Everything: VGAP, RL, or otherwise
Hello!
In Link Stefan wrote about a Karma system.
let us fill Stefans Karma idea with some details.
Here my first proposal. Base is a maximum of 255 (unsigned char/Byte) Karma-Points. This may be changed ....
Karma should be based on player. Not on one player in a game or one race in a game.
Every player starts with some Karma Points. (For example 50 or max_Karma/5)
You can get Karma Points for actions on Host.
- For every turn a player uploaded at least one valid marked *.trn, the player get 1 Point.
- May be Admin can give you Points for supporting the Host or...
You can loose Points for (no-)actions on Host.
If you do not upload a (final) *.trn and you has enougth Karma Points to loos then the Host will be delayed. How many you loose is depending from number of players missing *.trn.
For example: (May also be depending from number active players in game)
- Player missed lost Karma
- 1 ---------> 20
- 2 ---------> 13
- 3 ---------> 9
- 4 ---------> 8
- 5 ---------> 8
- 6 ---------> 7
- 7 ---------> 7
- 8 ---------> 6
- 9 ---------> 3
- 10---------> 1
- 11---------> 0
If a player do not has the Karma points, then he/she can not delay the Host. Points are reduced to 0.
The do not Host flag while uploading will be splitted into 2 options. So there are 3 options to upload a *.trn.
- Early Host allowed.
- No Early Host. Do not use Karma for delay.
- Do not Host. Use Karma for delay.
Player loose a small amount (5 or 10 or?) of points for leaving a game.
Player loose 30 Karma for automatic "Kick out of game".
So what do you think about this?
Bye Alexander
Hello Alexander,
Always talking "IF THIS KARMA SYSTEM COMES TO WORK".
It must be defined how many hours/days the host is delayed. The other players can't wait forever.
Example: the guy gets married and travels for a 2 week honeymoon, when he sends the turn 2 weeks later perhaps another player (who has sent his turn on time) lost his interest and stops sending trn.
I think the hosting delay must have been asked by a player who has enough karma.
The original idea was to have some currency you can spend for extraordinary events, somehow like PBPs. So if you have enough points to delay a game for 20 days, then be it, but afterwards you'll be broke
However, with the current size of the host, doing admin tasks manually still is the more time-efficient for me than implementing fancy new rules. I believe it has worked well most of the time.
Another currency that is already there is reliability. Reliability actually works according to useful rules; in particular, it does not grow indefinitely. We just need to work on making it a currency that is perceived as valuable...
--Stefan
Hello Alexander,
Always talking "IF THIS KARMA SYSTEM COMES TO WORK".
It must be defined how many hours/days the host is delayed. The other players can't wait forever.
Example: the guy gets married and travels for a 2 week honeymoon, when he sends the turn 2 weeks later perhaps another player (who has sent his turn on time) lost his interest and stops sending trn.
I think the hosting delay must have been asked by a player who has enough karma.
I would expect by a player expecting to has very soon not much time.
I would expect by a player expecting to has very soon not much time.
One thing is if the player asks for the delay, spending his karma points by desition; another thing is if he just stops sending turns.
The solution may be a default 24 hs delay and the the hosting takes place, for a longer delay the player must asks for it (buying it).
AlexanderW in Re: Karma:I would expect by a player expecting to has very soon not much time.
One thing is if the player asks for the delay, spending his karma points by desition; another thing is if he just stops sending turns.
The solution may be a default 24 hs delay and the the hosting takes place, for a longer delay the player must asks for it (buying it).
Playing games is usually something with low pri. Real life is just much more important. I expected, that I will has problems to invest time in playing, but I was surpriced how extreeem it was. So ask and... is to much.
Another option to use karma is when a game is getting complex and you need more time for coordination with ally(s). Here you also does not really know how much time you need. I can remember a game I had 2 allys. Problem was I was a replaycement player (Orion) with one ally (Colonial) at the beginning. Another player (Cylon) was fighting brave against 2 another and was in bad position. I wanted to support him, but what kind of condition? Finally my first ally and I had to agree a full ally. In the time I wanted to send my 2. support fleet to my 2. ally my first ally was attacked and I moved this Orion fleet to him. It was a endless map and sometimes my nothern fleet supporting Cylon was close to my southern fleet supporting Colonial. Colonial moved to west. Till this I had still a NAP with one of the 2 enemys of my 2. ally... But sometimes it was time to end this. One more battlefeed in east. My ships where everywhere on the map. I even needed some colonial ship for my eco as to many of my own ships was in combat areas. Belive me, this was so difficult to coordinate... It would be real nice to know in such situation that you can use karma to delay the host without asking.
Hello Alexander, ... It must be defined how many hours/days the host is delayed. The other players can't wait forever. ...
I think: A delayed host should be delayed till next regular host time. Here comes the question, should the host be delayed one more time or not?
I think not. At least not without asking. But this may be just one bit in game setting.