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Accusing a Saboteur / Marking an Outlaw


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The game needs to provide tools to deal with saboteurs, alts and trolls alike. Ultimately expelling these players to face the consequences of their actions and expel them into Outlaw. (Potentially for a limited time.)

There are two ways to get to an edict to expel a saboteur, provided he is clanless.

  1. Any clan leader (or diplomat) can file a National edict requesting exile of the saboteur.
  2. Any National can mark another player of the same Nation as a potential saboteur. Once the voting power of all players who marked the saboteur exceeds a majority, the edict is automatically filed.

If the saboteur is in a Clan however, then the first step is addressing the clan leader. This can be handled out of game. Should the saboteur be expelled from the clan, he can then be charged through previous means. Otherwise the National RoE stance of the Nation against the Clan harboring the saboteur can be changed via a National edict. (Note that a Hostile stance will still not allow any attacks, it will only bar the offending Clan from entering National ports. Sympathizing Clans can subsequently override this with a Clan edict stating alliance.)

Alternatively, the marking of potential saboteur can mount up and when it reaches the threshold the Clan holding the saboteur is notified (via in-game mail for example).

Should a saboteur not be expelled from the Clan and a RoE stance of hostile against the harboring Clan proves to no effect, the remaining option is bringing the full offending Clan up for charges. In the National edict ballot the offending Clan (and potential sympathizers) still have the option to vote this down. So the filer of such a National edict better be sure of himself. :)

The voting of the National edict itself is done in similar manner as the current voting for Alliances. Each player has the appropriate voting power (10 for Rear Admiral) and can assign it either to the “Yes” (Green) or the “No” (Red) side of things. After 1 week the votes are tallied and the edict is either comes into effect or is dropped.

 

1. Voting Power is explained in http://forum.game-labs.net/index.php?/topic/16218-voting-power-politics/

2. National Edicts are discussed in http://forum.game-labs.net/index.php?/topic/15655-national-and-clan-edicts/

Edited by Skully
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Agree, similar mechanics was implemented in potbs. Captains could mark someone as a traitor.

For example. After voting process, captain titled as a traitor lose some of his privileges.

 

1. Traitor can be tagged by any captain from his nation.

2. Traitor cannot join his nation battles.

3. Traitor has access to the towns of his nation.

4. Traitor can voluntary drop his nation and become an outlaw.

Edited by Rychu Karas
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@ Gray

 

The thing is, if you got someone who is definately trolling and doing a lot of shit, there has to be a way to handle with these things. So there is no way not to find a working system. Sure it can be abused - But only if these settings are worked out the wrong way. Right now, those trolling players can abuse the normal game system too without fearing some consequences. This needs to stop as soon as possible.

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 will be exploited and innocent players will suffer for this.

 

Its a great idea for those who have their mind set that somebody is a spy or there is proof of a spy around friendly waters but no matter how respected clan leaders or nation leaders are, they will fall victim to peer pressure and false accusations and some players will be outed unfairly , that alone makes this idea a no go. also 90% of the player base will not have the proof they need to make a well thought out vote so tehy will just be voting by peer pressure such as

 

"hey we keep seeing this guy around our ports, everyone vote him a spy so we can evict him from nation"

 

or

 

"this guy has been annoying and its time to get rid of him, i know i am a respected clan leader, so everyone vote how i say so i can have this guy marked a traitor"

 

no matter the good intentions of this idea, its going to be used in a very unfair way.

 

if players are trolling or harassing there is the ignore option or report button

 

if players are suspected of spying then just talk to clan players and treat it carefully, as in watch what you say or do around the suspected spy.

 

But a game mechanic where you can ruin another players game and force them out of their nation with enough player vote without any substantial proof or fair trial...will not go well.

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But a game mechanic where you can ruin another players game and force them out of their nation with enough player vote without any substantial proof or fair trial...will not go well.

I think what you are saying, we should not be ruled by passion, but rather by reason.

https://en.wikipedia.org/wiki/Ochlocracy

The game can thrive on passion though, but yes it pushes folks out of their comfort zone.

I think we should stop going to tribunal for these things and rather focus on trying to come up with a mechanic that works, without being afraid of being pushed out of our comfort zones. :)

PS. Being pushed out of comfort zones, generates stress until ultimately the only comfort zone left is not playing this game.

And the worst outcome of anything is a player leaving the game.

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The game needs to provide tools to deal with saboteurs, alts and trolls alike. Ultimately expelling these players to face the consequences of their actions and expel them into Outlaw. (Potentially for a limited time.)

There are two ways to get to an edict to expel a saboteur, provided he is clanless.

  1. Any clan leader (or diplomat) can file a National edict requesting exile of the saboteur.
  2. Any National can mark another player of the same Nation as a potential saboteur. Once the voting power of all players who marked the saboteur exceeds a majority, the edict is automatically filed.

If the saboteur is in a Clan however, then the first step is addressing the clan leader. This can be handled out of game. Should the saboteur be expelled from the clan, he can then be charged through previous means. Otherwise the National RoE stance of the Nation against the Clan harboring the saboteur can be changed via a National edict. (Note that a Hostile stance will still not allow any attacks, it will only bar the offending Clan from entering National ports. Sympathizing Clans can subsequently override this with a Clan edict stating alliance.)

Alternatively, the marking of potential saboteur can mount up and when it reaches the threshold the Clan holding the saboteur is notified (via in-game mail for example).

Should a saboteur not be expelled from the Clan and a RoE stance of hostile against the harboring Clan proves to no effect, the remaining option is bringing the full offending Clan up for charges. In the National edict ballot the offending Clan (and potential sympathizers) still have the option to vote this down. So the filer of such a National edict better be sure of himself. :)

The voting of the National edict itself is done in similar manner as the current voting for Alliances. Each player has the appropriate voting power (10 for Rear Admiral) and can assign it either to the “Yes” (Green) or the “No” (Red) side of things. After 1 week the votes are tallied and the edict is either comes into effect or is dropped.

 

1. Voting Power is explained in http://forum.game-labs.net/index.php?/topic/16218-voting-power-politics/

2. National Edicts are discussed in http://forum.game-labs.net/index.php?/topic/15655-national-and-clan-edicts/

 

i for one dont like bans or kicks, what i want to see is, disable their teleport and send their poor ass deep into the Debug area

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i for one dont like bans or kicks, what i want to see is, disable their teleport and send their poor ass deep into the Debug area

That's why it is not a ban or kick, but rather a re-assignment that better matches their playstyle. :)
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