Hi!
I recently joined TEST, after reading what's to read about it and watching BoredGamer's Video (actually 3 times), now I just stumbled across this Thread: https://testsquadron.com/threads/discussion-divisions-of-test-brainstorm.3793/
And somehow it looks weird to me. Not saying it's a bad approach, just not one I would have expected from TEST or tbh one I can see working in SC in the long run.
Since I'm new here, I didn't want to post in that Thread as it would get kinda confusing...
First of all, I should explain why I think the idea of having Divisions won't work out:
Well it's easy to "I don't like this" and bring up some reasons, but not so easy to bring up an alternative, so it did take me quite some time thinking, also because I'm new and might not know a few things.
My focus on this suggestion was all about "as simple as possible and as fun as possible" while making it plausible to work as a form of command structure.
So, how does my System look like?:
Please tell me what you think, eventually I might have to rethink a few details, as I really just wrote it as it came to my mind. :P
I recently joined TEST, after reading what's to read about it and watching BoredGamer's Video (actually 3 times), now I just stumbled across this Thread: https://testsquadron.com/threads/discussion-divisions-of-test-brainstorm.3793/
And somehow it looks weird to me. Not saying it's a bad approach, just not one I would have expected from TEST or tbh one I can see working in SC in the long run.
Since I'm new here, I didn't want to post in that Thread as it would get kinda confusing...
First of all, I should explain why I think the idea of having Divisions won't work out:
1. Divisions = Drama, not fun.
example:
Transporter-Division will either want to farm their UEC for upgrading asap alone or with cover from Fighters.
Fighter-Division will usually want well, to fight.
And the Explorer-Division will want Fighters + Transporters to supply them.
Assuming all Divisions are equal, that's the perfect reciepe to cause some drama, not to mention the fact that Divisions divided by "who does what" would be rather huge and it's gonna be a huge PITA micro-managing the Players, so you don't end up having 10 Hull A with 500 Fighter Escorts and 500 Explorers getting their fuel from one Starfarer.
2. Divisions would essentially mean the same thing as joining a specialized Organisation and work with others... if you want to play something different, you'd either be acting outside of what your Division does, have to join multiple divisions or switch them (defeating the whole point) or only play something else when it fits your Division (i.E. you're a Transporter-Division guy wanting to play Fighter and other Transporters wanting a Escort).
3. It's too complicated. Now, I know SC isn't a game played by idiots, nor do I think TEST recruits (and keeps) them, but... most people here just want to play, not bother with military-like command structures or looking at who they have to listen to.
4. I think it would make a lot of people feel kinda insignificant to the cause. Basically, you have Division Leaders/Co-Leaders calling the shots and the rest has to follow which I think will drive away some players or just cause them to ignore the whole division thing.
example:
Transporter-Division will either want to farm their UEC for upgrading asap alone or with cover from Fighters.
Fighter-Division will usually want well, to fight.
And the Explorer-Division will want Fighters + Transporters to supply them.
Assuming all Divisions are equal, that's the perfect reciepe to cause some drama, not to mention the fact that Divisions divided by "who does what" would be rather huge and it's gonna be a huge PITA micro-managing the Players, so you don't end up having 10 Hull A with 500 Fighter Escorts and 500 Explorers getting their fuel from one Starfarer.
2. Divisions would essentially mean the same thing as joining a specialized Organisation and work with others... if you want to play something different, you'd either be acting outside of what your Division does, have to join multiple divisions or switch them (defeating the whole point) or only play something else when it fits your Division (i.E. you're a Transporter-Division guy wanting to play Fighter and other Transporters wanting a Escort).
3. It's too complicated. Now, I know SC isn't a game played by idiots, nor do I think TEST recruits (and keeps) them, but... most people here just want to play, not bother with military-like command structures or looking at who they have to listen to.
4. I think it would make a lot of people feel kinda insignificant to the cause. Basically, you have Division Leaders/Co-Leaders calling the shots and the rest has to follow which I think will drive away some players or just cause them to ignore the whole division thing.
Well it's easy to "I don't like this" and bring up some reasons, but not so easy to bring up an alternative, so it did take me quite some time thinking, also because I'm new and might not know a few things.
My focus on this suggestion was all about "as simple as possible and as fun as possible" while making it plausible to work as a form of command structure.
So, how does my System look like?:
We'd actually be using the normal Rank-Structure provided by RSI ( 0 glowing thingies = Affiliate etc. 5 glowing thingies = Glorious Leader Montoya), the difference would be in how it's applied. Leaving aside 0 and 5 g.t., I think ranks should mostly represent how active the players have been for the Organisation, more than anything else and it's more to show this off than having command authority.
Affiliates aside, everyone would have the choice of "leading" a small group of max. 5-10 or so, which have the same interests (in terms of what role they see themselfes playing) or joining such a group. However, the Leader would mostly be a Tutor rather than a actual Leader. I also think it would be a good way to eventually make people work together towards new Ships and it would encourage people to actively recruit new players. Of course, you can also ignore the Groups and do your own thing, I don't think Test should be the sort of org which forces a command structure on everyone.
The main advantages I see with this would be:
1. If someone isn't too fond of their "leader", they could just leave and join a different group, rather than getting stuck below a command they can't stand.
2. Like 90% of the time, people will be doing small taks/quests in small groups, events like "org xyz wants to wage war with us, let's get rid of them" or "let's capture some vanduul capital ships" will be rare and usually would require extensive planning before.
3. I think it give people the feeling like they actually matter, rather than being just nameless minions below a high-command. So we'd actually provide the benefits of a large and a small organisation without the drawbacks.
4. People would by default be a lot more interested in recruting new players, since they'd recruit for their own group at the same time.
5. New Players would have someone to answer their questions etc. or just to help them make progress.
6. We could possibly recruit entire small organisations like this, as the former Leader could just become leader of his own group inside TEST with his former underlings.
Affiliates aside, everyone would have the choice of "leading" a small group of max. 5-10 or so, which have the same interests (in terms of what role they see themselfes playing) or joining such a group. However, the Leader would mostly be a Tutor rather than a actual Leader. I also think it would be a good way to eventually make people work together towards new Ships and it would encourage people to actively recruit new players. Of course, you can also ignore the Groups and do your own thing, I don't think Test should be the sort of org which forces a command structure on everyone.
The main advantages I see with this would be:
1. If someone isn't too fond of their "leader", they could just leave and join a different group, rather than getting stuck below a command they can't stand.
2. Like 90% of the time, people will be doing small taks/quests in small groups, events like "org xyz wants to wage war with us, let's get rid of them" or "let's capture some vanduul capital ships" will be rare and usually would require extensive planning before.
3. I think it give people the feeling like they actually matter, rather than being just nameless minions below a high-command. So we'd actually provide the benefits of a large and a small organisation without the drawbacks.
4. People would by default be a lot more interested in recruting new players, since they'd recruit for their own group at the same time.
5. New Players would have someone to answer their questions etc. or just to help them make progress.
6. We could possibly recruit entire small organisations like this, as the former Leader could just become leader of his own group inside TEST with his former underlings.
Please tell me what you think, eventually I might have to rethink a few details, as I really just wrote it as it came to my mind. :P