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Galon
Gunnery Sergeant
Joined: Wed Nov 22, 2006 3:20 am Posts: 26 Location: United States
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New to being a ceo any help as to instructions for playes or order things should be accomplished in would be nice.
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| Thu Feb 08, 2007 2:22 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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Galon wrote: New to being a ceo any help as to instructions for playes or order things should be accomplished in would be nice.
There are many aspects to being a CEO. The hardest thing about being CEO is handling the newer players. Here are some of my rules as CEO in order.
1) Check for limpets before coming to the home sector or other important sectors. (This rule is the most important I think)
2) IF they are a new player, you need to set them up with tasks, being it gridding, cashing, colonizing, etc... Experienced players will probably do what they do best.
3) Make sure that all corpies know to leave the diplomacy up to you. More than 1 person making truces and dealing with other corps will always end up in disaster.
Note: All of corpies need to know what your plan is. Make sure you brief them all on the big picture. Also, CEO doesn't mean you are the BOSS. You are nothing more than a plan chairman with a committee. Always consider suggestions from your team. They might have some good ideas.
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| Thu Feb 08, 2007 2:36 pm |
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Slim Shady
Gameop
Joined: Thu Jun 06, 2002 2:00 am Posts: 2371 Location: USA
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Depends on the game.
If it's a fun game, then as a CEO your job should be to teach those that don't know as much as you, or, maybe just practice giving orders
If it's a competitive game, you need to run a tight ship.
You need to be confident giving commands at a moments notice, and your corpies need to be able to trust you enough to do what you say right away without asking questions. Don't get me wrong, questions are great, and I fully encourage them, as that is not only how new people learn, but also how you (the ceo) learn as well. But, for example, if we're in a combat situation, and we're invading or being invaded, and I am ceo and I say "hey, joe blow, go do blah blah blah on my mark... go!" They should be prepared and ready to rock right then as there is no time to ask questions.
The CEO is the boss, and you are all his dupes
Now, obviously, if the CEO is a jerk, or has no idea what he's doing, feel free to never corp with them again or tell them what they should do.
Also, keep in mind, just because someone is "ceo" and can use the corp flagship, does not mean they are the CEO.
One last note, never CEO a draft game
_________________ Ask Slim!
--==[The Outfit]==--
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| Thu Feb 08, 2007 3:18 pm |
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Muss
Veteran Op
Joined: Mon Jun 16, 2003 2:00 am Posts: 639 Location: USA
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practice
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| Thu Feb 08, 2007 7:21 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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CEO of real players?
#1. Organization.
You need to demonstrate strong organizational skills. Things need to get done, cashing, buy downs, gridding, grid defense, etc. Make a plan for when players move and do their thing, and how they return. Have a structure and method for everything to make sure stuff gets done, and done in a way that's effective. This means having a plan, yes, but all of that can change. What it really means is having a method by which plans are developed that everyone can respect so they get followed.
#2. Pick good players.
Most players will slack and flake out on you. There are a few that won't. Some will want to sit in their bubble all day long and wait to die. Some won't. Find those that won't. Find those people that want to learn, want to grow, want to eat everything they see and kill everything that moves. Find people with good key time. Some people will not be teachable nor coachable, that'll sink you quicker than keytime... find people that are coachable and willing to learn.
#3. Lead by example. Teach and be taught.
Nobody knows everything about anything. This game included. Teach what you know to the people on your corp, but let them teach you what they know. You'll be suprised how many great ideas your corpies will come up with if you let them. Once you have good people, all they need is the structure and you can let them do their thing. If they have any questions or problems, just show them how to do it. When in doubt, show them how... words are cheap, but when someone sees you invade and take out an enemy base that's got 3x the figs you have... it'll put everything in perspective.
#4. Be a problem solver. Show respect.
Problems always arise, that's the game. Show respect for the people on your team and work to resolve the problems in a fair, team-first attitude. "We just need to work together to find an effective solution here so we can win this game. What can you help with?"
#5. NEVER GIVE UP.
The game isn't over till it's over. Never give up. Claw your way thru the mud and muck, making your opponents cry for every inch they take... and when they're not looking, take it back. Be the pitbull.
#6. Find your teammate's strengths. Everyone has a schedule of when they can play. Everyone has set hours they can put in. Everyone has something they're experienced with, everyone has something they're good at. Most people, atleast if you've picked good corpies, will also have things they want to get better at. This gives you an effective way to make use of their time while developing their skills.
#7. The CEO is the person that rises to the occasion to do as many of these things as possible. It's not always the person w/ the "ceo" label in the game. If you end up as a CEO you will need 1 or 2 people you can count on most of all as your 2nds. These people will be in charge of handling emergencies if you're out. They're also the ones that will organize and handle certain activities, such as cashing, or gridding, or grid defense. I've gotten lucky and found good people for mine, these are people I tend to corp with in the future.
#8. If you find good people, that game will be fun in itself. You won't have to make it any more so, because you'll win. If you're in the middle of a big draft game tho where half your players are... eh... then you need to make it as fun as possible, keeping your players engaged in things.
#9. Making requests. "Hey, can you do...?" Don't go "Hey, go do XXX!" that's just not going to work. Ask politely, say please and thank you. These guys aren't getting paid to play, this isn't a real corporation with suits and ties.
#10... big draft games. You can CEO a big draft game if you've got enough of these down. It's actually not too tough, but it is stressful since you're always trying to squeeze a structure and plan onto things. That's where a lot of stuff goes wrong, if people are all following different plans.
Some people, unfortunately, are just bad at that too... they always go their own way and if they don't get their own way 100% of the time they get huffy and leave. Goes back to "pick good corpies."
Anyway... think that's all I can think of for now.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Thu Feb 08, 2007 9:10 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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Singularity wrote: CEO of real players?
#1. Organization. You need to demonstrate strong organizational skills. Things need to get done, cashing, buy downs, gridding, grid defense, etc. Make a plan for when players move and do their thing, and how they return. Have a structure and method for everything to make sure stuff gets done, and done in a way that's effective. This means having a plan, yes, but all of that can change. What it really means is having a method by which plans are developed that everyone can respect so they get followed.
#2. Pick good players. Most players will slack and flake out on you. There are a few that won't. Some will want to sit in their bubble all day long and wait to die. Some won't. Find those that won't. Find those people that want to learn, want to grow, want to eat everything they see and kill everything that moves. Find people with good key time. Some people will not be teachable nor coachable, that'll sink you quicker than keytime... find people that are coachable and willing to learn.
#3. Lead by example. Teach and be taught. Nobody knows everything about anything. This game included. Teach what you know to the people on your corp, but let them teach you what they know. You'll be suprised how many great ideas your corpies will come up with if you let them. Once you have good people, all they need is the structure and you can let them do their thing. If they have any questions or problems, just show them how to do it. When in doubt, show them how... words are cheap, but when someone sees you invade and take out an enemy base that's got 3x the figs you have... it'll put everything in perspective.
#4. Be a problem solver. Show respect. Problems always arise, that's the game. Show respect for the people on your team and work to resolve the problems in a fair, team-first attitude. "We just need to work together to find an effective solution here so we can win this game. What can you help with?
#5. NEVER GIVE UP. The game isn't over till it's over. Never give up. Claw your way thru the mud and muck, making your opponents cry for every inch they take... and when they're not looking, take it back. Be the pitbull.
#6. Find your teammate's strengths. Everyone has a schedule of when they can play. Everyone has set hours they can put in. Everyone has something they're experienced with, everyone has something they're good at. Most people, atleast if you've picked good corpies, will also have things they want to get better at. This gives you an effective way to make use of their time while developing their skills.
#7. The CEO is the person that rises to the occasion to do as many of these things as possible. It's not always the person w/ the "ceo" label in the game. If you end up as a CEO you will need 1 or 2 people you can count on most of all as your 2nds. These people will be in charge of handling emergencies if you're out. They're also the ones that will organize and handle certain activities, such as cashing, or gridding, or grid defense. I've gotten lucky and found good people for mine, these are people I tend to corp with in the future.
#8. If you find good people, that game will be fun in itself. You won't have to make it any more so, because you'll win. If you're in the middle of a big draft game tho where half your players are... eh... then you need to make it as fun as possible, keeping your players engaged in things.
#9. Making requests. "Hey, can you do...?" Don't go "Hey, go do XXX!" that's just not going to work. Ask politely, say please and thank you. These guys aren't getting paid to play, this isn't a real corporation with suits and ties.
#10... big draft games. You can CEO a big draft game if you've got enough of these down. It's actually not too tough, but it is stressful since you're always trying to squeeze a structure and plan onto things. That's where a lot of stuff goes wrong, if people are all following different plans.
Some people, unfortunately, are just bad at that too... they always go their own way and if they don't get their own way 100% of the time they get huffy and leave. Goes back to "pick good corpies."
Anyway... think that's all I can think of for now.
Did you cut and paste this out of a manual? lol That would have taken me an hour to type. lol
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| Thu Feb 08, 2007 10:01 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Laff... uh no. Fast typer.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Fri Feb 09, 2007 12:03 am |
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Silence
Commander
Joined: Tue Mar 26, 2002 3:00 am Posts: 1416 Location: Canada
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Slim Shady wrote: Depends on the game. If it's a fun game, then as a CEO your job should be to teach those that don't know as much as you, or, maybe just practice giving orders If it's a competitive game, you need to run a tight ship. You need to be confident giving commands at a moments notice, and your corpies need to be able to trust you enough to do what you say right away without asking questions. Don't get me wrong, questions are great, and I fully encourage them, as that is not only how new people learn, but also how you (the ceo) learn as well. But, for example, if we're in a combat situation, and we're invading or being invaded, and I am ceo and I say "hey, joe blow, go do blah blah blah on my mark... go!" They should be prepared and ready to rock right then as there is no time to ask questions.
The CEO is the boss, and you are all his dupes Now, obviously, if the CEO is a jerk, or has no idea what he's doing, feel free to never corp with them again or tell them what they should do. Also, keep in mind, just because someone is "ceo" and can use the corp flagship, does not mean they are the CEO.
One last note, never CEO a draft game
I'd do it again. CEO a draft game that is.
Just not till 2012.
It is a stressful thing to do. The only way it can be done in a structured way is to do as sing says: pick good people. If you have 1 or 2 or 5 good players, who are also experienced in helping structure a good team, it makes the stress level for all drop, as nobody needs to be there 24/7 to follow a plan.
If as a ceo, you can't commit at least 150% of the time you expect your helpers to commit to the team then you shouldn't be ceo in this situation.
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| Fri Feb 09, 2007 12:13 am |
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Baited
Lieutenant
Joined: Sun Nov 07, 2004 3:00 am Posts: 588 Location: USA
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Also cut some players some slack, If I am a ceo, and someone makes a mistake, don't harp on them, their people, mistakes happen. If I am experienced people on my team, I try to get them into roles that their good at and that they want to do, and then let them do it. If you rule by a hammer your not going to get things done. Being a ceo doesn't mean your "the boss" your a team and have to play like one. Treat your corpies with respect and bottom line have fun. I may win or loose but I am going to have fun doing it regadless and want the corpies to have fun as well.
Oh and always listen to them.
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| Fri Feb 09, 2007 2:20 pm |
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Slim Shady
Gameop
Joined: Thu Jun 06, 2002 2:00 am Posts: 2371 Location: USA
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wow... baited, are you drunk in the morning? hehe
But I agree, if someone makes a mistake, hey, they happen, adapt and overcome, but, I disagree, and sometimes you *do* need to rule with a hammer, specially if you are playing with newer players. They have to understand that you are doing things, and you might not have time to explain why until after.
_________________ Ask Slim!
--==[The Outfit]==--
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| Fri Feb 09, 2007 2:37 pm |
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Baited
Lieutenant
Joined: Sun Nov 07, 2004 3:00 am Posts: 588 Location: USA
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nod slim ur right, I should of been more clear, I was meaning with exp people, they should know better, ceo'ing newbs can be an intire different approach...Alot of times the newbs have to be babysitted the intire game, depending on how fast they learn.
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| Fri Feb 09, 2007 3:08 pm |
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Slim Shady
Gameop
Joined: Thu Jun 06, 2002 2:00 am Posts: 2371 Location: USA
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i was givin ya a friendly jibe for the grammar
_________________ Ask Slim!
--==[The Outfit]==--
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| Fri Feb 09, 2007 3:37 pm |
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Silence
Commander
Joined: Tue Mar 26, 2002 3:00 am Posts: 1416 Location: Canada
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Apparently he's still drunk in the afternoon
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| Fri Feb 09, 2007 10:55 pm |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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1. Make a red CEO of record if near stock game.
2. "Hard orders" dont work, people will bail. it's a game, gotta have fun. Make suggestions.
3. Recruit anyone who can see Lightning and hear Thunder if you drop behind any other Corp on number of members.
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| Mon Feb 12, 2007 8:46 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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I've won games being down corpies. You're only as good as your weakest link... if you recruit someone that's good at bringing limpets home to base, it doesn't matter what your corp's turn count is... you're going to lose a lot of them anyway.
Recruit someone who's only skill is doing whatever the heck they feel like... and you'll burn turns trying to rescue him from a foton.
I'd rather have 3 really solid, smart, aggressive players than 3 really solid, smart, aggressive players and 1 really bad, limpet-dragging, turn-blower.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Mon Feb 12, 2007 9:08 pm |
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