spies,
we all hate them, but some say we will just have to deal with them.
WRONG.
everyone deserves a fair chance at doing proper at the start of the game.
I came up with a rather brilliant idea (i must say) which makes spying useless.
suggestion:
note 1:
spies go in an alliance copy the alliance list and leave, easy as that.
the only solution for this is: when you're in an alliance you don't see the id's of your fellow members.
how this works.
Leader creates alliance and immediately becomes number 1 of that alliance
an guy applies for the alliance and the leader lets him in which automaticly makes him number. 2 and so on.
when someone leaves the number also leaves and is filled with the very next person who joins the alliance.
so what do we have: an alliance full of numbers (1 to 20 when its full)
normal members can only see the numbers (and maby the nickname of the person playing the account)
leader will obviously see it as normal (id-nrs, id-names, alliance-nrs, account-names)
defence can still be done, but instead of entering the actual id of the person you want to defend you sent at the number (for instance sending to id 1234 you send now to nr 17).
id's 1 to 20 can still be used as the actual id. the alliance nr. are something completely different.
because the spy cant see the actual id's there's nothing to spy.
players outside your alliance can still see your id-nr and id-name
you, can still see your own id-name and id-nr
this modification can be for the total length of the round or it can be deactivated when the first person in the game finishes the spy development.
get it?
hmmmpfff
we all hate them, but some say we will just have to deal with them.
WRONG.
everyone deserves a fair chance at doing proper at the start of the game.
I came up with a rather brilliant idea (i must say) which makes spying useless.
suggestion:
note 1:
spies go in an alliance copy the alliance list and leave, easy as that.
the only solution for this is: when you're in an alliance you don't see the id's of your fellow members.
how this works.
Leader creates alliance and immediately becomes number 1 of that alliance
an guy applies for the alliance and the leader lets him in which automaticly makes him number. 2 and so on.
when someone leaves the number also leaves and is filled with the very next person who joins the alliance.
so what do we have: an alliance full of numbers (1 to 20 when its full)
normal members can only see the numbers (and maby the nickname of the person playing the account)
leader will obviously see it as normal (id-nrs, id-names, alliance-nrs, account-names)
defence can still be done, but instead of entering the actual id of the person you want to defend you sent at the number (for instance sending to id 1234 you send now to nr 17).
id's 1 to 20 can still be used as the actual id. the alliance nr. are something completely different.
because the spy cant see the actual id's there's nothing to spy.
players outside your alliance can still see your id-nr and id-name
you, can still see your own id-name and id-nr
this modification can be for the total length of the round or it can be deactivated when the first person in the game finishes the spy development.
get it?
hmmmpfff