Diplomacy Suggestion-Missions

I would suggest a modification as to how missions are given and accepted.  When a mission is offered by the ai,

  • The player should be given a few seconds to accept. 
  • If he refuses he suffers a small hit to his relationship meter. 
  • If he accepts it an fails, a bigger hit to his relationship meter. 
  • If he succeeds a positive bump to the meter. 
  • Here is big difference.  If the player accepts the mission a cease fire treaty automaticly comes into existence.

  This will allow the player a much better opportunity to complete the mission as he will be able to navigate through the ai grav wells enroute to the mission without being fired on and will not have to turn around and scrap the mission inorder to fight off the attacking ai that offered the mission.  This would make the offering and accepting a mission to have a real strategic significance in the game.  You may not want to accept the mission because you do not want to have a cease fire.  Alternatively accepting a dangerous even a suicidal mission in order to create a respite in a conflict with a menancing ai may be considered.

This one change may cause players to unlock teams and experience diplomacy - and may be relatively easy for the game developer to add compared to other more ambitious proposals.

 

4,706 views 11 replies
Reply #1 Top

I like this idea.  Very well thought out.  Though I'd think that maybe instead of putting a time limit on when the mission can be accepted, the player should be able to accept the mission at any time as long as there's still time in the mission timer.  This way you wouldn't have to babysit the diplomacy window (like the old pirate last-minute bidding).  It'd really suck if you missed accepting a mission you were waiting for because you were fighting off an opponent on a much needed planet.

And I'm guessing no response at all to the mission counts as a refusal of the mission?

Reply #2 Top

I hadn't thought of that, Sure, the current system could be used (Ironclad willing) where the impact of completing the mission sooner is better and not responding is the same as a no response.  The duration of the cease fire would begin when the mission was formally accepted and would end when the time ran out on the mission timer and not when the mission was accomplished so as not to penalize someone for completing the mission early by causing the cease fire to prematurely end.

Reply #3 Top

Yep, pretty good idea! :-)

Reply #4 Top

Yeah I like that completing the mission sooner gives you an extra benefit.  Maybe if the reward for the mission slowly lowers the longer you wait to accept it/complete it?  Giving you further incentive to finish it.  If you finish it at the last second you get a message like "what took you so long?"  hahaha

I'd also like to see other mission rewards.  Say, some ships from a prospective ally.  Or quick jump to trade agreement if you build a starbase with trade upgrades in a certain grav well.  Stuff like that.

Reply #5 Top

works for me, but I'm not so sure abut the automatic cease fire idea. It just doesnt make sense to me that a long standing rival empire would just stop shooting so a little task can be done :S but aside from that yeah thats alright, but maybe no time limit on acceptng because quite often in sins you might be too busy to look at the diplomacy panel everytime one pops up

Reply #6 Top

I wouldn't mind if you could customise your options and rewards in diplomacy.

E.g you say:

Destroy all the carriers in this gravity well and i'll give you 1000 credits, 500 crystal, 250 metal etc

Or

Destroy the super weapon on "planet x" / destroy all defences on "planet x" etc and you'll recieve 2 carriers/1 cabalt (it either autobuilds, or if your same faction sends one of your ships)

Reply #7 Top

i like all those ideas, but i would like to be able to trade technologies with my allies and more espionage other than just sending ships to a certain location

Reply #8 Top

I still do not like the idea of being punished for not accepting a mission.

I would be all for the idea as long as the only punishment you get is if you take a mission and fail at it.

Reply #9 Top

Need more rewards: Trading ships (i.e. TEC player gives Advent player a Marza, 10 Hoshikos, and a carrier, at the expense of the Advent fleet points or TEC fleet points, depending...); Trading tech (Armor/HP/Shield...) (These can't be taken back... one can select what techs to give); Share structures (like Phase Gates and repair); Share fleet points (one player runs econ, the other military. The econ guy gifts the fleet points to the military guy who does with it what he wants. Can include both race's ships in the fleet, it's just all under one person's control. Although I'd be the only one to do this...)

culture bonuses affect multiple empires (so 3 Advent players allied = 18% mitigation, 3 Vasari = 45% damage... maybe not just a straight stack, but you get the idea. This only takes place where all three culture areas overlap.); Culture can meld in with other culture, not just shove it around.

Not sure about the cease fire... perhaps if the time to complete mission was shortened drastically (halved?), and the time to offer mission was kept the same as it is now.

How about "Help Me" missions? especially easy to complete as Vasari with phase gates all over the place (Kotsura!)

Reply #10 Top

I think the idea of the cease fire for the mission is so that you can complete the mission (say on the opposite side of the other guy's empire) without losing diplomacy points b/c you have to fight your way across.

Reply #11 Top

I think the idea of the cease fire for the mission is so that you can complete the mission (say on the opposite side of the other guy's empire) without losing diplomacy points b/c you have to fight your way across.
End of quote

Yes you got it.  The whole point is the cease fire.  The idea of asking another empire to help you out by giving you some credits or undertaking a hazardous mission to attack one of your enemies, while attacking the empire you are requesting aid from doesn't seem right.  Attacking his ships as he in on his way to put a hurtin on your enemy at your request does not seem like a good idea either.  There are plenty of enemies in Sins, so the missions are an attempt to find out who you will beable to work with and who you can't.  As the race shows a desire to work with yours and completes meaningful missions for you, diplomacy improves and eventually leads to alliance against a common foe, even if temporarily. 

The cease fire also makes this a big deal and strategic in nature.   You might accept the mission just to get the cease fire, or refuse it for the same reason.  It makes diplomacy immedately strategic in nature.

I was looking for something that may be easy for the develpers to implement yet provide a big benefit to the game.