Posted: Tue Jul 03, 2007 9:31 pm
Well I strongly support some points and strongly disagree with others. Starting off, my first major problem, as said by others, is that you are throwing all these things into the "community core" discussion. It needs its own thread.
Community Core
I *strongly* agree with the idea of a community core, though I will define what I see a community core as. However there is unfortunately a good chance of things going to hell IF the community core is not Noir's. If we get everything set up for a community core and no one chooses to play it, it would just be a waste of time.
Now onto details I feel are necessary for the community core... The core devs of the major cores are polled, asking if they will allow their core to be the community core and agree to some guidelines. Those who agree to those guidelines will have their core's placed into an ASGS poll to be voted on. Whichever core wins will be the new community core. The core dev will remain the lead core dev so long as he follows the guidelines, but a couple others will be selected who have the power to make core changes as necessary.
The core dev agrees that the core no longer belongs to him, but to the Allegiance community. I don't think anyone can really say their core "belongs" to them but it is not fair to take over someone else's core unless he willingly hands it over or goes very inactive/leaves the community. Any member of the community is able to take the community core and use it as a starting point to work on their own unofficial cores. The core dev must collaborate with others. We'd probably need a senate like structure set up again to handle this (but twice as large or so). While we want community involvement, directly involving everyone is not feasible. They will need elected representatives. The senate will discuss what changes need to be made and formulate proposals for updates. If the proposal passes a 2/3 vote, the changes go in. If not, the proposal is tweaked until 2/3 of the members and the core dev approve. The core dev would preferably be the one to finalize proposals, but he must attempt to follow the desires of most of the elected members or be ousted. He could have veto power which would mean the proposal has to be voted on again and if the vote must be 3/4 or so to override the veto.
Stats would ONLY be recorded on the community core and ONLY recorded if autobalance is enabled. However community core ranks will show and work for balancing purposes if desired on other cores.
Squad games will obviously be played on whatever core is decided upon by the squads before they play. Some cores will mostly be left as "squad game cores." @Cadet and ACS should focus on the community core but provide important information about the other cores when necessary.
*Benefits*Training docs and programs can be MUCH more detailed and accurate since they don't need to be aware of multiple coresWe have an official community core which is the work of multiple peopleUpdates can be made more frequentlyEasy place to start if someone wants to work on their own coreNo copyright stuff*Disadvantages*Training docs may need to be updated more frequently (and may need to be rewritten right away)It simply won't work if people don't play on itHiders
Hiders certainly need to stay. But changes to the system would be welcome. Make a boot kick you to the lobby only and any commander has to accept you again to rejoin a game. You could possibly have a time limit between when someone can log out on one callsign and when he can log in with another.
Autobalance
Somewhat stated above. It's just plain silly to allow any games without autobalance on to count. It defeats the whole purpose of the system. Unbalanced games will not produce balanced ranks. Autobalanced games over time will lead to a fairly respectable balancing system.
Community Core
I *strongly* agree with the idea of a community core, though I will define what I see a community core as. However there is unfortunately a good chance of things going to hell IF the community core is not Noir's. If we get everything set up for a community core and no one chooses to play it, it would just be a waste of time.
Now onto details I feel are necessary for the community core... The core devs of the major cores are polled, asking if they will allow their core to be the community core and agree to some guidelines. Those who agree to those guidelines will have their core's placed into an ASGS poll to be voted on. Whichever core wins will be the new community core. The core dev will remain the lead core dev so long as he follows the guidelines, but a couple others will be selected who have the power to make core changes as necessary.
The core dev agrees that the core no longer belongs to him, but to the Allegiance community. I don't think anyone can really say their core "belongs" to them but it is not fair to take over someone else's core unless he willingly hands it over or goes very inactive/leaves the community. Any member of the community is able to take the community core and use it as a starting point to work on their own unofficial cores. The core dev must collaborate with others. We'd probably need a senate like structure set up again to handle this (but twice as large or so). While we want community involvement, directly involving everyone is not feasible. They will need elected representatives. The senate will discuss what changes need to be made and formulate proposals for updates. If the proposal passes a 2/3 vote, the changes go in. If not, the proposal is tweaked until 2/3 of the members and the core dev approve. The core dev would preferably be the one to finalize proposals, but he must attempt to follow the desires of most of the elected members or be ousted. He could have veto power which would mean the proposal has to be voted on again and if the vote must be 3/4 or so to override the veto.
Stats would ONLY be recorded on the community core and ONLY recorded if autobalance is enabled. However community core ranks will show and work for balancing purposes if desired on other cores.
Squad games will obviously be played on whatever core is decided upon by the squads before they play. Some cores will mostly be left as "squad game cores." @Cadet and ACS should focus on the community core but provide important information about the other cores when necessary.
*Benefits*Training docs and programs can be MUCH more detailed and accurate since they don't need to be aware of multiple coresWe have an official community core which is the work of multiple peopleUpdates can be made more frequentlyEasy place to start if someone wants to work on their own coreNo copyright stuff*Disadvantages*Training docs may need to be updated more frequently (and may need to be rewritten right away)It simply won't work if people don't play on itHiders
Hiders certainly need to stay. But changes to the system would be welcome. Make a boot kick you to the lobby only and any commander has to accept you again to rejoin a game. You could possibly have a time limit between when someone can log out on one callsign and when he can log in with another.
Autobalance
Somewhat stated above. It's just plain silly to allow any games without autobalance on to count. It defeats the whole purpose of the system. Unbalanced games will not produce balanced ranks. Autobalanced games over time will lead to a fairly respectable balancing system.