We all know what ANet wanted to achieve with WvW and why 3 factions were chosen. In their plans, the two weaker forces were to ally against the mightier one, achieving a balance of power. We also know it failed. And we started posting countless of “fixes” to this system, blaming nightcapping, and overpowering numbers, and what not.
But let’s get back to the core idea. It works on paper. It also works in real life. I am currently in a pretty interesting match, where the sides are French, Spanish, and English. Does this ring a bell? This is a situation straight from history books, where France, Spain and England were the major powers in Europe, and often at odds with each other. And pardon my limited knowledge obtained from the Tudors show (lol) but England was allying with either France or Spain, against the third power. It worked there. Why doesn’t it work here? The reason is obvious.
We have no in game diplomacy system!
I can imagine a simple voting system, on the WvW info panel, where you select which server you want to ally with. The votes would be accumulated over time, to sample a significant number of people from your server, not just the current map population. Of course you could vote only for one server at a time, and only once so no double and triple votes, that is guaranteed by the electronic nature of the system.
The system would then calculate the number of votes and decide if an Alliance can be formed. An Alliance can only be formed, if both servers voted for each other, with a significant majority of votes.
Once an Alliance is formed, the Allied Server Players are no longer red in color, but yellow (for example). You can STILL attack them and their lands. If you do, your vote is withdrawn, and you may not vote again for this server for a certain period of time, for example 24h. In addition the betrayed allied players may choose to withdraw their support for this Alliance, and it will be cancelled.
The Alliance status is re-checked by the system every hour (for example), by recalculating the current votes, which may have changed.
The system gives simple and intuitive in-game tools to forge alliances based on democracy. It gives clear visual hints that distinguish ally from enemy. And it allows for real-life advanced tactics such as betrayal and truce. You could for example fake an alliance, and then suddenly zerg your ally, before they realize what’s going on.
This is the bare-bones diplomacy system. It could be extended and made more intricate if need be.
Now you may ask, what is so special about it, why even bother? I mean all it really does is change the color to yellow? I believe it will work as a psychological motivator. You know how when someone is robbing another person on the street, people just stand by and watch? The victim cries “help me”, but people just look at each other and do nothing. It was however determined, that if the victim points at one specific person, and asks him directly, “help me, you in the red t-shirt”, the chosen person is far more likely to act, because he was selected, and the ambiguity is removed (“I’ll wait till others make a move” = no one moves at all). The same should apply to the diplomacy system, once an alliance is formed, people will be more likely to honor it and attack the common enemy, even without getting any boosts or perks for it.
(edited by zerospin.8604)