What happens if you ally with someone already at war?
You can't. Another big disappointment.
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What happens if you ally with someone already at war?
You can't.What happens if you ally with someone already at war?
Here's the problem: Players want to be able to join wars in progress. They *absolutely* do not want anyone joining a war in progress against them and tend to go ballistic when this happens. This is perfectly fair, as a strategy game is all about taking informed decisions and if you have no idea who's going to jump into your war, you can't take an informed decision about who to declare war on. It's just not a good idea.
Well, negative warscore wouldn't contribute to the other war and your enemy might add their own wargoals against you to punish you for daring to interfere with their war.That could potentially work... but I'd also want to make one of the terms be that I won't accept peace unless the empire I'm supporting ends up no worse off than they started. Naturally this wouldn't be able to be carried out if I were to lose the war as well.
I am actually not sure if it was mentioned till now (to lazy to read all pages to be honest =S)
But how about giving the player the option to choose if he wants this option or not.
You could put in a radio button at the game creation screen (or map selection) if it should be possible to join Wars in progress in this universe or not, so both sides would be happy.
(In the end i am not sure how complicated it will be to implement this)
To be honest I'm not that positive about game mechanics being options... that makes a game very difficult to balance properly.
More "Make it an optional feature" arguments. If it's implemented, it'll be a core game feature and making it optional means that developers have to keep updating and balancing the game with a growing number of gameplay "versions".
If it is implemented, it'll greatly favour the player, because game AI is terrible at making such decisions as "I don't want to ally faction X but I do want to keep them alive against faction Y for vague strategic reasons" so it will either not really use it, or use it haphazardly.
It will also undermine the paradigm of hard core alliances.
That all said, if made available, it should not fragment the gameplay!
Edit: Besides, you can accomplish the same by guaranteeing nations in advance and using concurrent wars you can declare at any time.
Here are the two weaknesses I see with Join an Ongoing War.
For single player: The AI has a significantly reduced capability to judge enemy strength.
For multiplayer: Alliances are now a fool's game. There is no reason to join an Alliance with another human player. Simply promise to join their war. And then you have no mechanical obligation to do so. Also, incredibly hard to players to judge enemy strength.
If you're ethically or strategically aligned to them, why aren't you actually allied to them?Coming to the defensive aid of a empire which whom you are not allied with but are ethically (or strategically) aligned would seem to be an obvious thing to do, so it's really disappointing that this isn't allowed.
A separate war declaration doesn't really accomplish the same purpose, as the entire goal of this type of war is to defend the other race (unless a war goal can be the cessation of another war). The need for this mechanic is made still greater due to the fact that you can't establish embassies/ally with an empire that is at war, or even give them ships, so there's very little way to support their cause and prevent them from being wiped out.
This mechanic is also conveniently very anti-blobbing, as well as giving pacifist empires a better chance to fight off militaristic neighbors. I strongly support it being added.
This option doesn't change a thing in multiplayer. You already can declare war on both warring parties and achieve wanted outcome via diplomacy. No mechanical stuff is needed.
I've never seen this be a major issue with regards to people complaining about gameplay. I've personally not experienced it as an issue(It has happened to me but I've always just taken it). Surely the counter to this is to just give the player as much information as possible on that process and make it difficult to join wars so it can't be done frivolously? Say the player wanting to join the war actually needs a very good reason to(Say to reclaim lost territory, and the person/AI can reject this offer forcing you to go to war solo).
Like it's not a make it or break it issue for me but it's a mechanic that's been included in almost every other Pdx GSG, in one form or another.
It's not equivalent but it's close enough. You first point is invalid because either way you will be at war with said opponent and risk losses. As for the second, If you're late for the party, you are late for the party, it's your fault for acting too late.On the contrary, it changes a lot.
Declaring a war on the attacker is far from equivalent to joining the defender's side.
- I might be willing to join your war and help you as an ally but not to take the risk to declare alone (and face heavy losses myself).
- I might want to be sure you don't get to -100% warscore while I try to reach your ennemy's fleet.
Would a wargoal of 'support x in war effort' work? It would block most other wargoals and cause most of your warscore to contribute to x in their war with your target. When the war you're fighting over ends, then your war also ends.
It's not equivalent but it's close enough. You first point is invalid because either way you will be at war with said opponent and risk losses. As for the second, If you're late for the party you, are late for the party, it's your fault for acting too late.