Pirates of the Caribbean Online Fansite & Forums

Pirates of the Caribbean Online Fansite & Forums (https://www.piratesonlineforums.com/forums/index.php)
-   Dead Polly (https://www.piratesonlineforums.com/forums/forumdisplay.php?f=37)
-   -   CO Guild master rank (https://www.piratesonlineforums.com/forums/showthread.php?t=18345)

SEAKING23 12-21-2010 02:43 AM

CO Guild master rank
 
Okay, I was thinking we need a Co-guild master rank, someone to manage the guild while the GM is offline.

I wont put this in the Poll, but what do you think the Co-guildmaster's powers should be? i was thinking they should be able to delete anyone, but they could only make member veterans.

SEAKING23 12-21-2010 05:03 AM

Sorry about some of the spell mistakes.

Captain Sharktooth 12-21-2010 11:14 PM

Well, the Co-GM rank is for me, a very useful and needed thing that POTCO needs to release. Pretty much every guild has a Co-GM, or more. As for powers, just same as any Officer. If he/she needs to manage the guild while the GM was offline, then the GM can just make a person the temporary GM.

Captain Del 12-21-2010 11:20 PM

I quote from the PNC Ranks, Requirements, and Expectations thread:

Quote:

Co-Guildmaster: Co-Guildmaster is the highest ranking position that a member can hold. A Co-GM is somebody who has been with the guild for an extensive amount of time, and has shown great leadership, and support of the guild. A Co-GM must be a frequent follower of the guild, must not have been on probation once/has never been ejected once, and is expected to not only follow all of the rules, but to enforce them. A Co-GM is the one who takes my place when I am away, and therefore, what they say, goes. The Co-GMs have the power to eject members, as well as give permission for others to eject others, as long as they have some sort of evidence to prove their case.
So, ejection, recruiting, and the ability to run the guild properly in the event the Guildmaster is on leave. Promotion should be left in the hands of the Guildmaster, IMO.

As for a number of Co-Guildmasters, I don't think there has to be a limit on how many you can have. After all, if you earn something, then you earned it.

Jack Shipsteel 12-21-2010 11:51 PM

I think that the title Co-GM is misleading. The prefix co- means that they work together. That means that's there's 2 of them, and that they helped found it. I think the title should be Second-in-Command or First Mate. Just a personal preference.

I agree with Del that there should be no limit on First Mates, however, I went along with 3 Co-GM positions. The reason why I did so was for a system of Checks and Balances. Each First Mate has the authority to eject out any member as they please. But in order to demote any veterans or Officers, 2/3 of the First Mates must elect to do so. In order to EJECT an officer or veteran entirely, all must agree. The First Mates do not have to be on at the same time in order to do any important choices. One can suggest that a veteran be ejected, and whenever the others come on, they'll recieve a little pop-up stating who the other First Mate wants to eject and give the person reading an approve or decline answer.

I'd also suggest a way where the First Mates could mutiny against the current GM if the GM hasn't been on for at least 6 months, but all of them would have to agree, and one would have to accept the new role as GM.

And finally, where First Mates could mutiny against an unfair GM. This, however, requires more votes. In order to vote out a GM, all First Mates must approve, 2/3 of the officer corp. must approve and 1/3 of the veterans corp. must approve. If they succeed, they must agree unanimously on a successor, and he/she will become the new GM. However, the First Mates all must resign their positions and return to the rank of veteran/officer, depending on the GM's choice, with NO chance of being able to return to the First Mate position. This is to prevent any constant eviction to cause chaos.

That's my idea of First Mates powers.

SEAKING23 12-22-2010 01:36 AM

Its a good idea, and but the mutiny thing may gives spies to much of an advantage.

Captain Sharktooth 12-22-2010 04:30 AM

Quote:

Originally Posted by SEAKING23 (Post 283320)
but the mutiny thing may gives spies to much of an advantage.



And that is the problem of new ranks and giving pirates too much permission. In the old days, I had never heard of guild spies or guild wars. This new POTCO "era" has made many things so much different. Wars.... Spies..... etc. It's kinda sad actually that those are things people have to do to be happy with themselves, which they shouldn't. Also, some people do it just because they want attention. A Co-GM needs to be trustworthy, and again, same responsibilites as an Officer.




http://www.piratesonlineforums.com/p...g.php?id=23008

SEAKING23 12-22-2010 05:09 AM

If he has the same power as an officer,he wont have a lot of power. i think they should be able to demote and kick anyone out of the guild. but the gm has to be smart, and make the second guy who join the co gm or something.

Swash 12-22-2010 06:39 AM

Quote:

Originally Posted by Jack Shipsteel (Post 283302)
I think that the title Co-GM is misleading. The prefix co- means that they work together. That means that's there's 2 of them, and that they helped found it. I think the title should be Second-in-Command or First Mate. Just a personal preference.

I agree with Del that there should be no limit on First Mates, however, I went along with 3 Co-GM positions. The reason why I did so was for a system of Checks and Balances. Each First Mate has the authority to eject out any member as they please. But in order to demote any veterans or Officers, 2/3 of the First Mates must elect to do so. In order to EJECT an officer or veteran entirely, all must agree. The First Mates do not have to be on at the same time in order to do any important choices. One can suggest that a veteran be ejected, and whenever the others come on, they'll recieve a little pop-up stating who the other First Mate wants to eject and give the person reading an approve or decline answer.

I'd also suggest a way where the First Mates could mutiny against the current GM if the GM hasn't been on for at least 6 months, but all of them would have to agree, and one would have to accept the new role as GM.

And finally, where First Mates could mutiny against an unfair GM. This, however, requires more votes. In order to vote out a GM, all First Mates must approve, 2/3 of the officer corp. must approve and 1/3 of the veterans corp. must approve. If they succeed, they must agree unanimously on a successor, and he/she will become the new GM. However, the First Mates all must resign their positions and return to the rank of veteran/officer, depending on the GM's choice, with NO chance of being able to return to the First Mate position. This is to prevent any constant eviction to cause chaos.

That's my idea of First Mates powers.

I disagree against this idea. If someone created a guild then it is theirs and I don't think other people should have the right to take it away unless the Guildmaster has either left for good or if the Guildmaster gives it away.

Jack Sharkbane 12-22-2010 06:40 AM

Quote:

Originally Posted by Jack Shipsteel (Post 283302)
I think that the title Co-GM is misleading. The prefix co- means that they work together. That means that's there's 2 of them, and that they helped found it. I think the title should be Second-in-Command or First Mate. Just a personal preference.

I agree with Del that there should be no limit on First Mates, however, I went along with 3 Co-GM positions. The reason why I did so was for a system of Checks and Balances. Each First Mate has the authority to eject out any member as they please. But in order to demote any veterans or Officers, 2/3 of the First Mates must elect to do so. In order to EJECT an officer or veteran entirely, all must agree. The First Mates do not have to be on at the same time in order to do any important choices. One can suggest that a veteran be ejected, and whenever the others come on, they'll recieve a little pop-up stating who the other First Mate wants to eject and give the person reading an approve or decline answer.

I'd also suggest a way where the First Mates could mutiny against the current GM if the GM hasn't been on for at least 6 months, but all of them would have to agree, and one would have to accept the new role as GM.

And finally, where First Mates could mutiny against an unfair GM. This, however, requires more votes. In order to vote out a GM, all First Mates must approve, 2/3 of the officer corp. must approve and 1/3 of the veterans corp. must approve. If they succeed, they must agree unanimously on a successor, and he/she will become the new GM. However, the First Mates all must resign their positions and return to the rank of veteran/officer, depending on the GM's choice, with NO chance of being able to return to the First Mate position. This is to prevent any constant eviction to cause chaos.

That's my idea of First Mates powers.

Well, as far as the democracy thing, thats how real pirate ships worked. But honestly, a first mate thing would be a really smart thing, and making the game all the more realistic to the pirate days.

Jack Shipsteel 12-22-2010 03:44 PM

Quote:

Originally Posted by Swash (Post 283503)
I disagree against this idea. If someone created a guild then it is theirs and I don't think other people should have the right to take it away unless the Guildmaster has either left for good or if the Guildmaster gives it away.

There's already a new update that allows a GM to give the mastership over to another member. On test or live, I'm not sure.

And if a GM knew he/she was going to be gone for longer than six months, he/she could warn his/her First Mates in advance.

The mutiny against the GM when the GM is around is only to prevent people that can't lead a group of people correctly, but still wants the power. And, as I've explained, it take a good half of the body of the Guild's Officers and Veterans to approve of this, and the First Mates are immediately evicted, once they decided on a successor. And this can happen to any of the Guildmasters, not just the first one.

SEAKING23 12-22-2010 06:31 PM

Good point Jack.

Oh and Swash, the GM has a choice to Make a first mate,if he does not want one, that's fine with him. you make it sound like a GM must have a first mate.

Chris Ironhawk 12-29-2010 09:29 AM

I agree with Del. I do not believe that there should be a limit on the amount of Co-GMs that a GM can promote. They have obviously earned it, and the GM has the discretion to promote whomever he/she feels deserves it.

SEAKING23 12-29-2010 05:11 PM

Now i only hope Disney will look here.

Swash 12-29-2010 05:42 PM

Quote:

Originally Posted by SEAKING23 (Post 283561)
Good point Jack.

Oh and Swash, the GM has a choice to Make a first mate,if he does not want one, that's fine with him. you make it sound like a GM must have a first mate.

I didn't say whether they should have a First Mate or not. Also I said the only way I would like to see someone else become the GM is if they gave it away, which is what the update accomplished. Also I say if someone else is made a Co-GM then they should have all the powers of the GM and the GM would become a Co-GM because as Jack Shipsteel said, the prefix "Co-" means they work together. An example would be the term "Co-worker" it doesn't mean 2nd in command worker, it means they are workers just like you and they have the same powers that you do.
Basically what I'm saying is if a Co-GM is named then they are a Guildmaster, and both are Co-GM's.


All times are GMT. The time now is 05:40 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.