Changing RID's command structure?
Moderator:Lexx Yovel
- Lexx Yovel
- RID Leader/Mayor
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- Joined:Fri May 14, 2004 10:26 am
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I've been doing some thinking...
RID is divided into 4 divisions, each led by a Commander and Captain. They are the Combat, Dark Side, Combat Support, and Commercial Division. Combat has the commandos and bounty hunters, Dark Side has the Jedi, Combat Support has the spies, smugglers, officers, medics, and entertainers, and Commercial has the Traders.
Kurke... you may have some suggestions since you've always helped us with divisions during the early days of RID. I just got thinking that maybe we should scrap the entire system altogether and have something radically different. Basing divisions off of proffesions just doesn't work. Not only do people respec constantly, but the goals of each division is unknown.
One of my suggestions is to have have maybe just 4 Commanders... a Commander of Combat (who deals in ground combat), Commander of Space (deals with space combat), Commander of Crafting (deals with crafting), and a Commander who deals with things such as intel or forming alliances with other guilds. We wouldn't have any real division. All of RID would just be RID members, not in any division. However the Commanders could accept a handful of members in their division to help work with them. Combat would have anyone who excels in ground combat... not based off of any particular proffesion. Space would have the best pilots, and Crafting would have the best crafters. The other one would have members willing to help spy or hold meetings and what not.
Erougn also recommended something from the way his previous guild was structured, which I found interesting. He said his old guild was based off of a series of "inner circles." The outer circle consisting of recruits, and the the farther in you go the higher rank you are.
If anyone has any suggestions, feel free to post them.
RID is divided into 4 divisions, each led by a Commander and Captain. They are the Combat, Dark Side, Combat Support, and Commercial Division. Combat has the commandos and bounty hunters, Dark Side has the Jedi, Combat Support has the spies, smugglers, officers, medics, and entertainers, and Commercial has the Traders.
Kurke... you may have some suggestions since you've always helped us with divisions during the early days of RID. I just got thinking that maybe we should scrap the entire system altogether and have something radically different. Basing divisions off of proffesions just doesn't work. Not only do people respec constantly, but the goals of each division is unknown.
One of my suggestions is to have have maybe just 4 Commanders... a Commander of Combat (who deals in ground combat), Commander of Space (deals with space combat), Commander of Crafting (deals with crafting), and a Commander who deals with things such as intel or forming alliances with other guilds. We wouldn't have any real division. All of RID would just be RID members, not in any division. However the Commanders could accept a handful of members in their division to help work with them. Combat would have anyone who excels in ground combat... not based off of any particular proffesion. Space would have the best pilots, and Crafting would have the best crafters. The other one would have members willing to help spy or hold meetings and what not.
Erougn also recommended something from the way his previous guild was structured, which I found interesting. He said his old guild was based off of a series of "inner circles." The outer circle consisting of recruits, and the the farther in you go the higher rank you are.
If anyone has any suggestions, feel free to post them.
Hi Lexx, as I mentioned to you once before in game, I think it really depends on what you want these "Commanders" or "Leaders" to actually do for the guild.
If it's just for Recruiting and Leadership/Information, as I mentioned before why not just pick a handful of Members that have been in the guild a long time and you know are in it for the long haul. This also goes with Erougn's idea of a "Inner Circle", but can also be called a Council or Officer. A Title is just that, it's what you want that person to do for the guild that actually matters.
My .02.
If it's just for Recruiting and Leadership/Information, as I mentioned before why not just pick a handful of Members that have been in the guild a long time and you know are in it for the long haul. This also goes with Erougn's idea of a "Inner Circle", but can also be called a Council or Officer. A Title is just that, it's what you want that person to do for the guild that actually matters.
My .02.
- Kurke_Aumea
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The inner circles idea is nice, but I think you have to find a way to make it different from anything that anybody else does. Maybe make different tiers and each tier has a different series of ranks one can obtain. I think the most important thing is that you define the member ranks/tiers and dictate which priviledges a member would get by reaching the next rank/tier.
For instance, you could have four tiers comprised of three ranks apiece. For each rank you have to accomplish a certain task or series of tasks in the game. If you are a combatant, you have to complete a series of missions in the game or something. If you are a crafter, you have to craft certain items in your profession or something. Or advancement could simply be based off of time spent in the guild. Each tier would grant more priviledges to the member (like recruitment, or structure placement, our guild-wide messages).
I still think you need commanders or generals in charge of the generalities of the game. One in charge of RID's combat, one of RID's space, and one of RID's crafting. Having a diplomat position or even a smal division for public relations would be cool.
I will elaborate more once I return from visiting my gf on Sunday.
For instance, you could have four tiers comprised of three ranks apiece. For each rank you have to accomplish a certain task or series of tasks in the game. If you are a combatant, you have to complete a series of missions in the game or something. If you are a crafter, you have to craft certain items in your profession or something. Or advancement could simply be based off of time spent in the guild. Each tier would grant more priviledges to the member (like recruitment, or structure placement, our guild-wide messages).
I still think you need commanders or generals in charge of the generalities of the game. One in charge of RID's combat, one of RID's space, and one of RID's crafting. Having a diplomat position or even a smal division for public relations would be cool.
I will elaborate more once I return from visiting my gf on Sunday.
- Lexx Yovel
- RID Leader/Mayor
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- Lexx Yovel
- RID Leader/Mayor
- Posts:5390
- Joined:Fri May 14, 2004 10:26 am
- Location:Fort Oasis, Tatooine
A new command structure seems very interesting.
I agree that the old structure doesn't have alot of power behind it basically because people respec alot and the guild usually isn't alerted to their change in department. It ends up that no one really knows who's in what department.
I think we really need to find a structure with alot of power behind it and then force those individuals that are given power to exercise it in order to keep the power behind the position. I think what we have now is something like you would find in a parliamentary monarchy. You have officials who traditionally have power, however because their power isn't really exercised they become sort of figure heads. I know that analogy doesn't entirely fit but bear with me.
Anyway, I think we should be very careful on the command structure that is set up and once it's up we need to make sure it's enforced well.
I agree that the old structure doesn't have alot of power behind it basically because people respec alot and the guild usually isn't alerted to their change in department. It ends up that no one really knows who's in what department.
I think we really need to find a structure with alot of power behind it and then force those individuals that are given power to exercise it in order to keep the power behind the position. I think what we have now is something like you would find in a parliamentary monarchy. You have officials who traditionally have power, however because their power isn't really exercised they become sort of figure heads. I know that analogy doesn't entirely fit but bear with me.
Anyway, I think we should be very careful on the command structure that is set up and once it's up we need to make sure it's enforced well.
I think ranks would be an excellent idea as long as we didn't get carried away. Right now you are either lexx, an officer, or a rank and file member. I say we add maybe 5 noncommissioned ranks. Then maybe 2 or 3 officer ranks below actual commander. The decision needs to be made about promotion though. You can either do a rigid promotion system, with specific requirements for each rank or you can do something loose. The loose would be a little more bias, but it would allow you to reward based on merit and committment. It would also make sure you get people with leadership qualities in the officer positions. If you have strict requirements you may end up promoting people who don't really deserve a promotion, or just aren't leaders. You could even mix it up by having loose requirements in the noncommissioned ranks and then you(lexx) could personally promote the officers.
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- Kurke_Aumea
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Which brings up the question of why have the devs ignored the portion of the game most people like the most, that is the community. Instead of the NGE, how about just a guild interface? That would have been just as nice.
swtor: Aeroxis
Apium Auvair- Master Medic
Kalice- Master Architect
Aurelie Auvair- Jedi Master
Victoire Auvair- Master Armorsmith
Apium Auvair- Master Medic
Kalice- Master Architect
Aurelie Auvair- Jedi Master
Victoire Auvair- Master Armorsmith