5punkorp Rebuilding & Corp Goals

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friznit
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5punkorp Rebuilding & Corp Goals

Post by friznit »

I posted a corp mail in game outlining the steps we're taking to rejuvinate the corp.
1. Active CEO
2. Active, elected directors
3. Redefine corp goals

4. Recruit some new people
5. Rebalance PvP vs Industry

6. Set new involvement rules, including:

a. Non-activity
b. Non-participation
c. Calls to Arm
Current Corp Goals:

Note: Nouveau Riche (NR) is very much a 5punkorp entity, like Fw4ppers was before it. Everyone in NR are just as much 5punkorp members and can move between the two corps freely.

1. Establish NR and the industrial backbone of Betrayal Under Mayhem Alliance

2. Get some isk flowing into 5punkorp again so we can subsidise ships, modules and insurance (both PvP and the NR industrial members).

3. Develop our PvP capability, including numbers, confidence and skill.


The first two goals are well on the way, with NR moving to the new mining area shortly and from that we should start to make a very healthy cashflow. Recruiting will be the subject of a separate post, which I'll put on the open forum

As always, if anyone has an questions or issues, feel free to poke me or one of the directors.

Friz
Last edited by friznit on July 26th, 2007, 23:13, edited 4 times in total.
centerededgedesign
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Post by centerededgedesign »

I think number 4 to the list above should be:

Develop Fleet command skills.

a) It gets people practice being in command of the pvp assets we have.

b) It gets people involved in fleet work, something critical for pvp. The more practice we get, the better we'll get, and the more fun it will become.

c) It makes larger goals more achievable. When Deadspace plexes become unfixed, we'll have opportunities to run more difficult ones upon scanning them down. What better way to practice new tactics? Imagine if we'd all spider repped when we ran that DS! Nobody would have had to warp out from accidently getting too much aggro, and we could have swapped out FC to the person with the most aggro to minimize it.

d) With great responsibility comes great power! Uncle Ben had it all wrong, but he was only a few minutes from dying when he tried to sound wise. (always a boo-boo in a movie). There isn't a ship in game that can wield as much power as a capable FC and a battle-hardened crew behind him. THAT, more than many other things, determines the outcome of battles. When we're bored sitting in a system that destiny determines we must defend, we should be conducting battle drills and spider repping whilst maneuvering. Screw sitting in a POS, let's practice and show the locals and our allies how much we want to be the best.

e) Anybody in a fleet needs to be FC capable. When the enemy gets lucky and sends the FC's clone into subatomic smoke particles, somebody needs to step up and run the show while he gets his clone and ship sorted to run back to the fight.

Disclaimer: Dres has not been involved in adequate large scale ops to make these statements based on his own experience. Most information is secondhand from those that rave on about other FC's capabilities.
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