RID has 40 members, and 39 citizens in Fort Oasis. Fort Oasis is a level 3 city. We have a med center, cloner, bank, garage, terminals, and some trainers.
Now, our Cantina. Our Cantina apparently dissapeared due to maintenance troubles. With the money I have, and with the help of RID, contributions can be made for new furniture, a new deed, and a search for a Master Dancer, Entertainer, and/or Chef. I request everyone to help out on this.
Next come organization of our city. Now, it always feels like an ache to have city with scattered houses. We have no real remedy, and its an absolute pain, but we got to reorganize now, before it gets any harder. As it stands, we organize first. We cant jump ahead. I wont lie to RID... it may be impossible for us to obtain a shuttle port due to the city cap, but then again, we still might be able to obtain one. I wont make any promises, and the last thing we want to do is rush it.
I will tell you right now. I am absolutely happy with the population of Fort Oasis now. I wouldnt mind if it stays a level 3 city. A 250 meter, 1 minute drive from Espa is my last concern. My only concern about Fort Oasis is organization. Imagine how much more appealing our city would be with the houses in nice rows. Once we get that down, we can concentrate on other city issues.
Now, there are some people who think we are moving our city. Others think we are getting new cities. Now, I will tell you right now, Fort Oasis will be here forever. Its never leaving. As for getting *more* cities, this may become a possibilty. But can we rush it? We hardly have enough maintenance, and people to keep one city alive, the last thing we want is to have the stress of two cities. Dont get me wrong, once we get Fort Oasis in tip top shape, we will consider the opening and founding of new cities, so that we expand to be the guild we wanted to be.
Next is recruitment. We stand by the system it is now. Members must be Imperials with *at least* one full branch in a starter proffesion, and at least a decent ammount of knowledge of game mechanics. I dont want anyone asking what a Dantooine is... or beggers who scream for 5k in guild chat. Has anyone heard of missions? Also, everyone we recruit must have a good additude. I dont want any obnoxious Skaarj's. Those who dont know who Skaarj was, he was a real annoying member.
Now, the divisions. We are revamping... again, the division system. Now, I looked at Kurke's system and while it seemed pretty good, there are technical troubles. more than 10 people would need to give up their earned ranks, and the squad system would be difficult to use. So I have this. (Look Below)
Leader- Lexx
General- Zetagala
Royal Guard- (This I am thinking about removing... I really might let the guild chose. Those who are already guards may not be willing to give up this title.)
Long Range Division- Commander Ty'e
Sub Divisions: Spec Ops, and Infantry.
Close Range Division- Commander N/A
Sub Divisions: Black Sword, Berserker
Intellegence Division- Commander Telemchus
Sub Divisions: ISB
Combat Support Division- Commander Totzo
Sub Divisions: Creature Support, Medical
Recreational Services Division- Commander Kurke
Sub Divisions: Crafting, Entertainment
We got 5 solid divisions. I feel this system would work better, but keep reading. There are more details. I just figured we dont have enough people as of now for squads. Now, here is the example for Long Range Division I have.
Long Range Division: Commander
First Officer
Second Officer
Spec Ops Sub Division: Captain
1.) Member
2.) Member
3.) Member
4.) Member
Infantry Sub Division: Captain
1.) Member
2.) Member
3.) Member
4.) Member
If you look above, the Commanders are in charge of Officers and Captains. The Officers are lead by the Commander and can give orders to the Captains. Each Sub Division has one Captain, and he over looks his members. If things in this system dont work, as in getting too complicated, then we issue squads. So if so many members are in a certain Division, or should I say Sub Division, that Sub Division will have Squads lead by "Operatives," or somthing. This way, it would work like this.
Long Range Division: Commander
First Officer
Second Officer
Spec Ops Sub Division: Captain
Operative 1
1.) Member
2.) Member
3.) Member
4.) Member
5.) Member
6.) Member
Operative 2
7.) Member
8.) Member
9.) Member
10.) Member
11.) Member
If you look above, Spec Ops has a lot of members. More than one Captain can control. Once this happens, we have an Operative who is lead by the Captain. Captains and Operatives would have no guild powers as in recruitment and such. What Captains would do is record a list of the members, and send them mails about training sessions, or commands in battles. Operatives do the same thing, but make the job of a Captain easier.
What does everyone think?
Next problem is people are complaining about not being able to recruit completely, or grant zoning rights while I am gone. I cant really make anyone a militia member, because they dont have a city layout plan to follow, and there is always the risk of a militia member forgetting to revoke zoning rights, or granting them to a bad person. Once we have a solid city plan, and absoulute reason for militia members, we will consider that.
Now, I may do somthing like this. Officers have sponsoring rights, but not absolute recruitment rights. Only Commanders would have absolute recruiting rights. But the thing is you must stick by the Recruitment Laws, whatever you do.
1.) Imperial
2.) At least one full branch in a starter proffesion.
3.) Understanding of game mechanics.
4.) Good additude.
Also, once you do that, you must send out the Application Form to them, which has now gone from 4 questions, to about 30, and you must tell them to fill out at least the required sections.
Also, upon recruiting, a small house is normally supplied. But instead, just ask them to join our forums, and also, send them the Propoganda Message to entice people to join RID, while supplying simple info.
Next, respect. Kurke wrote up a message about it. I read it, and thought, well at least we may not be alone. Believe it or not, other guilds are in the same troubles we are in, and others avoided it. The problem we have are these constantly annoying "Civil Wars" as we call them. Most of which include bickerings, disrespecting your leading officer or lower member for that matter. Things are quite simple, you respect everyone, whether you like that person are not. If you have a problem with him, the last thing you should do is stirr up trouble in guild chat or mail. Do that, you just got a nifty looking ticket out of RID my friend.
There are two easy steps.
1.) Dont stirr trouble.
2.) Inform me or any other leading officer if you have a problem.
Dont do anything you will regret people.
Also, people are confused about who they are permitted to listen to. It's sort of like a formula. I am going to try and right one down.
1.) My commands override any other in command
![Razz :P](./images/smilies/icon_razz.gif)
So if I say turn left, and your Commander says turn right, you turn left.
2.) I override the Generals orders, but the Generals orders override anyone elses orders.
3.) Commanders override First Officers, and Second Officers orders, in that certain division. A Commander in one certain division, cant command a First Officer in a lower Division. Only First Officers or Second Officers can be commanded by *their* Commander, or the General, and I.
4.) First Officers override the orders of a Second Officer in that certain division. Its similar to the above.
5.) If I or the General is not available, you are only to follow the orders of your division Commanders or Officers. If your Commander or Officers are not available, and the General or I are not on, then you are to follow the orders of the highest Commander or Officer of the highest Division. If your in the highest division with no one above you, then you follow the orders of the Commander or Officer in the next Division. If no Commander, First Officer, Second Officer, Captain, Operative, General, or Leader is there to lead... then um... you can do whatever you want I geuss.
6.) If my new division revamp changes go through, the First Officer overrides the Second Officer's orders, and the Second Officer's orders override the Captains orders, while the Captain overrides any Operative in that certain division. A Captain can only lead the Operative of his Sub Division. Operatives can only command standard members of his squad.
7.) If a certain squad doesnt have an operative to look up to, then they can follow the orders of the Captain, or in some cases work with another squad.
Okay, this isn't a simple formula. And I didnt even sort out every detail. But in the long run it really is self explanatory... let me make a chart.
Leader of RID- Overrides all other orders
General of RID- Overrides all other orders excluding the Leaders.
-----------------------------------------
Commander of Long Range Division- Overrides all the orders of the below, in this certain division.
First Officer- Overrides all of the below, in this certain division.
Second Officer- Overrides all of the below, in this certain division.
Captain of Spec Ops- Overrides all the Operatives orders of this Sub Division
Operative 1- Can lead only his squad
Operative 2- Can lead only his squad
Captain of Infantry- Overrides all the Operatives orders of this Sub Division
Operative 1- Can lead only his squad
Operative 2- Can lead only his squad
-----------------------------------------
Commander of Close Range Division First Officer (The exact same system works here)
Second Officer
Captain of Black Sword
Operative 1
Operative 2
Captain of Berserker
Operative 1
Operative 2
----------------------------------------
My hands are tired, I will probobly think of more things to add later. Thanks for reading
![Smile :)](./images/smilies/icon_smile.gif)
[/i]