Structure changes: Difference between revisions

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Non-flying units, high command
Fiction units: VF, small changes
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==Fiction units==
==Fiction/roleplaying units==


* MMORPG, Vanguard Fleet
* Roleplaying, d6, Allegiance Battle Group
* Roleplaying, d6, Allegiance Battle Group
* Writing, Aurora Force
* Writing, Aurora Force


As these units do not wish to combine, they may be autonomous, answering directly in the same way as the FPS/strategy and flying units.
As these units do not wish to combine, and likely would not benefit from such a combination, they may be autonomous, answering directly in the same way as the FPS/strategy and flying units might.
 


==High Command==
==High Command==

Revision as of 03:02, 28 October 2004

High Command is discussing major changes to the Rebel Squadrons structure. These changes would affect every RSer, so great care is being taken to ensure that these changes will benefit the RS as much as possible.

Flying units

Problems

In order to determine how best to deal with flying units, we should examine the problems that currently exist.

1. Boredom - With only one mission to fly each month, pilots become bored.
2. Leadership - A number of units have inactive COs, COs that don't want to be there, or COs that don't know what to do.
3. Inactivity - A number of squadrons only have a small number of people participating. This makes competing with the more active squadrons hard, and hurts squadron pride.
4. Multiplayer - The RS does not have a strong presence in the multiplayer community.
5. Storyline - The storyline of a particular tour can be hard to follow due to a lack of a fictional narrative accompanying it or to each unit having a separate storyline.
6. Interaction - Most members who are in different fleets or even squadrons do not talk to each other much, if at all.
7. Unity/Pride - Most members rarely interact with their squadmates, let alone know anything about them. Before they are to participate, they need to have something to work towards, ie: a group goal.

Solutions

What are ways to solve these problems? Here are some suggestions.

1. Boredom - In the past, Wing and Squadron ITODs have been used as an option, but then it's still limited to only a few missions maximum per month, and it also requires extra work from the leadership. A Simulator database should be created that allows a pilot to fly a large number of missions at any time.
2. Leadership - A clear leadership guide should be written for new COs. The number of leadership positions should also be lowered. Squadrons should be condensed and/or wings removed.
3. Inactivity - All squadrons should be equal, so small squadrons should be combined to make larger ones in a condensed structure. Squadrons should also not be so dependent on numbers; one person should be able to make a big difference. Recommend more ways for a person to help out the squadron in competition.
4. Multiplayer - This will take some time. Have a member of the RS join & participate in every major MP club possible. They can then gradually talk up the RS, and also report back as to how these clubs are successful.
5. Storyline - Bring every flying unit together by having a common storyline. Everyone is then participating in the same storyline, and knows what the others are up to. One writer can also write all of the perspectives for the "official" briefing.
6. Interaction - Introduce rewards for posting on certain posts on the forums and chatting on IRC. Make competitions that take place on one or the other.

Summary

The main changes are:

Other Solutions

Other solutions proposed:

  • Combining fleets in smaller amounts (PBF with R2W, RgF with IBG)
  • Combining fleets in to a "superfleet" that continues to keep each fleet separate, but with the same storyline
  • Change little or nothing


FPS/strategy games

Combined into one unit that contains the following games:

  • Battlefront
  • Galactic Battlegrounds
  • Force Commander
  • Rebellion
  • StarCraft
  • Jedi Academy
  • Jedi Outcast
  • Jedi Knight
  • Dark Forces
  • Monopoly


Fiction/roleplaying units

  • MMORPG, Vanguard Fleet
  • Roleplaying, d6, Allegiance Battle Group
  • Writing, Aurora Force

As these units do not wish to combine, and likely would not benefit from such a combination, they may be autonomous, answering directly in the same way as the FPS/strategy and flying units might.

High Command

The combined structure of units will make the system of the current High Command obsolete. A number of options exist to replace this.

===Proportional votes=== - Each unit will get a number of votes proportional to its size in the Rebel Squadrons; however, no person may hold more than one vote. A unit that has multiple votes must distribute those votes throughout its command staff, in a manner which must be approved by the Fleet Commander and the unit CO. Autonomous units should receive at least one vote if they have at least 20 people.

A possible current setup based on relative importance:

  • 1 vote - Allegiance BG CO
  • 1 vote - Aurora Force CO
  • 1 vote - Vanguard CO
  • 3 votes - flying unit CO, 2 others appointed by FC & CO
  • 2 votes - FPS/strategy CO, 1 other appointed

Another possible current setup based tightly on membership numbers:

  • 1 vote - Allegiance BG CO
  • 2 votes - Aurora Force CO, 1 other decided on by FC and CO (possibly XO)
  • 2 votes - Vanguard CO, 1 other (possibly XO)
  • 5 votes - Flying unit CO, 4 others (possibly XW/TIE/XvT/XWA officers)
  • 3 votes - FPS/strategy CO, 2 others (possibly FPS/strategy officers)

The changes to High Command are not fully explored yet, and more effort should be done to study the different possibilities.