by Xanthal » Sun Dec 09, 2012 12:56 pm
by Xanthal » Sun Dec 09, 2012 3:12 pm
by Mousebumples » Sun Dec 09, 2012 6:55 pm
Properly calibrated, natives can have a defining impact on the fate of their region without crippling raiders or sidelining defenders. I believe it is time to move beyond the tired refrains of the existing debate and create a future for R/D wherein natives are not merely an often-reluctant backdrop, but a vital part of the contest. There will be difficulties in finding the correct balance, but this goes beyond a quick fix- it is an evolution of the game that will radically expand participation and curtail the deepening feelings of apathy and resentment that poison native perspectives on R/D. I believe we can do this, and though it will not be the simplest proposal on the table at this summit, I believe it can be not only possible, but practical.
by Xanthal » Sun Dec 09, 2012 9:53 pm
[Summit #1] What's your ideal agenda?
Natives are a motley bunch, useful to consider as a group mainly- as others have noted- for the shared characteristic that they are not raiders or defenders. Some cite this as a reason to marginalize them in a discussion of R/D. I see it as a colossal missed opportunity, one that I hope to be helpful in bringing to fruition. The current state of R/D has left natives outsiders, and as a result, often victims. Existing tools to secure a region are blunt instruments, and once an invader has seized power, natives are impotent, their only recourse appeals to the WASC and Defender organizations. It's little wonder that the only solution to their R/D woes many natives can see is opting out of it entirely. This hurts everyone; shrinking the pool for raiders and defenders and further isolating natives from what is arguably the beating heart of the gameplay sphere.
The Influence system gives us a platform on which to build tools that allow natives to actively participate in their own defense. I want a future for R/D wherein natives are not merely an often-reluctant backdrop, but a vital part of the contest. This goes beyond a quick fix- it is an evolution of the game that will radically expand participation and curtail the deepening feelings of apathy and resentment that poison native perspectives on R/D. Though it will not be the simplest proposal on the table at this summit, I believe with the right approach it can be not only possible, but practical. To this end I see vast potential in variations on technical suggestions such as Galiantus' and COE's, which distribute power among a region's residents, replacing the current winner-take-all system of Executive Delegacy in Founderless regions. Astarial's Native Resistance proposal is also of great interest to me, not least in that it favors regions that make a concerted effort to save themselves. Mousebumples' Regional Custodian idea also bears serious consideration for special cases, though I'm wary that, improperly applied, it could become an easy "R/D opt-out."
In all these cases, the key for me is to seek out a sweet spot that makes it easier for natives to participate in their own defense, but not so powerful that defenders and the WASC become unnecessary, and doesn't deprive raiders of targets. While I stop short of the assertion that regions should never be allowed to function in isolation, to me every region that sequesters itself behind a Founder or a password is a failure of the effort to engage all players in the full range of what NationStates has to offer. The goal is to make people want to participate, not make it more appealing for them to withdraw.
by Xanthal » Sun Dec 09, 2012 11:09 pm
by Crushing Our Enemies » Mon Dec 10, 2012 8:08 am
by Xanthal » Mon Dec 10, 2012 12:39 pm
[Summit #2] R/D Nirvana
In a sentence, I want to see a 3.5-pole R/D game, with natives playing a role separate from defenders in the maintenance of their sovereignty against raiders, and the WA Security Council serving as a populist spoiler the (0.5). I think we're already mostly there. Raiders and defenders have self-segregated into largely distinct camps, and the SC already intervenes where enough popular outrage can be mustered among the wider player base. The missing component is natives. Natives will continue to be the most common target of raids, but rather than simply being victims, they play an active role in their preservation while a raid is ongoing. Region destruction should be functionally possible only when fewer than 1.5 poles mobilize to a significant, reasonable standard against it. That is, without the efforts of both natives and counter-invaders (normally defenders, but raiders can function as "defenders," too, in some cases), or either plus the SC, it should be feasible for an invasion force to do as they please with a region within the boundaries of the gameplay mechanics. The cost of taking a region out of contention (setting passwords, refounding, et cetera) should be very high for both natives and invaders, allowing as many regions as possible to stay in the pool of R/D targets.
Natives must come to terms with the potential necessity of coming to their own aid if they wish to insure their region's independence, but that said, the standard of action for raiders and defenders should be higher than for natives; this for the simple reason that raiders and defenders choose to make R/D a primary pursuit, while natives generally have their own business in the game that are not R/D related (regional politics, role-playing, answering issues, et cetera), and cannot be reasonably expected to know the technical intricacies of R/D in advance, nor learn them in time to save their region once an invasion takes root. I'm envisioning push buttons and telegrams here, not scripts and detailed IRC chats with defenders.
by Astarial » Mon Dec 10, 2012 1:09 pm
Xanthal wrote:[Summit #1] What's your ideal agenda?
Natives are a motley bunch, useful to consider as a group mainly- as others have noted- for the shared characteristic that they are not raiders or defenders. Some cite this as a reason to marginalize them in a discussion of R/D. I see it as a colossal missed opportunity, one that I hope to be helpful in bringing to fruition. The current state of R/D has left natives outsiders, and as a result, often victims. Existing tools to secure a region are blunt instruments, and once an invader has seized power, natives are impotent, their only recourse appeals to the WASC and Defender organizations. It's little wonder that the only solution to their R/D woes many natives can see is opting out of it entirely. This hurts everyone; shrinking the pool for raiders and defenders and further isolating natives from what is arguably the beating heart of the gameplay sphere.
The Influence system gives us a platform on which to build tools that allow natives to actively participate in their own defense. I want a future for R/D wherein natives are not merely an often-reluctant backdrop, but a vital part of the contest. This goes beyond a quick fix- it is an evolution of the game that will radically expand participation and curtail the deepening feelings of apathy and resentment that poison native perspectives on R/D. Though it will not be the simplest proposal on the table at this summit, I believe with the right approach it can be not only possible, but practical. To this end I see vast potential in variations on technical suggestions such as Galiantus' and COE's, which distribute power among a region's residents, replacing the current winner-take-all system of Executive Delegacy in Founderless regions. Astarial's Native Resistance proposal is also of great interest to me, not least in that it favors regions that make a concerted effort to save themselves. Mousebumples' Regional Custodian idea also bears serious consideration for special cases, though I'm wary that, improperly applied, it could become an easy "R/D opt-out."
In all these cases, the key for me is to seek out a sweet spot that makes it easier for natives to participate in their own defense, but not so powerful that defenders and the WASC become unnecessary, and doesn't deprive raiders of targets. While I stop short of the assertion that regions should never be allowed to function in isolation, to me every region that sequesters itself behind a Founder or a password is a failure of the effort to engage all players in the full range of what NationStates has to offer. The goal is to make people want to participate, not make it more appealing for them to withdraw.
It's little wonder that the only solution to their R/D woes many natives can see is opting out of it entirely.
To this end I see vast potential in variations on technical suggestions such as Galiantus' and COE's, which distribute power among a region's residents, replacing the current winner-take-all system of Executive Delegacy in Founderless regions. Astarial's Native Resistance proposal is also of great interest to me, not least in that it favors regions that make a concerted effort to save themselves. Mousebumples' Regional Custodian idea also bears serious consideration for special cases, though I'm wary that, improperly applied, it could become an easy "R/D opt-out."
by Jamie Anumia » Mon Dec 10, 2012 1:22 pm
by Galiantus » Mon Dec 10, 2012 2:58 pm
...
In all these cases, the key for me is to seek out a sweet spot that makes it easier for natives to participate in their own defense, but not so powerful that defenders and the WASC become unnecessary, and doesn't deprive raiders of targets. While I stop short of the assertion that regions should never be allowed to function in isolation, to me every region that sequesters itself behind a Founder or a password is a failure of the effort to engage all players in the full range of what NationStates has to offer. The goal is to make people want to participate, not make it more appealing for them to withdraw.
Benjamin Franklin wrote:"Democracy is two wolves and a lamb deciding what to have for lunch."
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Xanthal » Mon Dec 10, 2012 4:37 pm
Mousebumples wrote:What ideas do you have to help empower the natives and make them more involved in R/D and in self-protection? I think your "Ideal Agenda" post would be better suited to focus in on that, a bit more, and how/what you'd like to see in that regard.
Jamie Anumia wrote:I think it's an important thing that should be noted and not overlooked in favour of looking just at ways for natives to 'fight back', rather simply giving them a chance to 'fight off' an invasion in the first place, while still maintaining a fair balance and not damaging the R/D game while still giving a way for natives to be able to prevent invasions.
Galiantus wrote:... would you support any limitation of founder powers, or restrictions making it harder to password a region?
Galiantus wrote:I would argue that the initial entry into a region by invaders of any kind is neccesary to the survival of the R/D game; the focus of the fight should shift from being a fight between raiders and defenders, to a fight primarily between raiders and natives, defenders and the WASC acting mostly just to assist natives. Making it easier for more people to get involved is certianly the key to giving military gameplay more appeal.
by Todd McCloud » Mon Dec 10, 2012 4:57 pm
by Xanthal » Mon Dec 10, 2012 5:10 pm
[Summit #1] What's your ideal agenda?
Natives are a motley bunch, useful to consider as a group mainly- as others have noted- for the shared characteristic that they are not raiders or defenders. I see this as a colossal missed opportunity, one that I hope to be helpful in bringing to fruition. The current state of R/D has left natives outsiders, and as a result, often victims. Existing tools to secure a region are blunt instruments, and once an invader has seized power, natives are impotent, their only recourse appeals to the WASC and defender organizations. It's little wonder that the only solution to their R/D woes many natives can see is opting out of it entirely. This hurts everyone; shrinking the pool for raiders and defenders and further isolating natives from what is arguably the beating heart of the gameplay sphere.
The Influence system gives us a platform on which to build tools that allow natives to actively participate in preserving their regions. I want a future for R/D wherein natives are not merely an often-reluctant backdrop, but a vital part of the contest. This goes beyond a quick fix- it is an evolution of the game that will radically expand participation and curtail the deepening feelings of apathy and resentment that poison native perspectives on R/D. I believe with the right approach it can be not only possible, but practical.
To this end I see vast potential in suggestions which distribute power among a region's residents, replacing the current winner-take-all system of Executive Delegacy in Founderless regions. Tweaking how influence is accumulated and the cost of using high-impact regional controls is also of great interest to me, either independently or as a function of some player action. I am predisposed toward ideas which favor regions that make an effort to save themselves, though I don't think natives should be held to the same standard of R/D engagement as raiders and defenders, who choose to make it a central part of their NS experience. My focus is enabling resistance to an invasion in-progress, but I'm open to modifying native tools to prevent invasions from taking root in the first place: trimming them or- if it can be done without discouraging native engagement with R/D- adding to them.
In all these cases, the key for me is to seek out a sweet spot that makes it easier for natives to participate in their own security- but not so powerful that defenders and the WASC become unnecessary- and doesn't deprive raiders of targets. While I stop short of the assertion that regions should never be allowed to function in isolation, to me every region that sequesters itself behind a Founder or a password is a failure of the effort to engage all players in the full range of what NationStates has to offer. The goal is to make people want to participate, not make it more appealing for them to withdraw.
by Crushing Our Enemies » Mon Dec 10, 2012 5:35 pm
by Mousebumples » Mon Dec 10, 2012 5:45 pm
by Xanthal » Mon Dec 10, 2012 7:12 pm
Mousebumples wrote:I like the idea of giving the WAD (preferably a native; though it would obviously be used by both sides of the R/D game as well) more tools to prevent the invasion of their region. (i.e. limiting how quickly individuals can enter a given region - i.e. limit of 1 per minute or something costs X influence and lasts a set period of time; allowing the WAD to select an "update" window - i.e. a 30 minute portion of the update - during which their region would update, to allow them to be perhaps be online more often and fit the update with their schedule; etc.)
by Todd McCloud » Mon Dec 10, 2012 9:10 pm
Xanthal wrote:I'm going out on a limb with a few of the things in this one, and I'm relying on you all to help me make sure I've considered all the aspects. Though it's largely a semantic concern, I am cautious of the danger of conflating the role of natives and defenders in preserving a region, so seizing on notes sounded by COE and Unibot, out of an abundance of clarity I'm going to make a concerted effort to not refer to native actions as "defending" in this Summit. As always, all constructive input is appreciated!
by Xanthal » Mon Dec 10, 2012 9:36 pm
[Summit #2] R/D Nirvana
In a sentence, I want to see a 3.5-pole R/D game, with natives playing a role separate from defenders in the maintenance of their sovereignty against raiders, and the WA Security Council serving as a populist spoiler the (0.5). I think we're already mostly there. Raiders and defenders have self-segregated into largely distinct camps, and the SC already intervenes where enough popular outrage can be mustered among the wider player base. The missing component is natives. Natives will continue to be the most common target of raids, but rather than simply being victims, they play an active role in their preservation while a raid is ongoing. Region destruction should be functionally possible only when fewer than 1.5 poles mobilize to a significant, reasonable standard against it. That is, without the efforts of both natives and counter-invaders (normally defenders, but raiders can function as "defenders," too, in some cases), or either plus the SC, it should be feasible for an invasion force to do as they please with a region within the boundaries of the gameplay mechanics. The cost of taking a region out of contention (setting passwords, refounding, et cetera) should be very high for both natives and invaders, allowing as many regions as possible to stay in the pool of R/D targets.
Natives must come to terms with the potential necessity of coming to their own aid if they wish to insure their region's independence, but that said, the standard of action for raiders and defenders should be higher than for natives; this for the simple reason that raiders and defenders choose to make R/D a primary pursuit, while natives generally have their own priorities in the game that are not R/D related (regional politics, role-playing, answering issues, et cetera), and cannot be reasonably expected to know the technical intricacies of R/D in advance, nor learn them in time to save their region once an invasion takes root. I'm envisioning push buttons and telegrams here, not scripts and detailed IRC chats with defenders. That's not to say, however, that a group of natives going the extra mile shouldn't be rewarded. This should all be packaged in a system restricted entirely by gameplay mechanics, requiring little to no moderator intervention.
by Xanthal » Mon Dec 10, 2012 9:36 pm
You're right to note that these things can have an impact on intra-regional (native vs native) power struggles, too. Because this is a summit on R/D my focus has to stay on that, but I encourage you to voice any concerns you have on behalf of feeders regarding side effects; it would certainly be nice to at the very least not break things outside R/D in the quest to improve it, and positive side effects would be all the better. As for the specifics of how natives fight back, we're not to that point yet in the Summit, but if you have any thoughts it's not too early to start looking ahead so long as we don't lose track of the responses that need to be turned out here and now.Todd McCloud wrote:I guess I'm thinking with a more feeder mindset here, but things where the old regime can react from a coup. ... There's gotta be a way for them to come back and fight.... And I guess, on a smaller scale, that would apply to UCRs who are waiting it out in a longer raid. Something for natives to do to make an independent fight back, I guess, would be ideal.
by Xanthal » Mon Dec 10, 2012 10:14 pm
by Mousebumples » Tue Dec 11, 2012 9:38 am
Xanthal wrote:What I would greatly appreciate from all of you is to suggest tweaks or additions to the Influence system that could be used to better favor a broad definition of natives that I can propose, bearing in mind the need for buy-in from raiders and defenders, and the fact that it should be entirely gameplay mechanics-based (i.e. require no moderator refereeing).
Testlandia accrues influence at X pace.
- If Testlandia hasn't logged in for over a week, his influence drops and only accumulates at 0.5X pace.
- If Testlandia hasn't logged in for over 2 weeks, his influence no longer accumulates, but does not decrease at all.
- If Testlandia hasn't logged in for over 3 weeks, his influence now decays slightly, perhaps losing 1% per day. (100 --> 99 --> 98.01 --> 97.03 --> 96.06 --> 95.1, etc.)
- If Testlandia hasn't logged in for over 4 weeks, he would CTE, provided he isn't in Vacation Mode.
by Xanthal » Tue Dec 11, 2012 3:31 pm
[Summit #2] R/D Nirvana
In a sentence, I want to see a 3.5-pole R/D game, with natives playing a role separate from defenders in the maintenance of their sovereignty against raiders, and the WA Security Council serving as a populist spoiler the (0.5). I think we're already mostly there. Raiders and defenders have self-segregated into largely distinct camps, and the SC already intervenes where enough popular outrage can be mustered among the wider player base. The missing component is natives. Natives will continue to be the easiest and likely most common target of raids, but rather than simply being victims, they play an active role in their preservation while a raid is ongoing.
Launching raids is easy against as broad a range of targets as possible, but control of a region can be contested at any stage with the proper coalition. Serious, permanent damage to a region should be feasible only when fewer than 1.5 poles mobilize to a significant, reasonable standard against it- that is, both natives and counter-invaders (normally defenders, but raiders can function as "defenders" too, in some cases), or either plus the SC. Nearly all invasions end when the invaders decide to move on or when they are pushed out. Only the most inactive or universally maligned of regions face a serious threat of final destruction or permanent occupation. The cost of taking a region out of contention (setting passwords, refounding, et cetera) is very high for both natives and invaders, allowing as many regions as possible to stay in the pool of R/D targets.
Natives must come to terms with the potential necessity of coming to their own aid if they wish to insure their region's independence, but that said, the standard of action for raiders and defenders should be higher than for natives; this for the simple reason that raiders and defenders choose to make R/D a primary pursuit, while natives generally have their own priorities in the game that are not R/D related (regional politics, role-playing, answering issues, et cetera), and cannot be reasonably expected to know the technical intricacies of R/D in advance, nor learn them in time to save their region once an invasion takes root. I'm envisioning push buttons and telegrams here, not scripts and detailed IRC chats with defenders. That's not to say, however, that a group of natives going the extra mile shouldn't be rewarded.
This all packaged, of course, in a system dictated entirely by gameplay mechanics, requiring little to no moderator intervention.
by Astarial » Tue Dec 11, 2012 6:32 pm
by Xanthal » Tue Dec 11, 2012 8:59 pm
by Xanthal » Thu Dec 13, 2012 12:00 am
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