<!-Quote-!>Quote:met, do to war levels, its not necessary to have an organization that forces compromise, in an unwanted situation<!-/Quote-!>
It should be noted in my posts I've stressed the point of self-imposed limitations; voluntary participation. The only way to truly force compromise is by coercion which is not something I generally endorse.
Compromise though is never
necessary; it's simply the smart thing to do in most cases. The better leaders, better players, won't often feel it necessary to compromise because they pick and choose their battles while having a level of preparedness others fear. Whether it's because of their knowledge of the mechanics, resources at their disposal or being adept at the game of politics they'll find there's more room for them to negotiate with a much more desirable outcome than fighting a war. Those who find these things lacking would have no room for error and so need to be even more cautious than others hence creating a greater need for compromise to coincide with a great number of situations requiring one.
War levels while restricting of ones actions are not something which removes compromise from the table. Members of federations, your own or allied ones, may be on different war levels. War in that case would result in some being more exposed than others. Then considering that some may not presently wish to participate in PvP they may change their mind in the future. Waiting to solve disputes until that point just makes your negotiating position weaker. Time does heal, people do forget or move on but it's a risk one is taking. By tackling a problem when it arise the risk of deep seeded emotion being attached to the issue is mitigated. You're not permitting people to dwell on the issue; their feeling wronged or feeling their interests are being threatened or undermined.
Even putting war levels aside, leaving those issues unresolved sends a message to others who might be within your war level. It does have the effect of impacting the view others have of you. Public relations are very important as if you're seen in too negative a light others will align against you in force - just ask Hezekiah about that for only one example.
<!-Quote-!>Quote:any player not wanting to be involved in the game, can remain at WL2. those that goes over that...
past that a group that creates some sanity, from an other wise never ending series of wars. well, the NLUO is the opposite of that. But that's not what I'm getting at. (after all, the most aggressive player in SC history remains unchecked by her own organization.)<!-/Quote-!>
That exception undermines your point. Some people, some groups, according to your own view are not sane. Where do you think this sanity comes from and how is it encouraged? It goes right back to what I was stating; people don't want to fight wars over every little disagreement. After a while it gets to be routine as peace is; boring. I've seen it in other games where alliances may be at war for months, some even years and it isn't uncommon for members to surrender or for a peace to be reached because after all of that time people are just tired of fighting. Even still, peace is more often achieved because war is so destructive and rebuilding takes so long. The more destructive war is then the less incentive there is to fight one. It encourages war as a last resort and players to use other means to achieve the dominance they so desire.
<!-Quote-!>Quote:when you have a social structure that creates peace, compromise, and communication, pasts its own members, either by military strength, or political influence. well, in the real world that's what we want.
In a game. Its like playing Risk, and having to ask your parents if you can attack your brother. It just doesn't encourage anything to happen, in fact it is the opposite...
Stretch that out over time, and you'll realize, the social collective of enforced peace, is counter productive to the game, as a whole.<!-/Quote-!>
A social structure where it's clear that certain things are valid casus belli is actually beneficial because it permits people to avoid issues even before they occur or otherwise to have a check in place so if those things do happen it will be properly responded to in a timely manner so as to allay other's concern. The problem comes from how one uses the casus belli. If it's used to grind an opponent into the dust then demand they submit to draconian peace terms. Those who either desire or are indifferent to war however are just likely to disregard the social norms as if they never existed.
<!-Quote-!>Quote:given enough time of this. those that support the social structure in an effort to maintain their top dog positions, will eventually chase off their own soldiers, and have zero strength themselves to maintain the status quo<!-/Quote-!>
I've actually seen this exact thing happen in another game where there were originally two factions with a third, neutral faction sprouting up later. The first two fought with one of them gaining dominance. In part due to the different personalities within their bloc they went about seeking enemies. The imposition of draconian peace terms created fear in almost everyone which led to a lack of reasons for war and the fabrication of them. Over time the differences within their bloc grew, along with the emotions attached to said differences which caused a virtual civil war within the bloc and one side being a clear victor. With allies being eliminated from the core group and others while still fearful, becoming more alienated their position was significantly reduced to a point where they themselves lost a war. This conflict actually saw a lot of players return who previously quite in protest at how draconian peace terms were, along with a disapproval of the way politics were conducted. Others took their place of dominance and while not issuing terms on the same level to other alliances, still sought external rivalries over some largely frivolous issues. Gradually, with a lot of PR nightmares they too lost their position and were defeated in war. It's cyclical; healthy. It keeps the politics moving which has the effect of keeping people from becoming so demoralized they simply quit.
<!-Quote-!>Quote:the next thing that will happen, is the (very few,) players left with skill will be vertual gods. And unstoppable.
Then we end up with war levels to protect the former social leader...<!-/Quote-!>
Several years ago there was a browser based space game. It had thousands of players and who knows how many alliances. Two of them signed a non-aggression pact and by the end of the round (several months) they controlled well over half the military strength. Anyone who wasn't in them was farmed. Then there's the example I gave above. It's quite possible that a group becomes so powerful they're virtual gods despite there being a high player count. That other game I mentioned had over 30,000 players when that one group became so dominant. The social structure, what was acceptable, was built around the decisions of those in power. Once they were taken down a lot of it was questioned, with some of it being reversed.
<!-Quote-!>Quote:and that is what happened. I don't want to see it again, that's why I oppose the NLUO in principle.<!-/Quote-!>
If the NLUO is to remain with the structure of a federation, or bloc of them, I can understand this principled opposition. Heck, depending on its actions over a prolonged period of time I might even join an opposition in spirit if not substance. If though it were remodeled to be a UN type organization with no actual authority and any adherence to it being voluntary then opposing it would be akin to opposing negotiations between two federation leaders who have no interest in fighting a war; unreasonable.
<!-Quote-!>Quote:I guess the point I'm making, is things that are valued in the Real World, are of less value in a game. and possibly counter productive, if taken to an extreme. and that extreme becomes a bigger and bigger reality, the stronger a world government gets.<!-/Quote-!>
Extremes usually are counter productive but then having an organization to help mediate disputes at the request of concerned parties isn't extreme at all. It's asking a third party to do the same thing you'd like to do yourself. It's merely a continuation of the desire you already have. That concept, itself isn't harmful in the least. The big divide here is that the NLUO is set up yeah, as a world government which does differ from the talk of those in it. The talk suggests something of a mediator role.
If people desire to be cavalier with their nations, their corporations, their actions then that's entirely up to them but to have expectations that they will either attain dominance or retain it is just unrealistic. They'd find themselves being surpassed by other groups who plan and plot far more effectively than they do. This is what sets the terribads part from the elite. The elite will devote time to a game in an attempt to achieve excellence in more ways than one. That excellence could be through the best guides in existence, the best diplomatic team or a network of spies to undermine their opponents. Most people do prefer to play games casually but when there's a game of politics and a persistent world you'll still find that elite group which when started will seem as if nothing but when matured could easily dominant the rest because of the efficient managing.
<!-Quote-!>Quote:Metgredko is cutting through the spin, and is quite correct in all his posts in this thread. I think he should join the NLUO to help with its public image.<!-/Quote-!>
I have no interest in joining a group to help their public image.