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Cmdr Jeffery Eu

Organization

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Alright, since Nova have decided to move to other pastures and "apparently" no one seems to be interested in organising the indies, I'll start the ball rolling.

I would like some input on how we indies would like to play this either in MP and/or RP?

My suggestion is to loosely organise all mercs under a Merc Association following a broad general code of conduct to be governed by a Merc Council (membership, structure of the Association and Council and appointment and permanancy of the members of the council depends on you guys) and to be policed by said combined Merc assets. This is so that we can establish a long standing presence and won't be shot out of the game in singletons.

a) No wastage of planetary or orbital infrastructure or resources that can be captured;(This is so that we won't bring down any official actions from the established fleets. If you can't follow this then join the raiders)

B) All mercs are to provide assistance to each other in certain situations unless contrary to their current contracts; (So we won't lose any of our currently registered mercs unnecessarily)

c) All mercs may dock with any merc outpost for a ceiling fee that may be negotiable depending (of course) on the hostility between the merc assets and/or commanders;

d) Once docked all mercs will be considered on neutral ground with a safe clearance limit (eg 100,000k) upon undocking;

e) All merc planetary and/or orbital resources have the absolute right to challenge any merc commander outside the above stated clearance limit;

f) Ample warning must be given before the shooting starts;

g) Commanders that breach of the general code of conduct will be given a trial in Council and requires a 3/4 majority before any hostile action will be taken and if action is decided the Merc Council may expedite the ruling by whatsoever force necessary up to the disbarring of membership in the Merc Association and annihilation of said infringer;

h) Any unprovoked attack by established fleets out of vengeance or sheer orneriness will be retaliated as and when feasible;

i) All raiders all to be treated as hostile as they are the black sheep of the indies;

j) No guerilla and/or terrorist actions are to be taken unless with the full sanction of the Merc council.

These all are just suggestions and is subject to the approval of the SC and various other consideration (ie. how you guys wanna play this game)

Don't worry, I know that the whole idea of being an indie is so that we can have full control of our own destiny unlike the lemmings in the established fleets (At least that's the reason why I signed up as an indie merc. But IMHO I feel that we should at least organise ourselves so that we can at least play the mp with some continuity and being capable of a large fleet presence if required to retaliate if and when necessary.

Feel free to comment or mail me.

Corrected topic title spelling

TTFN

[ 08-05-2001: Message edited by: Cmdr Jeffery Eu ]

[ 12-22-2001: Message edited by: Gallion ]

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More stuff to add:

Like I said above, Assassins, Mercenaries, and Raiders, are semi-allies, unless they decide to go hostile, or they are in opposing guilds/corporations.

Guilds/corps, (IMO) should be able to be multi-caste, like an Assassin/Merc/Raider one. Correct me if I'm wrong, someone.

Still searching those old forum pages for some more relevent info......

---

Update: Copying some of the discussion from Know Your Role (page 3) to here

Posted by Cmdr Nova:

quote:

Hey, here's an idea from a while back. Why don't we have some mini alliance of indies? Not really an organization, its more of just simple "I'll scratch your back if you scratch mine." stuff.

People inside help out other insiders, and we can go on missions together. The idea should get us more indies here.

We could set up bases for only members (in galactic command online, base commanders can control a list of groups or users who can dock and hostiles who always get attacked), and trade routes. We can watch each other's backs.

We are all different, have no leader, and don't really take orders. Well, think about it and check it out. One more thing, no one is forced into being in it, we don't have any targets, and our overall purpose is to make sure more people become indies and that indies don't get picked on by both galcom and insurgents (that happened to me first hand). Come on, Galcom has all other Commies on their side basically, and the same is for those Insurgent peeps. What do we have? Nothing. Remember the name of this thread: Know Your Role!!!!!!! We can help assasins and mercs find jobs, help police with criminals (once in multiplayer), and just have what all indies are supposed to have: Freedom and Fun (Hell Yea!!). (and a little action here and there ) We could do this on the message board in the indie forum and on the BCM Multiplayer system and GCO.

Posted by Outlaw:

quote:

also like your idea for an indie hangout. My ideal one would be like what the insurgents have: New America. The hidden heavily armed base carved of asteroid that would be hard to take down with conventional tactics. I hope in GCO, we get one.

Posted by Charles Lindsey:

quote:

The indie hangout would be the chat channel on the BCM/GCO server. Anything else verges on forming a fleet.

You may have individual alliances while playing the game but for a scientist, police, merc, and/or assasin to hang out at one station is not possible. Each caste is nuetral to different stations depending on that station's caste.

Posted by Shingen:

quote:

Are we limited to one 'indie guild' (with one logo) or are we able to build a few. (I don't want a whole lots of different 'sects' floating around, each with thier own logos, but I don't want to be limited to just one guild/logo for indies...(unless it's really kewl!))

Posted by Supreme Commander:

quote:

With a universe as huge as the one in BCM, you can setup shop anywhere. Its a simple as giving out the co-ordinates of the meeting place and have everyone show up. Everyone can then show up, park their vehicles/crafts and walk over to the area (e.g. a nice sandy beach on a deserted island) and chat via the mp chat system. It'll be nice and quiet.....until someone shows up in orbit and finds a bunch of TTDs huddled in a remote section of a planet.

The entire discussion got really quite, a few posts later, and just died out.....

Also, see Trading Guild.

Come on everyone! Give Commander Eu, here your input! Get the ball rolling! Do something! Outlaw! You're like the big merc around here, get involved! Newbies! Here's your chance to learn about the BC Universe! Your chance to start!

IMO, Fleets ain't so bad, though. Blades says I can still help you. Those plans we spoke of in Comrades, will come to fruitition soon. Joy!

[ 08-05-2001: Message edited by: Cmdr Nova ]

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Some more updating. What Chavik (Charles Lindsey) said, I believe has been changed.

IIRC, the GCO Faq, it states this:

quote:

Q. HOW DOES GCO HANDLE PLAYER GUILDS?

A. It doesn't. Instead, it has Fleets and Corporations which cater to specific career castes. For example, a group of traders, and explorers in a Corporation can pool their resources to extend their reach across the planet as well as the stars. Fleets (Corporations) allow players in hostile castes (e.g. mercenaries, raiders) to band together and wage war on other Fleets or Corporations.

And then it says this:

quote:

Even Fleets and Corporations who build their own bases or cities from scratch, can either purchase or manufacturer their own defense systems - or even hire NPCs (marines, police etc) to defend their cities and bases.

Of course, in the Indie terms, you would be a Corporation.........

GCO is going to be so cool!

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I'm still a newbie here so take my comments for what they're worth. The way I see it a few guilds are ok, but we should stay away from a large organized coalition with dues and docking fees and rules of order and some such. BUT we should think about something along the lines of a union. Just enough to give us free reign on our OWN actions and enough to give each other support if needed. I mean if you're hired by some Gam riding in a Stormcarrier (nothing about you Herro Yuy) and he stiffs you for your fee after you complete the mission what are you going to do? I for one don't see me acting out my revenge with just a cruiser. But, maybe a few merc cruisers tagging together to go teach the offending commander a lesson that you DON'T stiff mercs. That way we don't become a free force to accomplish the dirty missions that others don't want to dirty thier hands, paws, claws, or whatever on. With this we still keep our Indie status and don't have to worry about becoming cannon fodder for everyone else. As for being enemies of the raiders, well if the cred is good, I'm there. I have a ship and crew to support and can't be bothered with principles and such. Conversly though, this hypothetical Mercs Union should also take a very dim view on someone jumping contract because the pay is good. Meaning if a Trader convoy hires you to do an escort and some Raiders fly in and offer you more money to work with them against said convoy, and you take it. Well then the union should come after YOU. Otherwise who would hire mercs later? As for vengence, well that doesn't pay. If Joe Merc on contract happens to leave your beloved ship a charred hulk orbiting Alpha Centuri like an asteroid, oh well. After you repair and refit you maybe working side by side with him and need his help (or him your help) and should get it. This also stands for fleets too. Remember we are the messengers and deliverers of the actions, not the originators. You may need our help some day and if you're hunting some of us down for a contract we did, you're less likely to be able to hire the cream of the crop for a mission that you need done. That is about all I have to say on the matter for now.

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Your sig should be something along these lines:

[ b ][ i ]Commander M. Malefictorum[ /i ][ /b ]

[ i ]UCV - High Plains Drifter, ****[ /i ] (***)

"My son ask for thyself another kingdom, for that which I leave is too small for thee." -King Phillip of Macedonia to his son Alexander= 339B.C.

[ img ]http://www.bc3000ad.com/fleets/db/pics/syrion_logo.jpg[ /img ]

[ i ]Syrion/Mercenary[ /i ]

---

**** - Starstation Name

*** - Starstation Planet

Example, Pixan (Lennen)

I'm using Pixan, because it's one of the few Raider/Assassin/Mercenary stations, and it's important (RP wise) becuase it's on the front lines of the Gammulan vs. Terran Conflict. Look at the Asset Choices page for a list of the Starstations, and their Caste Affiliations. Raider/Assassin/Mercenary stations can serve as docking platforms for RAI/ASS/MER Caste Ships.

Note the spaces in the UBB Code. The [ b ] shouldn't have any spaces between the [ ] s. Same with the rest of the coding. Also, I'd get rid of the quote, or at least get a shorter one.

Here's what it would look like:

--------

Commander M. Malefictorum

UCV - High Plains Drifter, Pixan (Lennen)

"My son ask for thyself another kingdom, for that which I leave is too small for thee." -King Phillip of Macedonia to his son Alexander= 339B.C.

syrion_logo.jpg

Syrion/Mercenary

---

I completely agree with what you're talking aobut, with the organizing.

Umm, are docking fees even possible in GCO? The more controlling any Union/Guild/Corporation is, then the closer it gets to being a fleet, and remember that all such Corporations and Organizations must go under the SC's orders. So he (or at least someone from TacOps) has to finalize everything, before you can 'officially' use it in your sig, or buy your own stations and stuff in GCO.

[ 08-05-2001: Message edited by: Cmdr Nova ]

[ 08-05-2001: Message edited by: Cmdr Nova ]

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And you think I've moved on....

Damnit, just can't take the Indie out of me! But, really. I'm just dedicated to trying new things out, and I just help the newbies, way too much. But, when the first Guild is done, I'll probably move on completely, to something even greater, waiting for me in Orion Fleet.

Take this quote from the SC:

"Newbies. You can't kill 'em, so you gotta love 'em."

I hear ya, SC. Hehe...

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I totaly agree that we need something. But I am thinking more along the lines of just a very lose code to go by. and just to group up when needed. but wherether you follow it or not would be up to you.

and for someone that cops out on a payment... blasting them would be good, but sometimes not possible (some mercs may just want too much, others may not want to tangle with them. [ i for one would join up with anyone needing vengeance, and only for a small fee ]).

but perhaps a kind of black list for them would be good too (along with the blasting. ) it would let others know not to trust them. and if they person joined up with a group of raders or what ever, they wouldn't be as trust worthy for having this person there. the list could keep all of the accounts of this person as well.

thats what i think. but if its plausable and got a good backing i'll go with any better ideas.

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Exactly. Loose is the way to go. More restrictions, then you get more problems.

Who's gonna try to convince the GCO NPC's that that one Mercenary over there is on the 'good' list? Who's gonna make the NPC's pay the station docking fee?

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Thanks Nova!

The comment about docking fees was something I misread in a previous post. Sorry, but my girlfriend broke up with me today so my brain has not really been working correctly. Not that it ever has though.

On a different note, I wouldn't even go so far as to have to pay someone to "rough up" anyone who skipped a merc contract. Just get a bunch of us together and deliver the message. Not by just killing the offender, but by leaving his smoking hulk of a ship broadcasting an SOS in the middle of space. More humiliating that way AND less likely to create a revenge chain. One thing I hope the fleet people understand is that we are out here doing a job. We may be hired by the insurgents one day, the working for Galcom the next. Niether side should take that as we are their enemies for eternity if we happen to be working for thier opposite fleets. If that happens all we will end up being is low-paid, self-supporting fleet fodder. But also we mercs, have to act as PROFESSIONAL soldiers. We won't be able to get away with things that fleet commanders will. I look at that to mean, no non-military land targets, no unarmed cargo ships, not razing entire planets, no nuclear weapons sent planet side and such. I don't believe we should have a mercs rules and regulations thing, but we should limit ourselves to being professional about how we go about our business. Otherwise all we will have is alot of bounties on our collective heads and no one willing to deal with the "barbarian mercs". And we should probably police our own and have a little "talk" with anyone who thinks its fun and profitable to go around OTSing planets. With this in place we will probably start to become a more available option rather than a last ditch effort to solve and problems.

"stepping down from soapbox"

[ 08-05-2001: Message edited by: Malleus Malefictorum ]

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Indeed.

But, the police caste should be the ones that take care of the 'evil' indies, IMO. And I like that funny quote, in your sig!

quote:

.....a more available option rather than a last ditch effort to solve and problems.

I liked this especially. This will be huge in GCO, I'm sure. Hire some mercs to kill your enemies, instead of doing it yourself. Hey, what else do rich people do?

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Well thank you! I just want to make sure that mercs don't get looked down on like they usually do. Through out history mercs have almost always been considered very helpful and even necessary. Jeeze, the British used the during the Revolutionary War and they were the worlds leading power at the time. For some reason though, nowadays mercs seem to be considered scum and heartless though they have almost always fought with the most honor and battlefield skill than the national armies that they have fought alongside.

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Alright, first off, thanks to Nova, Malleus & Jigoku, the all the input.

Alright let’s clear some matters first.

Mercenaries are highly paid professional and specialized soldiers that have the ability to pick and choose their own fights. However, in a consistent MP world like CGO, I still feel that the mercs should establish an oversight committee, the hypothetical “Merc Council” and a Merc Association whereby all other guilds/corporations are a subset of.

Of course, by establishing such said oversight committee, there will be some basic rules & regulations that will be established (eg. Code of Conduct) so that all mercs can and will be held accountable for certain “unwanted” game play. Of course this will run concurrently with the current guidelines set out by the SC, and other legitimate authority. (In fact a good idea is to form the “Merc Council” with the SC and/or his proxy as life councilor or advisor, to ensure that even the Merc Council abide by the rules & regulations of BCM & CGO.

My main reason of wanting to establish a Merc Council is actually to allow a court of first resort for any actions and style of game play to any player might want to try. (Saying that the administrators would the Court of Appeal and the SC would be the Supreme Court.)

Secondly by having a Merc Association, mercs can join forces in larger fleet deployments and even combined arms warfare that can be planned by the Merc Association. Of course 2 or more players can get together and do the same thing informally, however by having the said Association all kinds of merc players ie. Newbies, casuals, etc can find out about these actions and join in the fun if they so wish to.

Thirdly all the suggested rules are just out of the top of my head and I admit really should be altered or adjusted or ignored to suit mercs in entirety. This is where the Merc Association and Merc Council will come in best. To set and enforce guidelines to ensure that the game can be enjoyed by one and all.

Fourthly, that being said, I do know that some mercs signed up as they can not afford the time to be online all the time that are required “I think” in the established fleets. So having a Merc Association (just like the clan system in the MUDs and other MMOG) will allow them a place where they can touch base and refresh their knowledge of the ever changing universe so that they won’t make a boo-boo. Yes I know that we can always look it up the RP threads or search the archives, but like myself some players just cannot afford the time to search for the information and would like to get the gist in the quickest possible time to allow them to join in the fun immediately.

Fifthly, I would like to argue that even though the FAQ states “RAIDER, MERCENARY, ASSASSIN can launch from any RAIDER, ASSASSIN or MERCENARY station/base of any race." I feel that there must be distinct separation of spheres of responsibilities and game play. IMHO a raider is actually a rogue commander ie. Bandits, thieves. So while the assassin and the mercenary may have something in common, a raider definitely does not.

That’s all for now.

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Malleus, I disagree. When you choose to work for an alliance, they aren't likely to hire you back if you go and work for the enemy. Too many security risks.

Also, you aren't very likely to find work in a fleet that you've killed a few people from. Trust issues. Sure, ideally the fleets would just see you as a hired gun doing a job. Realistically, though, that isn't the case.

Anyway, I doubt that any real governmental military organization will ever hire a merc anyway. That's why we have all these friggin' fleets and wings. I see mercs more as working for the private sector (as they do in the real world).

quote:


Mercenaries are highly paid professional and specialized soldiers that have the ability to pick and choose their own fights. However, in a consistent MP world like CGO, I still feel that the mercs should establish an oversight committee, the hypothetical “Merc Council” and a Merc Association whereby all other guilds/corporations are a subset of.

I don't buy that. I can see a merc corporation being formed, but not a totalitarian governing board. Ain't ever gonna happen.

For one thing, there are several races in the game. You try to get them all to agree on a set of rules.

Mercs are mercs. There should not be a universal charter on them, except as passed an enforced by an actual GOVERNMENT authority. That is, if THEY can enforce it.

Sure, you guys can establish corporations and all, but a universal committee? That isn't very realistic at all.

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quote:

I still feel that the mercs should establish an oversight committee, the hypothetical ÔÇ£Merc CouncilÔÇØ and a Merc Association whereby all other guilds/corporations are a subset of.

And I'm still sure the SC will most likely say no. If this is the top, and every guild is placed under it, then it defeats the purpose. If you want something like that, go fleet-ing.

SC and the TacOps team are the oversight, and the 'council' on which everything is decided on. No more other council. It's the man himself, or his personal team.

If you want law, call a cop (Spuzzum, where are you! ), or just make your guild's laws however you want, and boot the law-breakers, to go find their own place. There won't be a big council, for Indies. No courts, no specialized 'system'; just law (set by the guild, SC, or other people/person), and order (police, SC, hired NPC's to act as guards). Law and order. Simple as that.

Listen to what SC said a while back, "It's a game, not a simulation."

---

Of course, helping newbies is one of my priorities, and IMHO, the various clans and corporations should write up some sort of handbook, or have a site with the info, for quick newbie reference. Some (most?) of the fleets already have this in place. The ISS Fleet homepage, has lots of RP history, all archived, thanks to DeSylva, and the EarthCom site has a constantly updates ship specs site.

In the end, it's going to be the group's own work that gets their newbies equipped and ready. It's part of the challenge. It's how fleets and other organizations are run.

Think about it. Or, (in an SC-style voice), "Shuddup, and siddown!"

--------

Update: If you don't understand the words that are coming out of my mouth (or at least my keyboard), then read aramike's post right above mine....

Later!

[ 08-06-2001: Message edited by: Cmdr Nova ]

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I don't believe that a "Merc/Indie High Council" is the way to go. Like the man said "If you want that join a fleet". But IMHO I do think we mercs SHOULD have somewhat of an honor system. Nothing set in stone (or paper, HTML, or what have you). Pretty much, if a particular merc is causing lots of trouble and giving the rest of us a bad name, some of us should get together and go and teach the "offender" a lesson.

On another note, yes aramike we probably won't be doing alot of work for the fleets. But some points you have missed. One, mercs could be an excellent utility for the different fleets to gather info by. I'm not really sure how it will work online and such. But thinking along the lines of RL and History, mercs would have more free riegn to go places that a Fleeter couldn't without stirring up a can o worms. For instance a Galcom ship going into Gam space. I would think that a merc would be able to pull this of better that fleet registered ships. Not that the Gams would be really happy about a merc putting around thier space, but would be alot happier about it than a fleet for certain. Second, thier would be times that the fleets might need us. Yes they have alot of ships and all, but say you and your wing are escorting a convoy and a much larger group of Galcom ships drop by to say "howdy". I would think that you would be much more likely to yell to any local mercs for help than to just lose the convoy and it's escorts. Or you have a nice big battle planned out and alot more of the enemy show up than you expected. If you don't have any allies close by again the mercs close by could be called in to bolster your forces. These probably would not be the normal case (and could be totally of base here, being a newbie and such). But thinking along the lines of reality, this would be happening often enough. Sure that would turn us mercs into "battle vultures" waiting around until we were needed, but such is the nature of the biz. Sure a fleet wouldn't want to call a merc that last month cleaned the clock of some of its people, but if the need was there it might have to be done. A necessary evil you might say. I think alot more viable than Galcom ship calling the local Insurgency ship for help against some Valkerie Raiders though. All in all you're right though, most of our work would be "private sector" stuff. I just want to finish this saying that I deeply respect you, I'm not arguing with you, and once again I'm not really sure how this all would work out (or not) in game. Just some thoughts (and long winded ones at that).

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quote:


On another note, yes aramike we probably won't be doing alot of work for the fleets. But some points you have missed. One, mercs could be an excellent utility for the different fleets to gather info by. I'm not really sure how it will work online and such. But thinking along the lines of RL and History, mercs would have more free riegn to go places that a Fleeter couldn't without stirring up a can o worms.

Sure, but then I doubt that any opposing fleet will ever hire you for anything. They may even tag you for a hit.

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A code of honor will only apply to the guild that made it. Not everyone will have to live by it, or be forced to live by it. If someone in the guild doesn't like it, then they should quit.

No overseeing big group. Just a multitude of guilds, with their own laws, and their own system of honor, doing their own seperate things.

Get it through your heads. No huge 'top of the pyramid' style thing for mercenaries. Indies = Independent People. Can you say clans (as in other MMOGs)? Not all clans go under 1 code of honor. You can have guild go vs. guild by surprise. Yes, bloody murder, as well, if you want. Not everyone can agree on something, especially if they joined the BC Universe, planning to be independent. Understand now?

Well, if you read Into the Fire, the entire crew was an a mercenary ship (which got destroyed), and have a small mercenary complement with them. RP wise, hiring mercenaries is a small (unofficial), person to person thing. Has nothing to do with fleets, in the big sense.

I'm sure that if fleets hire mercs, they'll be picky. They probably won't hire such people from organizations that cater to both the Insurgency and GalCom. Just like aramike said, its a security risk, and if you were in a fleet, would you like to hire someone who assassinated your fleet comrades to work next to you?

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Information gathering is one of those things that a merc will have to be careful at though. There is a fine line here that will be easy enough to cross and this is where the "mercs honor code" will be tested when the cred is being flashed in your face. A merc should NEVER give out or offer any information gathered while working for one faction to anyone else. The key here is confidentiality. If you are hired by fleet A and in the course of working for them find out that they are staging an attack, you should forget that you ever found this out. A merc MUST be carefull to seperate each and every contract that we hire on. If you are ever offered a contract to find out something you already know or have been involved in, the best thing would be to refuse that contract. No matter how much you are offered. Otherwise, everyone will find out that you are untrustworthy (and rightfully so) and you'll end up a broke, honorless, and probably dead merc.

For emample, if I were under contract with the insurgency to do a convoy escort and figured out that the Insurgency was preparing for a major strike against Galcom, I would then refuse to do any Galcom contracts in that theatre of operations, until said strike has be launched and the resulting battles are over. That way the Insurgency could not say (justly or otherwise) that I had tipped of Galcom, and Galcom couldn't say that I was working for them and didn't do my job to the fullest by withholding information. On the otherhand, if I had not been on the convoy run and I was hired by Galcom to do an information run and I spotted an Insurgency Battle group forming I would inform Galcom of said fleet. Also if I had seen said fleet gathering and I was NOT under contract, I would not tell Galcom about it at all, even if I was subsequently hired by them. This is where trust will form. If I have worked for you, you can be certain that anything I have learned will stay between you and I. You can also count on the fact that I will not act on anything learned while I'm not under contract either. We mercs start with no allies or enemies and we should do our best to make certain that it stays that way. As a merc, if you chose your path and contracts carefully, you can become very rich, famous, and trustworthy. Otherwise, if you make the wrong choices, you'll become very dead.

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I don't. Trust is something that is earned. And it will be much harder to earn that trust as a merc. I just want everyone to know that you can trust a merc. At least one that is a true professional. And all of my fellow mercs will have to work hard to gain the trust of any fleets we wish to work with and come down HARD on those of us who harm that trust. I must say though, aramike, you bring up quite a few valid arguments and I am learning alot from you. Keep it up man, you have my highest respect.

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I hear you Malleus. Just try to convince everyone else to do the same. You'll still have to gain Fleet trust. And that's a hard thing to follow. Also, stop calling it a Mercs Code of Honor.

Call it the (Insert Guild Name Here) Code of Honor, or whatever. I've said it too many times. Just don't make it sound universal, or the idea will be squashed, when you send it in.

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Okay, I'll help you people get in line.

First, whoever wants to organize it, has to get some people who agree with him/her, and then get them together.

Second, COME UP WITH A NAME! It's probably the most important thing, because you can't have the rules without the guild in place.

Thrid, make a logo (optional). It should be a jpg, 74x87 pixels and have a black background.

Finally, lay down the rules, and stuff. Everything has to be sent in to TACOPS (Tactical Operations). Logo, and Guild info, included.

You should also have your own website, or something, but that's optional. Every fleet (except PRIME) so far, has their own HQ Website, for info.

Being completely universal, and/or assuming everyone will be under you, is a big no no.

After you set up, then you'll make your presence known, by putting together a station, or base (in GCO), getting new members, and whatnot. You can't get a large militant force set up just like that. It takes time, and this is a MMOG. SC said (somewhere), that ships can attack other ships, Police cruisers and GalCom/Insurgent/EarthCom people can attack their own people and go traitor. It's an open universe, and that's that. Live with it, or don't play the game. You can't make up laws of honor like that, that are supposed to apply to all of a caste.

Nova, out.

(And if I missed anything, you other vets can chime in....)

[ 08-06-2001: Message edited by: Cmdr Nova ]

[ 08-06-2001: Message edited by: Cmdr Nova ]

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