|
|
|
|
|
August 27th, 2008, 11:03 AM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Nap Turns
There are some spells, that upon casting should void a nap, at least oneway.
I would place:
Burden of Time
Arcane Nexus
Strands
Wish for Armageddon
Forge of the Ancients
In this category. Are there others?
|
August 27th, 2008, 11:06 AM
|
Second Lieutenant
|
|
Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
|
|
Re: Nap Turns
While BoT, Utter Dark, Astral Corruption and like should automatically void NAP, I do not see other spells end NAP unless specified clearly in NAP agreement. BoT and alike all directly damage other players (friendly or not). So it is considered offensive spell casted to your land. I do not see Arcane Nexus and especially FoA automatically end NAP. But you can always say that when you sign NAPs.
|
August 27th, 2008, 11:55 AM
|
|
First Lieutenant
|
|
Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
|
|
Re: Nap Turns
I agree with Konmeg. By no stretch can Forge or Arcane Nexus be considered a violation. Might as well forbid all forging, summoning and recruiting.
I would think any spell that causes damage or hinders some aspect is a violation of a NAP, even if it is a global.
|
August 27th, 2008, 12:12 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Nap Turns
If I was a water nation, I would consider Sea of Ice a violation, at least if I hadn't been consulted.
How about the random attack ones? Not that they're cast very often in MP, but Wild Hunt, the random lightning strikes one and isn't the Ghost admiral a global?
Dispelling a global would be a violation? How about stealing one? Casting a different global that overwrites yours due to a lack of slots shouldn't be, but overcasting the same one?
|
August 27th, 2008, 01:00 PM
|
Second Lieutenant
|
|
Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
|
|
Re: Nap Turns
Random attacks certainly voids NAPs. Globals that attacks in your domain only should void NAP if you have domain over friendly countries. Dispelling a global would not be a violation, and it is anonymous anyway. Overwriting one is kind of hard to say, but I would say it does not violate NAP unless the original caster consulted and got approval from you before he first casted the global.
|
August 27th, 2008, 01:07 PM
|
Second Lieutenant
|
|
Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
|
|
Re: Nap Turns
I think as a general rule of the thumb, any globals which can realistically hinder or attack friendly nations should void NAPs. OTOH, spells that only benefit caster without hindering friends (all gem generating globals, FoA, Gift of Nature's Bounties, even Carrion Woods and like) should not void NAP unless specified in NAP agreement.
|
August 27th, 2008, 01:09 PM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Nap Turns
Dispelling or overwriting a global is definitely an attack on the resources of another nation and thus grounds for voiding a NAP.
|
August 27th, 2008, 02:04 PM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: Nap Turns
My own personal view is that overwriting or dispelling a global should not be seen as breaking an NAP, but instead should be viewed as a tool for forcing your opponent to break the NAP for you. Think diplomacy and real world politics. Of course I fall more into the playing for fun camp than the playing to win camp. (Not that I dislike winning mind you. )
The whole contention over the interpretation of NAPs is the biggest reason my multiplayer games are reserved for close friends instead of the public boards. Not knocking anybody, just giving my $0.02.
|
August 27th, 2008, 03:31 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Nap Turns
lol I think the discussion over naps and all is what is fun about MP.. nice to play with new pplz and see what happens.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
August 27th, 2008, 03:32 PM
|
Sergeant
|
|
Join Date: Jun 2006
Location: Edinburgh, Bonnie Scotland
Posts: 226
Thanks: 0
Thanked 6 Times in 4 Posts
|
|
Re: Nap Turns
I agree. Never seen the point of the whole NAP wrangling.
If you're powerful enough to worry me then I won't cast anything likely to annoy you in the first place, obviously. If I do cast something which annoys you then it's a fair bet I believe myself powerful enough to take you down regardless. If I'm casting globals likely to annoy every other player in the game then I'd start worrying if I were you
|
The Following User Says Thank You to Archonsod For This Useful Post:
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|