abstain, the edict is rejected. Please let me know if you see issues or exploits.
  5. http://forum.game-labs.net/index.php?/topic/15655-national-and-clan-edicts/ http://forum.game-labs.net/index.php?/topic/15431-how-to-transfer-clan-leadership-to-a-teammate/ http://forum.game-labs.net/index.php?/topic/15989-clan-leader-gone/ To let the game deal with certain situations in a Clan, I suggest we introduce Clan edicts. For replacing a Clan Leader, an officer could file an edict. To kick a Member of a Clan, an officer could file an edict. For changing the RoE stance against another Clan, an officer could file an edict. Other potential edicts might follow. As to ensure a quick round of voting can be done among the active officers, the following voting could be used: A Clan Leader always has the option to veto an edict via "Accept" or "Deny". Any voting is then disregarded. Each officer (including the Leader) has a voting power of up to 5. Each week the voting power goes down by one. As soon as a single XP is scored that week, the officer gains one point. At most 4 voting power can be used on every edict, regardless of the number of edicts. Each officer (including the Leader) can "Vote Yes", "Vote No" or "Abstain". As soon as the opposing side can no longer reach higher, the ballot is tallied. So for example, out of 10 votes, 4 Yes, 2 No and 3 Abstain, the edict is accepted. Any voting lasts 1 week, after which the ballot is tallied. Optionally an edict can be extended to include all Clan Members using the same rules. Please let me know of any questions or concerns.
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