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5 Feb 2007, 03:59
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#1
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Benevolent Dictator
Join Date: Jan 2005
Posts: 127
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In game arbi
I'm using the in game alliance tools a lot this round & what i'd really like is an in game arbiter added to alliance tools.
I'm thinking a drop down menu in galaxy view with a list of the alliance tags created in game & the ability to just click, select an alliance tag & assign it to a planet. Maybe a spot to add nicknames & comments too.
You'd need intelligence officer added to the alliance member status list & you'd need to be able to adjust who can see the tags, just like you can adjust who can see the little green alliance A.
An arbiter tab in the alliance menu where you can list all the planets you have assigned to each tag & see the total roids value & score you have assigned to each tag.
This would go a long way in making it possible to run a competitive alliance without needing outside tools.
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5 Feb 2007, 04:09
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#2
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HC of Myth
Join Date: May 2006
Location: Chichester, UK
Posts: 8
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Good idea
Gotta say from an intelligence stance it's a pretty good idea - obvious extension to the current "alliance member" tool - just not sure how much coding will be required is all
Unfortunately "A" is already used, as is "R", but maybe the other letters could be used to denote alliances ... having B C D next to planets would make it much easier for whomever to know where alliances are placed.
Suggest sticking the responsability on the current "PR officer" rank rather than adding a new rank.
I do foresee people bugging the admins for "can't we put notes in" or "how can we automatically switch tag B to tag C" and so forth - but that's for the future.
Sounds like a good plan to me - especially for small allies or allies without tech
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Maverick - unique, independent, and dangerous !
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5 Feb 2007, 04:21
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#3
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The Original Carebear
Join Date: Nov 2004
Location: Trondheim, Norway
Posts: 1,048
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Re: In game arbi
I doubt it would be hard to code - arbiters have been around since forever, and are pretty basic. Shouldn't be that hard to incorporate in the game either, but this, I of course know nothing about. It'd definitely be a useful feature. Why hasn't it been added before?
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If at first you don't succeed, try, try again. Then quit. No use being a damn fool about it.
Oh crap, I might be back. I should take my own advice.
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5 Feb 2007, 05:31
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#4
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h3ll's angels
Join Date: Nov 2006
Location: Chapel Hill, NC
Posts: 273
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Re: In game arbi
A feature where you can access the launch/incoming history page of members would be handy too, or at least basic tallies on incoming/outgoing coords with known ally info incorporated on the same table.
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[18:04] * h3ll has quit IRC (Ping timeout)
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4 Jan 2009, 03:20
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#5
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Benevolent Dictator
Join Date: Jan 2005
Posts: 127
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Re: In game arbi
:-) I remembered suggesting this & seeing as its still not available I thought I'd bump it.
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4 Jan 2009, 03:33
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#6
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Apprime Troll HC
Join Date: Mar 2008
Posts: 857
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Re: In game arbi
I want this.
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4 Jan 2009, 04:52
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#7
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Guest
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Re: In game arbi
this would definitely be good for the game.
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4 Jan 2009, 05:30
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#8
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: In game arbi
Having to have an "intel officer" to add this info is a good argument against it. Make it totally user friendly.
That being said, this is a basic function of alliance tech that after 29 rounds is STILL NOT incorporated into the game. Same with bcalcs.
Do it.
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I'd rather be fishing.
Utterly useless since r3
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4 Jan 2009, 11:11
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#9
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Banned
Join Date: May 2001
Location: Further to the right
Posts: 19,441
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Re: In game arbi
Overall pro. As regards what cochese said there's no reason everyone can't be made an "intel officer" if the alliance so wishes.
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4 Jan 2009, 15:23
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#10
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: In game arbi
agreed
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If the opponent resists, CaRnage there will be!
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4 Jan 2009, 17:27
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#11
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idle
Join Date: May 2008
Location: Germany
Posts: 968
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Re: In game arbi
signed
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m0rph3us formerly known as Bugz
"It´s not about how hard u hit, its about how hard u can get hit and still keep moving forward! How much u can take and still move forward!"
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5 Jan 2009, 00:22
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#12
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aka Duncan
Join Date: Jun 2002
Posts: 49
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Re: In game arbi
lets move forward with this, it is a really good idea and agreed that it could really help out smaller alliances without the stand alone web systems that these major allies have already in place
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[Phoenix Alliance] round 1 - 4
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Quote:
Originally Posted by Gate
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5 Jan 2009, 00:44
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#13
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Registered User
Join Date: Nov 2003
Posts: 898
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Re: In game arbi
the alliance hc's have asked for this several times in our channel, ingame tools are useless without an arby/intel tool
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7 Jan 2009, 13:56
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#14
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Leader of the Membrivians
Join Date: Jan 2007
Location: The Netherlands
Posts: 412
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Re: In game arbi
Agreed
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7 Jan 2009, 14:20
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#15
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Fightin-irish for life
Join Date: Mar 2001
Location: guinness brewery
Posts: 2,177
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Re: In game arbi
Would be a very welcome addition to the ingame tools , but it could be a while before anything is done bout it so until then any ally without an arbiter will just have to use common sense for their intel gatherin
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7 Jan 2009, 16:10
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#16
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The BOFH
Join Date: Mar 2001
Posts: 463
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Re: In game arbi
The ingame alliance tools could do with an overhaul, along with this.
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11 Jan 2009, 09:59
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#17
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CRASHING BEATS 'N FANTASY
Join Date: Mar 2001
Location: Cold Country.
Posts: 1,912
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Re: In game arbi
Or we just do it properly and flag alliances right next to each planet, like a couple of other successful games do (f.e. Travian).
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14 Jan 2009, 16:57
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#18
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Registered User
Join Date: Sep 2008
Posts: 10
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Re: In game arbi
Good idea for smaller alliances.
Free bump.
Bump
Bump
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14 Jan 2009, 19:41
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#19
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Bad Girl
Join Date: Sep 2000
Location: right here..right now
Posts: 1,055
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Re: In game arbi
as much as it seems simple, there are issues with tagging and arbiters ingame that you may not have thought about.
If you tag a planet and it moves, where you have attached your tag matters, to track a planets movement through the universe you have to attach the tag to something constant, that would be the ruler or planet name or both, if you do not then when the planet exiles you will end up with false information, this tagging would have to be individual to each alliance, essentially creating a database for each alliance that no other alliance could see, unless you are advocating that once a planet is tagged it becomes public knowledge, in which case you would have alliances false tagging to create chaos.
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14 Jan 2009, 20:37
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#20
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Gabba gabba hey hey
Join Date: Aug 2008
Posts: 212
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Re: In game arbi
Quote:
Originally Posted by Mistwraith
If you tag a planet and it moves, where you have attached your tag matters, to track a planets movement through the universe you have to attach the tag to something constant
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User id.
Quote:
Originally Posted by Mistwraith
essentially creating a database for each alliance that no other alliance could see
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It would possibly be a new table, but nothing as heavy as a new database.
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15 Jan 2009, 20:40
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#21
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Bad Girl
Join Date: Sep 2000
Location: right here..right now
Posts: 1,055
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Re: In game arbi
Ok user id could be tagged yes, i didnt think of that .
I dont see how a table would work.
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R1 - noob
R2,3,4, - ICD | R5 -ICD HC |R6 - HR Command | R7 - HR Command/NoS
R8,9,9.5,- HR HC /NoS Exec | R10 - HR HC | R10.5 - HR HC (FYTFO with LCH)
R11 -> NOW HR HC
(a round history not condusive to suceeding in exams, having a life or much sleep )
I'm not misunderstood ... I'm EVIL
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15 Jan 2009, 20:55
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#22
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Leader of the Membrivians
Join Date: Jan 2007
Location: The Netherlands
Posts: 412
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Re: In game arbi
I guess if a planet is tagged it is transfered into a table on another page. On that page you can then perform grouping etc, or maybe some autogrouping into a table on another page... something like that I imagine it to be.
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R1-5: Unaffiliated / R19: Zik Union
R20-27 & 30-31 Orbit DC/BC/HC (Intelking!)
R29: Rock Member/Intel Officer
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R37: Evolution
R48: ODDR
R49: CT
[KB] [Mercenaries] [p0ny]
The intelligent man finds almost everything ridiculous, the sensible man hardly anything. (J.W. Goethe)
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