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Post by Shuu on Dec 6, 2002 12:08:36 GMT -5
This thread will cover everything that you, as a SC participant, need to know about factions and groups. Pay close attention, as you will almost inevitably need to be part of one to gain any real power in the Simulation Chamber. The sections covered are:
SC Definition of Factions and Groups How to create and join a faction or group Advantages of being part of a faction or group Limitation on Factions and Groups[/color]
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Post by Shuu on Dec 6, 2002 12:15:22 GMT -5
Factions and Groups Defined[/color]
Factions are large teams or organizations that are comprised of many members and are usually exclusive.
Groups are less exclusive, smaller in size than factions, and usually comprised of many members from varying factions. They usually revolve around a theme or central interest, similar to factions.
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Post by Shuu on Dec 6, 2002 12:24:47 GMT -5
How to create and join factions or groups[/color]
Here are where the differences come in.
Creation[/color]
To create a faction you must have the express permission of an Admin. Factions are granted certain privileges that groups aren't, hence the need to contact the powers above for permission.
Groups on the other hand, are more informal than factions and can be created by anyone, without any express permission.
Membership[/color]
Joining is a simple matter as well. Simply express interest in the faction or group by posting in the threads located in the Pilot Lounge. However, whether the faction or group will accept you is a different story...
Of course, you do not necessarily need to join a faction or group, but joining one gives you advantages, as well as chances to work with your comrades or allies. Think of it as a chance to pick up battle experience and make new friends along the way.
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Post by Shuu on Dec 6, 2002 12:30:41 GMT -5
Advantages of being in a faction or group[/color]
Having membership in a group holds no real advantage, aside from the fact that you get to work together as a team with fellow SC comrades.
The real advantage comes in joining a faction, pay close attention here:
Members of a FACTION are allowed to loan their mechs and items to fellow faction members, provided the afforementioned mech or item is NOT in use. Take note that this applies to factions, and factions alone.
Faction and Group Politics
If for some reason you need to address to some administrative tasks (such as making important team decisions, or kicking someone out...if the need arises), then the entire team votes to see whether that action gets passed. So for example if you want to kick someone out of the team, then you approach the faction or group leader to hold a vote within themselves to see whether the action is passed or rejected. Common voting principles apply here: the majority vote says it all.
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Post by Shuu on Dec 6, 2002 12:32:38 GMT -5
Limitations on Factions and Groups[/color]
Groups have few limitations. You can join up to 5, or form however many you want; you're free to do as you wish here.
Factions on the other hand, have constraints due to the advantage of shared resources. Members in the simulation chamber are allowed to hold membership in as many groups as they wish, but they can only hold membership in ONE faction and ONE faction alone!
Requirements[/color].
Both factions and groups require the presence of the following:
1 Leader 1 Vice Leader 1 member
Thus a minimum total of at least 3 people are needed to form a faction. Any group who does not contain this will be deemed invalid. Any faction who happens to lose one of these positions will be dissolved immediately, unless the position is filled promptly.
Roll-Call and Faction Thread[/color]
Each faction has its own stickied thread in the Pilot Lounge (PL). However, to prevent long threads and cluttered faction information, whenever a faction thread reaches 20 pages, then a new thread must be made, with the old one being unstickied. The thread must start with a rollcall of all members. Members that do not respond to the rollcall are automatically rendered factionless and will not receive any faction stipend or any other benefits that come from being a member.
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Post by Shuu on Dec 6, 2002 12:46:59 GMT -5
F.A.Q. on Factions and Groups[/color]
This remaining section will be left open to answer any questions that frequently pop up, to better serve the members on the board.
What factions currently exist in the S.C.?[/color] 5 factions currently exist, in Alphabetical order they are:
Big Fire C.A.K.E. Divine Crusaders Fire Bomber H.A.G.A.N.E.
What about groups? Which ones exist?[/color] A few of the existing groups are:
Extended E Tri-Stars Gutsy Galaxy Guard Principality of Zeon Legion of Loserz (LOLZ)
Am I allowed to leave a faction at any time I want?[/color] Yes, but you may want to be sure that you're on good terms with them before you leave...
Am I allowed to rejoin the same faction I quit at any time?[/color] Yes you can, provided the leader and the rest of the group welcomes you back.
Do I need anyone's consent to create a faction?[/color] As stated above, you need the consent of an Admin to create a faction. Groups on the other hand, require no such consent, merely an announcement so that you can solicit membership.
Is there a limit to how many people can join a faction or a group? For a faction, yes. The maximum number of people a faction can hold is 20 members. Any more and someone has to get the boot.
For a group, yes. Each group can hold a maximum of 30 members. Also, as groups aren't as "competitive" as factions are, each member of the SimChamber can participate in a maximum of 5 groups.
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