NationStates Jolt Archive


Stormfront region plans hostile takeover

10-09-2003, 04:03
Just to let you know...my region 'Beeker Island' is being threatened by the 'Stormfront' region for a hostile take over...orchestrated by their regional delegate...you can read all about it on their message board...if they havn't posted it out of existence...what are you going to do about it...I want warnings...severe ones.. :x
10-09-2003, 04:04
Hah! Tha nazis invade ya ass! :P
Neutered Sputniks
10-09-2003, 04:05
Um, Beeker, that's part of the game. It's called "invading" and is allowed - directly authorized by "the Man" (Max) himself.
Reploid Productions
10-09-2003, 04:24
If they grief, though (kick/ban a large number of nations, password the region without telling all the natives the password, spam, flood, etc), then it's something for the mods to act upon.

~Evil Empress Rep Prod the Game Mod
10-09-2003, 04:30
If they grief, though (kick/ban a large number of nations, password the region without telling all the natives the password, spam, flood, etc), then it's something for the mods to act upon.

~Evil Empress Rep Prod the Game Mod

Well they are obviously going to do that arn't they...they hate my guts lol :lol:

I love those little nazi types...then I crush them under my boot... 8)
10-09-2003, 04:31
:? :lol:
Tactical Grace
10-09-2003, 08:05
I will take a look this afternoon, maybe send reinforcements. You know, there are proper channels for this in the game itself.
10-09-2003, 11:20
You could password protect the region, Beeker- can't you?
10-09-2003, 11:56
You could password protect the region, Beeker- can't you?

I can yeah...but I have no un members in my region or very few...It just means that I can't recruit for a while :?
The Most Glorious Hack
10-09-2003, 11:58
Uh... just remove Delegate access to Regional Control...
10-09-2003, 11:58
You could password protect the region, Beeker- can't you?

I can yeah...but I have no un members in my region or very few...It just means that I can't recruit for a while :?

what do UN embers have to do with anything?
Tactical Grace
10-09-2003, 12:29
OK, seeing as you are the Founder, you should simply deny UN Delegates access to Regional Controls. Then even if someone becomes a Delegate, they cannot eject nations from the region, or alter its UN Factbook Entry.

Passwording the region then becomes superfluous, indeed it is a bad idea because nations cannot move freely to and from it. Dealing with password requests every time someone wants to enter or leave and return is too tedious. Stormfront will still be able to enter your region and post on your message board, but that is a minor nuisance which you can probably overlook, and you can always eject and ban any that you catch in time.

If for whatever reason you wish to have elections and grant the elected UN Delegate access to regional controls, you can be invaded, but if anyone attempts to do this (ie actually moves in and starts getting endorsements from his/her friends), you can still eject and ban them. Military assistance from allies is only necessary in such cases where the Founder is either non-existent or away, which is not the case here.
Cogitation
10-09-2003, 15:13
OK, seeing as you are the Founder, you should... <snip> ...non-existent or away, which is not the case here.

At the moment, I'm speeding through topics, so I can't be sure. However...

...I believe that Tactical Grace is correct on all points.

--The Modified Democratic States of Cogitation
Neutered Sputniks
10-09-2003, 16:42
Maybe you should slow down then Cog :P

Actually, Tactical Grace is correct. As founder, you can eject anyone you want from your region Beeker. The only real "limitation" is that we ask you not eject Mods should they visit your region for any reason, but that's not really a rule, just a courtesy requested.
HC Eredivisie
10-09-2003, 17:38
The only real "limitation" is that we ask you not eject Mods should they visit your region for any reason, but that's not really a rule, just a courtesy requested.

but you may ban mod puppets (although you often don't know when it is a mod puppet)?
Tactical Grace
10-09-2003, 18:04
but you may ban mod puppets (although you often don't know when it is a mod puppet)?

If you are the Founder and something unwelcome turns up and it doesn't have a Mod-type custom title, you can eject them. But don't flame them on the way out or anything, that sort of thing is unnecessary and could ensure they try again.
10-09-2003, 18:05
but you may ban mod puppets (although you often don't know when it is a mod puppet)?

If you are the Founder and something unwelcome turns up and it doesn't have a Mod-type custom title, you can eject them. But don't flame them on the way out or anything, that sort of thing is unnecessary and could ensure they try again.

I eject mods too :P


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The Most Glorious Hack
10-09-2003, 18:39
If you are the Founder and something unwelcome turns up and it doesn't have a Mod-type custom title, you can eject them. But don't flame them on the way out or anything, that sort of thing is unnecessary and could ensure they try again.

Well, rather than looking to the title, you can just look for the neat-o-keen image that's slapped onto our nation page, much like the UN ones:

http://www.nationstates.net/images/forummod.gif
http://www.nationstates.net/images/gamemod.gif
Neutered Sputniks
10-09-2003, 19:22
Usually, when a Mod puppet is moved in, either the regional board has a post by said puppet mentioning who's puppet it is, or a message from the Mod to the founder/delegate stating the name of their puppet.


If you're unsure, send a TG to a Mod, even if it's not the Mod's puppet, he/she will ask around and let you know one way or the other.