.:: Event Conduct ::. |
The following can be considered guidelines for non-official hunts and events, |
| The First Rule of Armada |
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Have fun and make sure your guild mates have fun too. |
| Attending an Event |
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When joining an event it is good to remember that someone else has organised the event and that person must be shown due respect and his instructions followed. It should also be remembered that several other guild member are also attending the event and that the event is designed for the enjoyment of everyone. A good event organiser will be very concerned that his event goes well, and that those attending have fun and don't get incapacitated any more than is absolutely necessary. The event organiser/group leader will feel responsible for you, and everyone else in the group, from the moment you join the group. When you join a group you should look at your abilities and those of your group mates. Focus on the abilities that fill a niche for your group, abilities other than just having big guns :P For example: TT's can boost shields, recharge shields, patch hulls; JDs can summon enemies close, fold enemies away, supply a Psi-Shield, TE's can rally friends and hack foes, JE's have environment shielding, they can drain foes shields, PS's have menace and repulsor fields and the PW's can sap shields, grav link. And much more. If you are unhappy with the way an event is organised or run you are entitled to excuse yourself from the event and either not attend that event in the future, or, preferably, discuss any problem you had with the event or its organiser with a senior guild member (either Chancellor, Justicar or Regent). If you argue with the event organiser or act in a disruptive manner towards the event, any merit your disagreement may have held is negated and you will be held accountable for your actions. Please remember that an event organiser is human and may feel he is under pressure to run a good event. If you do something that seems trivial to you and the organiser reacts harshly to your actions it may be that he is responding not for personal reasons but on behalf of the group as a whole. In this case either excuse yourself from the event or apologise and continue with the event. |
| Leading an Event |
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As soon as you take up the role of Guild Event Organiser you take on the responsibility for others having fun, gaining experience and doing so while collecting as little XP debt as possible. You are in full control of your event, not event the Senior guild members have the right to interfere in the management of the event; though they must approve it before it becomes an official guild event. Leading an event is a responsibility but it is also a role that earns you respect and brings you to the attention of the Senior Guild members. Individuals who offer up some of their time to devise and organise events are greatly appreciated by the guild and it is a sure way to advance in the guild. Leading an event is primarily about having fun with a group of guild mates. Leading an event is not about lording it over others. As an event organiser and/or group leader you have the right to expect those attending your event to show you courtesy and respect. They should do as asked, the key word being 'asked'. If they do not and you believe they are interfering in the running of the event or the enjoyment of others, you are free to exclude the individual from the event. Any such exclusion must be reported, via e-mail complete with any relevant screen shots, to the Justiciary (either Honorguard, Chancellor or Regent). Please bear in mind that those who attend your event are doing so to have fun, get XP and socialise with their friends. They are not expected to be highly disciplined professionals who perform like programmed machines. People do things that you will not expect, sometimes this is annoying and even possibly dangerous to you and your group. Rarely will such actions be meant to annoy or endanger the group, most often it is simply lack of experience, over eagerness, or immaturity. Respond to such situations with tact and good leadership, try to teach rather than preach, explain what was done wrong, and why via group or private /t rather than snapping or berating the individual in group or guild chat. |
| Formed Group |
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If your group leader initiates a Formation you should join it and remain formed unless instructed otherwise. All group members owe their first loyalty to those formed with them. Use your buffs and abilities on each other. If you feel a need to break formation then inform your group leader why you are doing it, you may find that your group leader will take the whole group to do what you are suggesting. If you break away without the group leaders permission you are no longer under the groups protection. If you are incapacitated it is your fault, do not expect other group members to follow you, give you buff support or endanger themselves for you. If you are part of a group and an individual breaks away you should ignore that individual and focus your attention on your group, after all the rogue group member is obviously not concerned for your welfare. The power of a group who trust each other, hold formation, focus on using their abilities while knowing that those around them are also fully focused is unquestionable. Such a group can hunt well above it's average CL, especially when one of those grouped is a TT focusing on keeping everyone's shields up. |
| Skirmish Group |
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If the event calls for an unformed group, such as prospecting group, a Jenquai cloaked hunt etc., you are free to move as required. You should still try to remain aware of your position relative to your group. |
| Skirmish Hunting Group |
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In some hunts it is best not to use a fixed formation but rather to allow various hunters to fight at their own range. A classic case of this is missile hunters grouped with beam users. In this kind of hunt, where the missile users remain at a distance from the prey while the beam users close to engage, it is necessary to have a broken formation. Such hunting, if against individually superior MOBs, is more difficult than a formed group and communication is more important. If the MOB is not dangerous on a one on one to any hunter then this kind of hunt is can be considered a group supported solo hunt that allows you to kill faster and more effectively. Against a MOB that requires group co-ordination to kill then it is important to know who is the spotter, who is responsible for identifying the target and then synchronise your attacks for maximum effect. |
| Communication |
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Key to any organisation is communication. You do not need to inform your group of everything you do, use common sense based upon the nature of the event you are attending. Group Leaders should always acknowledge a communication with either k or rgr to indicate received and understood.
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| Spotting for the Group |
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When spotting for the group there are several ways to communicate the location of the target. Msg spotting uses CTRL-T, F8 etc., this will send an automatic message indicating the Map Coordinates of the target. This is very easy to do but provides less useful information than it would appear. If your scan range is greater than the rest of the group and the target is beyond their scan range then the information only tells them that you can see something that they cannot! This method is good for spotting while part of an unformed group. Icon spotting uses the Targeting Icons. The group regularly checks to select the spotter's target and the spotter asks them to select his target when he has one. This suffers the same problem that automatic messaging (above) has; it is dependant upon everyone having equally good scan range. The Clock spotting method is excellent when formed but useless otherwise. Imagine a clock around the group, 12 o'clock is ahead, 6 o'clock is behind (see diagram). The spotter calls the direction and range of the target and the group leader turns and moves in that direction. The spotter can adjust the exact direction as the group closes with the target. Eventually the group leader will see the target and the attack run will begin. ![]() |