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Old CO Guild master rank

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View Poll Results: W0uld you like a Co-guildmaster?
No, I would not like a co-gm. 1 4.35%
i would like at least one co-gmmax in a guild 8 34.78%
I would like 2 co-gms max in a guild 6 26.09%
I would like 3 co-gms maxed in a guild 3 13.04%
I would like 4 co-gms max in a guild 4 17.39%
I would like 5 co-gms max in a gild. 1 4.35%
Voters: 23. You may not vote on this poll

 
 
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  #1  
Old 12-22-2010, 01:36 AM
SEAKING23 SEAKING23 is offline
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Its a good idea, and but the mutiny thing may gives spies to much of an advantage.
  #2  
Old 12-22-2010, 04:30 AM
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Captain Sharktooth Captain Sharktooth is offline
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Quote:
Originally Posted by SEAKING23 View Post
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.




  #3  
Old 12-22-2010, 05:09 AM
SEAKING23 SEAKING23 is offline
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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.
  #4  
Old 12-22-2010, 06:40 AM
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Jack Sharkbane Jack Sharkbane is offline
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Originally Posted by Jack Shipsteel View Post
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.
 

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