GotC Structure and Operations

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Xilvius

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Xilvius

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Current hierarchy comes across as confusing in terms of particular game play mechanics; Mainly with Territory Control and Voting rights. The current system would have an R7 for GotC over-seeing all of the individual cells within. While -someone- needs to keep cells in check and aligned with general GotC CoC so we don't get rogue, belligerent mercenary cells, how does this translate over to territory control and the votes that come along with that? If one cell takes control of a territory, does the territory belong to GotC as a whole? If so, who gets the votes for said TC?

It would appear more fitting to have each cell in control of their own assets, in terms of territories, rather than all chalked up to general GotC ownership. This would also help keep a lore friendly decentralized aspect to the faction as a whole. I would propose a type of Oligarchy across the leaders, or representatives of mercenaries cells with a 2/3rds voting rule; Coupled with a minimum rank requirement to create your own cell (possibly a player count requirement as well, I.E. 4 people to start a cell) that should suffice to protect against rogue elements, retain the decentralized aspect of GotC, and provide individual asset control on a per cell basis instead of everything being lumped into GotC.

Cells could have a timer for inactivity before being removed automatically, or monthly dues the cells must pay to remain a cell, so there doesn't end up being 1000 different mercenary cells. I think with a Rank requirement and an automated system, a person would have had to put in too much time and effort to get to a point to create a cell to do so for nefarious purposes. Theoretically you could automate a disbanding vote from cell leaders to auto-disband nefarious actors. Collective general agreement should be the mainstay of a faction like GotC in terms of over-arching control and reprimand.

Any thoughts, input, output, farther discussions are welcome. Just some food for thought
 

BioXide

el creador de la humanidad renace
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Departments under the hood are essentially factions, and factions are organizations, organizations will be very modular and features such as funds, administrative actions, groups, etc, will be the same throughout factions and departments, so in essence, mercenary cells are their own mini-faction within the mercenary faction, in terms of territory/assets, the department/cell owns it and not the faction.
 

Xilvius

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So that clarifies asset ownership, and also seems to be the best way to do it too. What are the current mechanisms designed to create your own cell? If there are any, or any current concepts for the process. Currently I believe legitimacy is given from the R7? but that comes off as a conflict of interest if that is, in fact, the case.
 

BioXide

el creador de la humanidad renace
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So that clarifies asset ownership, and also seems to be the best way to do it too. What are the current mechanisms designed to create your own cell? If there are any, or any current concepts for the process. Currently I believe legitimacy is given from the R7? but that comes off as a conflict of interest if that is, in fact, the case.

The creation of departments will be based on customizable parameters/settings inside that faction. Mechanically speaking and keeping lore out of context (there's still a pending lore pass on the entire game, including factions), any merc will be able to create a department/cell depending on what the HC has set the rank to create departments. Once the cell is created, it is essentially a mini-faction within the mercenaries and operates independently from the faction, what happens after that, in relation to RP is up to the players, and whatever the mercenary code is established once the new lore comes online.
 

Xilvius

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Awesome. I appriciate the clarification.
 
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