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Make "commander" actually MEAN something...
Posted: Fri Aug 05, 2011 6:42 am
by WoofyBear
Well, as it is, the CO position only gives a max of 30% per turn income divided among their officers. Most people dont join a CO for this reason, they do it for "protection". Smaller players take a bigger player as a CO for the intimidation factor. Well, make that actually mean something... Set it up where if you have officers you actually DO protect them... Make your MS go out automatically to defend your officers if they are attacked... This will make sure that CO's actually protect their officers and everyone will be forced to choose more wisely who they take as officers or commanders. It could also have the option to protect a random officer.
You can set it up where the CO has to choose one of his officers to defend at any given time. His MS will not be able to defend every officer, only the one he specifies or the CO can set it to protect a random officer. He can change this at any time. This means more work to be a CO, but commanding several people should not be an easy job anyway and should, in fact, be difficult and costly to do so.
The MS protection can be put in place of the 30% of CO's income or in addition to it.
You can also set it up where, with your weekly permission, your CO can set your ppt for you (but only for 12 hours and it actually uses one of your weekly PPT's to do this and one Market Turn. (reduces the amount of time you have on ppt but can actually save you if your CO is doing his job and watching your attack logs like he should.) There can be safeguards put in so that the CO can not do this for inactive accounts. The permission must be given weekly to the CO for him to have this power over you and your Market Turns.
As it is, the CO can only see your logs. Nothing more and there is no actual "protection" but the intimidation factor of your CO's reputation.
Re: Make "commander" actually MEAN something...
Posted: Fri Aug 05, 2011 7:09 am
by Juliette
I once wrote, regarding Commanders, Officers and their relation: [spoiler]Commanders hold and create a space of possibility. They help us to evolve our selves as players of SGW so that we may move into that possibility.
1. Mutual Respect
The Commander and the Officer share a deep respect for the common pursuit as well as for the underlying values driving the pursuit. It is the shared respect that connects and provides the foundation for the work the CO and the officer will do together.
2. Trust
When a deep level of trust exists between the Commander and the officer, the individual is able to take great risks risks they might not have taken without the trust. The mutual trust between CO and officer provides a safe space for the latter to step out in faith and achieve what might appear difficult, impossible, or overwhelming. The trust the CO provides as part of the framework is fundamental for the learning experience to occur.
3. Commander as a Conduit
A Commander provides access to learning and growth. It is through the CO-officer relationship that deep learning occurs. The Commander provides a framework for exploration by creating a context that provides support, encouragement, and growth.
4. Space, learning and integration
A Commander creates a space for listening and for helping the person to integrate the learning into their gameplaying styles. A Commander becomes like an "inner voice", we borrow the CO for this guiding voice while we search to find and express our own voice.
5. Safe Space
Unconditional acceptance is a key ingredient for establishing trust and a safe space. When one experiences unconditional acceptance and a sense of belonging, one is able to more clearly reveal and be themselves. Accepting others for who they are, without apology or explanation, is therefore an essential aspect of being a Commander. With total acceptance, one feels trusted and known, and is able to take great risks. In a safe space, nothing is taboo.
6. Vision
A Commander holds a vision of what's possible, and leads the way to the vision. A Commander believes in the vision as much as the officer does.
7. Shared Experience
A CO-officer relationship is rich with learning through shared experiences. The learning is not just academic and has a vibrancy and depth that goes beyond reflective discussion. The Commander has discussions in "real time" - the interaction and the learnings aren't just academic. They are deep and real.
8. Challenge
The Commander challenges and stretches the person, and provides inspiration for the person to take on even greater challenges. A Commander stretches a person from within.
9. Inspiration
A Commander "walks the talk" and provides inspiration through their very being. A Commander is someone who we aspire to become; the CO has qualities/skills we want for our selves. The CO helps us to see possibility by bringing to life the qualities we aspire for ourselves.
10. Sage Advice
A Commander will offer sage advice, will show the officer "the ropes" and will invest time and energy in the development of the individual. The more open the officer is to accessing this wisdom, the more profound the discoveries will be!
Adaptation by Auriel Mar 2008, from original text by Jan Gordon, (c) 2002[/spoiler]
The commander-officer relationship goes well beyond a little Naq for a little UU.
Interesting idea though, Woofie!
Re: Make "commander" actually MEAN something...
Posted: Fri Aug 05, 2011 7:12 am
by Cole
Some good ideas there Woofy. I like the PPT thing, because the way you suggest it, it cannot be abused, but can be helpful on some situations.
The MS sent out is interesting idea, and logical.
I didn't join my commander for extra income or something like this, but because she's cool.
![[060.gif] :smt060](./images/smilies/060.gif)
Oh and, good way to describe long lasting & efficient officer/commander relationships Jo.

Re: Make "commander" actually MEAN something...
Posted: Fri Aug 05, 2011 7:16 am
by ƒëmmë ƒatalë
its ok if officer is a noob and in need of some sort of protection BUT I see it leading to more ppl becoming dragged into wars they have no part off
What about COs that have officers on both sides of a war? or if officer gets attacked by someone your allied with?
sorry Woofy I think there are too many variables..
My CO is my CO because he is a friend, tags/protection have nothing to do with it..
Re: Make "commander" actually MEAN something...
Posted: Fri Aug 05, 2011 7:26 am
by WoofyBear
ƒëmmë ƒatalë wrote:its ok if officer is a noob and in need of some sort of protection BUT I see it leading to more ppl becoming dragged into wars they have no part off
What about COs that have officers on both sides of a war? or if officer gets attacked by someone your allied with?
sorry Woofy I think there are too many variables..
My CO is my CO because he is a friend, tags/protection have nothing to do with it..
thats why it should be OPTIONAL for the MS protection..... not automatic by default....
I understand the taking of a CO because they are your friend. I have my officers for the UP bonuses and because they are my friends, but in fact, i do little for them but push naq their way. There is no real protection that a CO gives other than his reputation and his protection "when he feels like it". This will give him the option to prove to his officers he will, in fact, protect them and not just say "let me catch this guy on msn and i will try to work it out"...
Re: Make "commander" actually MEAN something...
Posted: Fri Aug 05, 2011 4:02 pm
by krsnik666
i like this suggestion give the commander more power over helping the officers.
why not add like a 5% chance that the CO's defence army helps the officer when under attack aswell this would be optional and the CO can choose which officer to protect over a 24 hour period
might have some more ideas
Re: Make "commander" actually MEAN something...
Posted: Sun Aug 07, 2011 3:19 pm
by ~Phoenix~
Veryy fine line on what is there for merit and what could be abused.
Re: Make "commander" actually MEAN something...
Posted: Tue Aug 16, 2011 6:52 am
by doddie
if a commander could send a certain amount of his glory or donate the glory points he generates a turn to an officer so that his officers can ascend quicker it would greatly benefit new players. I am a new player currently ascending and find the 20+ days to ascend really annoying and i don't have the stats and would take to big a loss ascending if i ranked below 160. allot of players have ascended as far as they want to go and don't have any use for glory points most of these earning 5 glory a turn if that was given to officers they could ascend in no time helping them catch up with the higher ascended players.
anyone agree??