I like this. I think I'm gonna have to agree with you. It's really up to how the game implements fuel logistics, but it may end up getting rolled up into the Logistics Division with ECON providing the funding for purchasing the fuel.I'm not directly disagreeing, like I say I'm no expert, but this does seem needlessly complicated. While we might have a lot of starfarers, splitting them up into lots of different units would make things pretty uneconomical and needlessly lock their drivers into one type of role. Logistics farer drivers could only really expect to haul, Econ drivers could only expect to gather or refine and neither would ever be directly attached to combat missions as only combat farer drivers would have that option. It also requires a lot more people doing the organisation and has more links in the command chain.
Same scenario.
Let's say we're out in the boonies at System Fuck-Nowhere, and the nearest station with a refueling capability is three jumps out. We wouldn't use it anyway because paying re-sale for fuel is for chumps.
Op Logistics Officer/Quartermaster or w/e: So hey, Testenergy, we have run out of fuel.
Testenergy Coordinator: What happened to the two Bearfarers you asked to be attached to your op? I'm seeing that there is a hydrogen giant in system, get them to refine some.
Op Logistics Officer: Yeah, uh, they blew up trying to race each other around the Roulette.
TC: Right... OK we have 2 guys hauling surplus within 2 jumps, I've diverted them now and they have agreed to stay attached for the duration. Try not to loose these ones...
Alternately:
Op Logistics Officer: So hey, Testenergy, we have run out of fuel.
Testenergy Coordinator: OK, stand by I'll see what we have near you.
TC to associate: Fuck dude, that op needs fuel and we don't have any left after that cluster in Dagobah.
Associate: We'll have to get Econ to buy us some.
TC to Econ POC: So, can you guys buy some fuel near System Fuck-Nowhere? We ran out and that Op the Roulette is on is dead in the water.
Econ: Yip, we can buy some for you guys 2 jumps away. Got someone to pick it up?
TC: Yeah, we have two empty haulers in system.
TC to Op Logistics Officer: We have two haulers on the way, do you need to attach one to the op for the duration?
Op Logistics: Yeah that would be grand
TC: OK, neither of these guys can stick around but we have another dude who can RV with you. What's your route?
Op Logistics: Classified to you, Mr Desk Jockey.
Etc etc.
I can't disagree with that. If I become Logistics Chief, I'm putting you in charge of Fuel Logistics (if you want it). You have a pretty good grasp of it.Keep in mind that I'm only really advocating this for fuel, because it is a special case. The whole fuel unit would still be under logistics, it would just generate it's own fuel instead of relying on Econ to get it for them.
I feel like it would be simpler for people to just 'sign up' for each division they're interested in, instead of making more divisions that fall under multiple categories.While I think the separation is good in theory, in practice people will want to do multiple roles if not all of the roles. I think it might be best to have sub divisions as links between 2 different ones. Someone wants to do econ and combat for example could have a bloodmoney division. People who want to do everything could be in a I have no idea what I'm doing division that would be in the center and can be called to help out anywhere. Even the most dedicated of people will want to switch up or split their time. The time they do have won't all be directed towards the org either, so the importance of utility players will become more pronounced.
I meant this looking at the whole picture of all aspects of the game and I still do. It is my hope that once people go off and try things for a while they come back to their original group because of their experience and ability.I fully expect people to not stick to one job and switch around as they please and that is perfectly fine. I myself own several ships of different function and will want to change it up now and then. As long as people are having fun then we're all having fun.
This is what I'm talking about. Good wording here.That also gets at what Kersakov was saying, it would make sense if the command structure of each division is relatively static, but the people who are working in each division can come and go as they like.
This is how I think it will end up being like: We have squads/units with specific areas of responsibilities established within each division, members sign up for those squads and become engaged with their specific interests. Based on our current proposed squads, here's how it would break down:I feel like it would be simpler for people to just 'sign up' for each division they're interested in, instead of making more divisions that fall under multiple categories.
That also gets at what Kersakov was saying, it would make sense if the command structure of each division is relatively static, but the people who are working in each division can come and go as they like.
This is assuming my actual comment doesn't include pointless humor and/or weirdness... which it might... maybe just a little.I'm reserving this spot as I will need to post a pic that totally undermines Thom's comment with pointless humor and/or weirdness.
I could not have said it better myself.I am fairly neutral as always about what I think should happen, but I do agree with the others everything looks solid as usual NKato. I'm by no means a theorycrafter, so I tend to just go with the flow of what other people want to do. I think it's important to have structure, but it's also important to remain true to the ideal of the organization itself. I joined because TEST portrayed itself as a casual, easy-going sort of Org that have a lot of fun easy going gamers to play with at release. I could have just as easily joined one of the more structured/strict Orgs that have already basically crafted these same ideas and are already putting them into place, but TEST just seemed to fit my casual/sometimes serious playstyle best because there wasn't the pressure of having to decide what I want to do or what category I want to be placed in.
However, we are a large guild and there will need to be some semblance of structure so I think this is a good step forward into finding out what sort of direction we should go to give those who need more direction a helping hand.
I also totally agree with Arrangingstars. Unless it goes counter to the first.I totally agree with whatever Montoya says about this.
I like the ARMS, HAUL and CASH ones tbh.New thought, shortened division names:
Combat - COMB or ARMS
Logistics - LOGI or HAUL
Economics - ECON or CASH
:p