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full proof anti spy modification

atsanjose

Landscape Designer
Super Moderator
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Dec 15, 2007
Messages
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Netherlands, Brabant
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 :)
 

Polo

Garden Designer
Super Moderator
Joined
Dec 14, 2007
Messages
1,005
What about other pages like world view/rankings?

How about, instead, by default a player can't see the IDs/names of a player until the ally leader gives them that 'permission'? So the leader wouldn't need to let other people see who is in the ally until they start needing defence.
 

atsanjose

Landscape Designer
Super Moderator
Joined
Dec 15, 2007
Messages
1,659
Location
Netherlands, Brabant
What about other pages like world view/rankings?
World view is still the same, as you don't know what id you're looking for anyway.
the rankings and the search function is a bit more difficult i see now, score and name/id are always linked to each other and even if we lock that for the member in question, a "friend" of the spy can always do it for him...
i will definitely have to ponder about that one.
maby removing score on rankings just like with alliances? but that still leaves the search function open, for the search function to always show you the 40 nearest members of the searched value? but then theres still tooltips witch will give you exact percentage of the id.
ill have to sleep a night over this.
good work!


How about, instead, by default a player can't see the IDs/names of a player until the ally leader gives them that 'permission'? So the leader wouldn't need to let other people see who is in the ally until they start needing defence.
permission to see them could be implied. good idea!
 

Dark_Angel

Landscape Designer
Super Moderator
Community Operator
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Jan 11, 2008
Messages
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Location
UK
All allies public might be more sexy :p

This wouldn't work IMO.

It'd be fairer, on the face of things - by subjecting all alliances to the possibility of being waved/bashed. But there are alliances that have far more experience and skill than others and who would use the mass availability of ID lists far more effectively than an alliance further down the "food chain".

I can see what you're saying. But putting everyone on the same playing field' as alliances who have their IDs leaked, would leave a lot more alliances in a worse place than the initial 2/3 who would have had their IDs leaked in an all private-alliance round.
 

Steve_God

Official Helper
Joined
Dec 15, 2007
Messages
1,085
Location
Cheshire, England
What about other pages like world view/rankings?

How about, instead, by default a player can't see the IDs/names of a player until the ally leader gives them that 'permission'? So the leader wouldn't need to let other people see who is in the ally until they start needing defence.
Good suggestion! Would love it implemented, although not sure how the politics threads would work?
 

atsanjose

Landscape Designer
Super Moderator
Joined
Dec 15, 2007
Messages
1,659
Location
Netherlands, Brabant
What about other pages like world view/rankings?

How about, instead, by default a player can't see the IDs/names of a player until the ally leader gives them that 'permission'? So the leader wouldn't need to let other people see who is in the ally until they start needing defence.
Good suggestion! Would love it implemented, although not sure how the politics threads would work?

with alliance-nr and possibly nicknames
 

Changer

Head Gardener
Joined
Dec 14, 2007
Messages
475
Location
London
Surely, if someone wanted to, they could just attack each ID in the world until they hit one that said you cannot attack this ID because you are allied to them. And work out IDs that way?

Or defend an ID an obsessively large amount of times and look on global stats?

There are ways around it.
 

Podunk

Head Gardener
Joined
Dec 14, 2007
Messages
340
Location
Oregon, US
Ways around it yes, but who in gods name would spend that much time spamming people with def mobs and such :p.
 

Steve_God

Official Helper
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Dec 15, 2007
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Cheshire, England
Surely, if someone wanted to, they could just attack each ID in the world until they hit one that said you cannot attack this ID because you are allied to them. And work out IDs that way?

Or defend an ID an obsessively large amount of times and look on global stats?

There are ways around it.
Only once you've got 10+ acres - before that it would work :)
 

timtadams

Landscape Designer
Joined
Sep 9, 2008
Messages
2,260
Location
Australia
Surely, if someone wanted to, they could just attack each ID in the world until they hit one that said you cannot attack this ID because you are allied to them. And work out IDs that way?

Or defend an ID an obsessively large amount of times and look on global stats?

There are ways around it.

I think that people who can see allied players mobs would get a bit suspicious if someone was sending a gazillion mobs and recalling every single one. Same with defending excessively with no reason.
 

BlackWolf

Landscape Designer
Joined
Dec 14, 2007
Messages
1,217
Location
Lappeenranta, Finland (Wolf territory)
Just do same with scores as is done with current ally scores/acres. Every players score/acres is rounded (in alliance). So basicly no matter what they do theres always some 30+ IDs matching every ID. Working out exact ID lists would be very hard and thus making spying so hard it wouldnt be real option anymore.

Suggested before btw.
 

willymchilybily

Landscape Designer
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Dec 14, 2007
Messages
1,418
Location
uk
i think its a good idea in principle but i have 2 concerns:

1) if you know the scores/land of people in your allie, (even if rounded up/down) roughly, you can make out like was said, around 30 potential id's that are the person in your allie.

you send a mob to each one of those id's you get a list one by one.
still do able. but yes does facilitate it being abit harder and more effort to spie, so the topic "fool proof" is my first concern. :p


2) if players are coming and going and swopping within an alliance, it will be a bit harder to keep track on friends list /player notes of who's who, and you will need a seperate system for ids

like insted of just 1, or 2 ro 3 etc

A1, A2, A3 to differentiate easily the id, for new people

just my opinions, but otherwise it wuld be a very nice idea i think
 
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