This is something that has been requested for absolute months and I think, it’s time it happened, don’t you think?
So, what I present, people, is the allowance for a grouping of corporations within a single hood, allowing players from other corporations to support one another in corporate battles such as attacks, defenses, etc.
CORPORATIONS:
To increase inter-corporate interaction, each alliance will have its own channel available for players of all given corporations. Regular pilots will be able to access the channel.
- Opening an alliance is free.
- Joining an alliance contributes 5,000 iridium from the corporation’s stock.
- A corporation may be in two alliances at once, however no more than two at a time.
- Renaming or changing the alliance’s emblem costs 2,000 galactic standards.
- An alliance may house no less than 3 corporations and no more than 10.
- Purchasing sectors of other corporations within the alliance begins at 400 iridium at base, then raises by 200 iridium per 20% defence points.
- Allied corporations are unable to attack each other.
In addition to all of this, only corporations within an alliance may act upon defense of a sector - this means, corporations may not defend using outsiders. An allied corporation may send a wing to defend without such necessities of inviting other players to the corporation to permit such action. In such motion, sectors owned by allied corporations will be marked by a yellow ring instead of a hostile red.
COMMUNICATION:
In order to allow players of corporations to speak to each other on a wider basis, there will be a specific channel were text will appear yellow. This will sit next to the corporation tab and be able to be read by any corporation within the alliance. Spamming this channel will result in automated punishment.
RANKS:
For each alliance made, various roles may be placed and played into by players within their respective groups and extended families.
A CEO may:
- flag players of other corporations which will become noted by the corporation’s CEO.
- force votes within the alliance.
- identify other corporation ambassadors and other ranks outside of their own alliance.
- invite other corporations to their alliance, by which a vote must be cast to allow the action to take place.
- negotiate sector trades.
- position an ambassador in another corporation, such motion by which the allied CEO must approve the motion; likewise, allied CEO’s may request a present ambassador.
- found alliances with additional corporations - no less than 3 and no more than 10 corporations at one time.
- change the name of the alliance, such motion by which CEO’s and ambassadors must approve the motion.
- change the emblem of the alliance, such motion by which CEO’s and ambassadors must approve the motion.
- change the MOTD of the alliance, such motion by which CEO’s and ambassadors must approve the motion.
Each corporation has an “ambassador” rank, two pilots of which this title may be awarded to at one time.
An ambassador may:
- flag players of other corporations which will become noted by the corporation’s CEO.
- force votes within an alliance.
- identify other corporation ambassadors outside of their own alliance.
- invite other corporations to their alliance, by which a vote must be cast to allow the action to take place.
- negotiate sector trades.
- lead offensive sector conquest wings for another corporation - composed of players of either the ambassador’s own corporation, players of the attacking corporation or as a mixture of the two.
- be posted in ONE other corporation and adopt their tag, however may become of no higher responsibility as a regular pilot with the exception to host wings.
The vice-president plays a role in his own corporation and thus has little influence over the alliance channel.
INFLUENCE:
All players of the alliance are able to have influence within the alliance. Influence points, depending on things such as participation within sector conquest, special operations and group play within the alliance (more specifically leading groups) allow for players to have higher voting power within the alliance, along with other things such as position in own corporations and height on the leadership graphs of each corporation.
Players with high ratings on their profile gain influence points depending on their effectiveness, pilot rating, success in dreadnought battles, number of achievements unlocked and fleet strength. Peak influence is 100.
Influence bases are as follows:
- CEO & Ambassador: 25 influence
- Vice President: 15 influence
- Officer: 10 influence
- Pilot: 5 Influence
PUNISHMENTS:
To avoid exploitation of this system, it will be possible to report an entire corporation for violation of this system. Game Masters will be able to view the logs given and view alliances, their corporate holdings and sectors owned within their alliances.
Extra protection of this system:
- Once a corporation leaves the alliance, they are locked inside for 72 hours.
- Corporations may leave the alliance by the CEO’s own forced discretion or may be removed from the alliance by vote of other corporation CEO’s and ambassadors and/or vice presidents. This corporation may not rejoin the alliance for 168 hours.
- If a corporation leaves or is excluded from the alliance, this corporation loses all of its influence points within the alliance.
- A corporation must wait for 24 hours after leave or exclusion from an alliance before it may commence any attacks upon sectors within that alliance.
- Failure to register within an alliance will result in sharing the same fate as corporations such as Cerberus and SCORPIONS.
PROBLEMS THAT WILL BE RESOLVED:
The following Game Rules articles be better enforced:
- 6.4. Use of vulnerabilities and / or errors of the game mechanics to get an unfair advantage.
- 6.6. Denial to deal damage to the enemy.
- 6.8. Avoiding combat without leaving the battlefield.
- 6.9. Refusal to fight against members of the corporation.
- 6.10. Any help to the opposing team.
Transfer of sectors within the alliance without a battle will be better regulated and will nullify the effectivity of the rules above applied to transference.
There you have it. Thoughts?