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  • GeoModder
    replied
    Let's call this DG a Corporate Economic Odyssee and be done with it.

    O yes, and of course the Spartans have the Junta Military Award in the pocket.

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  • Maniac
    replied
    Just for the record, personally I think refugees because of a faction's elimination should be completely forbidden. If you want to survive, then build some colony pods and settle elsewhere (just like PEACE last game), instead of taking the easy route and letting your faction be destroyed!

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  • binTravkin
    replied
    Sounds good, but some other options could be added as well..

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  • Mead
    replied
    How does this sound?

    Refugees can join any Faction that the dying faction was pacted with for at least 3 turns (to prevent any Pact flipflops; kinda like SE flipflops).

    Kinda like the refugees were vacationing in their pactmates territory at the end of their own faction.

    Mead

    PS
    Also there is a far lessor danger of members taking info to the pactmates that the pactmates did not already know.

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  • arginine
    replied
    My character was 'abducted' by aliens. He thus recieved rectal probing...

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  • GeoModder
    replied

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  • arginine
    replied
    That's what I get for telling them "... and you can shove it up your a**"

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  • FlameFlash
    replied
    Ugh... yet another type of probe was discovered?

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  • arginine
    replied
    I have NOT ruled out rejoining the Corporation. I am deciding which faction I want to join. Morgan Industries is one the factions under consideration.

    I am also sensitive to wisecracks about my experiences at the hands of the 'Progenitors'.
    Last edited by arginine; March 3, 2005, 15:42.

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  • GeoModder
    replied
    Can you tell us why you have left the Corporation in the first place? I assume you're not too keen on rejoining them again.

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  • binTravkin
    replied
    A single person is a lot easier to move around than a group of people and could be lost easily on planet. Heck, the person could have been abducted by aliens and then dropped off somewhere else.
    Yeah, whatever!

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  • arginine
    replied
    Since the Morganites aren't dying yet (I don't know how the war's turning out, aside from the leveling of the PTS).

    I would have the easiest case of joining the Federation, saying I was captured in the raid on the PTS.

    On the other hand, since I've been missing for over 10 years, it could be said that I hid on a trade vessel and can thus reappear in a faction that the Corporation has contact with.

    A single person is a lot easier to move around than a group of people and could be lost easily on planet. Heck, the person could have been abducted by aliens and then dropped off somewhere else.

    Leave a comment:


  • Drogue
    replied
    Re: Re: Refugee Questions

    Originally posted by Maniac
    Something I suggested before the start of the ACDG: how about, for a certain faction's refugees to be able to flee to another faction, they have to move a colony pod in or next to a base of the faction they want to move to? That way wars would get another dimension, and for example the losing faction would try to build ships and CPs at all cost to try to flee away before it's too late, while the conquering faction could try to block the enermy coast to prevent anyone escaping to another faction.
    Love the RP, though they may want to go to different factions. Plus what happens to the CP, as they can't change factions while still having a unit, and if they build a base in someone elses territory and they take it over, that faction are the conquerors anyway. So in effect, the rule would exist already.

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  • Maniac
    replied
    Re: Refugee Questions

    Originally posted by Mead
    Please understand that this might be a little premature, but

    Could the rules be clarified as to the status of refugees?

    I was unable to see how they are dealt with.

    Mead
    Why don't you sign a peace treaty with us? Then this wouldn't an issue.

    Originally posted by Drogue
    There's isn't a set ruling yet. My personal preferance is that refugees will be allowed to join the conquering faction, as they have been taken over by them, or after a set period (5 turns?) they may join any other faction, as if they have escaped. This is to allow that the conquering faction has access to the faction they conquered, so should get the benefits from their knowledge on other factions if they can, however other factions should not get this knowledge. It's to go with realism without unbalancing the game.

    However I will poll later tonight for people's opinions on it.
    Something I suggested before the start of the ACDG: how about, for a certain faction's refugees to be able to flee to another faction, they have to move a colony pod in or next to a base of the faction they want to move to? That way wars would get another dimension, and for example the losing faction would try to build ships and CPs at all cost to try to flee away before it's too late, while the conquering faction could try to block the enermy coast to prevent anyone escaping to another faction.

    Leave a comment:


  • Drogue
    replied
    There's isn't a set ruling yet. My personal preferance is that refugees will be allowed to join the conquering faction, as they have been taken over by them, or after a set period (5 turns?) they may join any other faction, as if they have escaped. This is to allow that the conquering faction has access to the faction they conquered, so should get the benefits from their knowledge on other factions if they can, however other factions should not get this knowledge. It's to go with realism without unbalancing the game.

    However I will poll later tonight for people's opinions on it.

    Leave a comment:

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