ginco wrote:Every time betrayal is discussed on the forum there are posts that try draw a line between what is a "necessary freedom for players to not cripple the diplomacy aspect of the game" and "that's totally wrong and should be forbidden". You can't have security and uncertainty at the same time. Diplomacy is what makes this game so great because it adds a layer to the game beyond driller counts and specialists abilities. Any game mechanic that enforces treaties will take away from this uncertainty and makes the risk assessment more mundane.
Firstly I would like to add that there is no such line. And I can prove it using mathematical ideas(that you can't draw a perfectly spitting line between two things, and especially two abstract concepts)
Another thing I would like to mention is that many players have been waiting to try a game which contains nothing diplomacy-related because diplomacy is not under one's control. In fact, diplomacy can only really be influenced by one player and because of that many people who should be winning are being attacked in 2v1s and other things which a single player really doesn't have any control over. These things can be solved by playing a 1v1 (the diplomacy aspect, that is), however I'm sure you'll agree that the person who starts out with the better outpost positions or the better specialist hires will almost certainly win. I am one of the people who want to play a game which is perfectly fair to begin with and which all sides have the exact same things under their control. It only seems reasonable to suggest that a test of skill is wanted here, and NOT a test of who has more better positioned outposts at the start of the game, or who has better hires at the start of the game, or who is online the most often, or who has the most trustworthy allies, or who, in general, is the luckiest player. I think (*think*) that there is a general consensus that the more luck which is involved in a game, the less interesting and exciting it becomes. And the more things we can find that require skill, the more interesting it becomes. So a possible solution to deal with some of the 'luck'-based issues for those who want to play a game which tests purely skill is to create a quickplay game (a few hours max, but preferably under an hour to get more things done) which involves a 2 pre-determined 'teams', and most optimally in the form of a 1v1. The gameboard must be made symmetrically to ensure outpost symmetricalness and hires must be the same for each player per hire to ensure specialist fairness. More about my thoughts on quickplay and features here:
http://forums.subterfuge-game.com/viewtopic.php?f=5&t=1627