Dealing with the 'Alliance Exploit'
Posted: May 20 2006
For the next game update, I want to deal with what can be called the 'Alliance Exploit'... This is when a player has an alliance (or transit treaty) with another region, and then uses this to move in a major attack force to sit on the region's main cities and bases, and then declares war.
While not everyone may think of this as an exploit, ie "choose your friends carefully!" and "keep an eye out for troop movements onto your capital!", I really don't think this type of action should be acceptable gameplay, at least not without some adjustments to how it plays out. Right now, the only penalty is the WM and regional opinion and integrity hits you take for breaking an alliance or treaty; the action itself is usually devastating to the region on the receiving end.
There really is no precedent in modern times for this sort of attack. True 'surprise' attacks (Pearl Harbour, Germany on Poland or Russia, the Yom Kippur conflict) did not involve situations where the attacker launched from 'within' the territory of the defender.
As well, one can assume that in true alliance/transit situations, the visiting force will be escorted & supplied by the host nation. This is true in real life, where visiting units will usually recieve senior officers from the local forces as liasons and monitors. Logistics will also be handled by the local authorities, which is also simulated well inside SR2010 (since a unit in an ally's territory receives supplies based on the ally's resupply levels).
My opinion of all these facts is that we shouldn't just let a visiting force start shooting at the former ally as soon as the order comes down. We've come up with three possibilities in this case:
1) Units inside allied territory would immediately surrender to the host nation when the surprise war was declared.
2) Units inside allied territory would take a serious efficiency hit, and have no ammo, but would not surrender.
3) Units would only take a serious efficency hit.
The problem with #3, efficiency hit only, is that the 'visiting' units would still end up capturing territory as soon as the war was declared. This would not only greatly disrupt the defender's region, it would also enable effects such as scortched earth, causing even more disruption. The low effieciency units would themselves be in danger of suffering significant losses once the defender's units arrived, but by then the damage is done.
#2 resolves the problem of land capture, since units without ammo cannot capture land. However, this one might be a bit confusing to players - where did the ammo go?
#1 resolves the problem entirely, in fact makes it an additional penalty to launch such an ethically disdainful attack on an ally. It could also be explained in terms of realism by pointing out that not only where the units being monitored and supplied by the host country, but they were also working closely with the host thinking they were friends, and as such would be less likely to follow such 'attack your friend' orders. It may, however, seem as too extreme to some players.
Thoughts?
-- George.
While not everyone may think of this as an exploit, ie "choose your friends carefully!" and "keep an eye out for troop movements onto your capital!", I really don't think this type of action should be acceptable gameplay, at least not without some adjustments to how it plays out. Right now, the only penalty is the WM and regional opinion and integrity hits you take for breaking an alliance or treaty; the action itself is usually devastating to the region on the receiving end.
There really is no precedent in modern times for this sort of attack. True 'surprise' attacks (Pearl Harbour, Germany on Poland or Russia, the Yom Kippur conflict) did not involve situations where the attacker launched from 'within' the territory of the defender.
As well, one can assume that in true alliance/transit situations, the visiting force will be escorted & supplied by the host nation. This is true in real life, where visiting units will usually recieve senior officers from the local forces as liasons and monitors. Logistics will also be handled by the local authorities, which is also simulated well inside SR2010 (since a unit in an ally's territory receives supplies based on the ally's resupply levels).
My opinion of all these facts is that we shouldn't just let a visiting force start shooting at the former ally as soon as the order comes down. We've come up with three possibilities in this case:
1) Units inside allied territory would immediately surrender to the host nation when the surprise war was declared.
2) Units inside allied territory would take a serious efficiency hit, and have no ammo, but would not surrender.
3) Units would only take a serious efficency hit.
The problem with #3, efficiency hit only, is that the 'visiting' units would still end up capturing territory as soon as the war was declared. This would not only greatly disrupt the defender's region, it would also enable effects such as scortched earth, causing even more disruption. The low effieciency units would themselves be in danger of suffering significant losses once the defender's units arrived, but by then the damage is done.
#2 resolves the problem of land capture, since units without ammo cannot capture land. However, this one might be a bit confusing to players - where did the ammo go?
#1 resolves the problem entirely, in fact makes it an additional penalty to launch such an ethically disdainful attack on an ally. It could also be explained in terms of realism by pointing out that not only where the units being monitored and supplied by the host country, but they were also working closely with the host thinking they were friends, and as such would be less likely to follow such 'attack your friend' orders. It may, however, seem as too extreme to some players.
Thoughts?
-- George.