1756177751
1756177751 Conquer Club • View topic - Real Alliances
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Real Alliances

PostPosted: Sun Jun 17, 2007 10:50 am
by GreecePwns
Suggestion Idea: Have some way to offer alliances that cannot be broken.

Specifics: One player would offer an alliance to the other, choosing from the two types. One way for alliances include whole player alliances. This alliances does not let the two allies from attacking any of each others' territories. Another choice could be single territory alliances. These alliances only apply to one of each players' bordering territories.

The offered player could choose to accept, decline, or counter (change length or type of alliance).

Alliances would last somewhere between 1-5 rounds.

Alliances will be known by everyone in the game.

Why it is needed: This will stop unwanted breaking of alliances that could ruin a game. This would be just an option, and even if it is chosen, players can neogotiate the normal way.

Priority: 3.5-4

PostPosted: Sun Jun 17, 2007 11:46 am
by wcaclimbing
no.
bad idea
people would abuse that and you could get in an alliance that is bad for you and makes you lose.

PostPosted: Sun Jun 17, 2007 12:59 pm
by kwanton
wcaclimbing wrote:no.
bad idea
people would abuse that and you could get in an alliance that is bad for you and makes you lose.


Alliances are and important part of this game. i don't use em myself but if there was an official system I might. Getting into "an alliance that is bad for you" shouldn't be a problem if a person is smart enough to figure out what is strategically best.

PostPosted: Sun Jun 17, 2007 1:01 pm
by AndyDufresne
Hm, I don't think having 'strict alliances', would be all that well. And as the above post mentioned, there could be some unfavorable abuse of the system, especially with people new to the game.


--Andy

PostPosted: Mon Jun 18, 2007 9:41 pm
by unriggable
Just as you can decieve your opponent o the board game, I think that alliances should not be in the rules.