Difference between revisions of "Ranks"
m (Updated to the rank numbers as-seen in the new +group system.) |
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− | <nowiki># - Reserve (# = Equiv. Rank, caps at | + | <nowiki># - Reserve (# = Equiv. Rank, caps at 3.)</nowiki> |
20. Ally | 20. Ally | ||
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21. Provisional Ally | 21. Provisional Ally | ||
− | 22. Last Chancer (Union Only) | + | 22. Last Chancer (Union Only)/Wraith (Confederate Only) |
23. Mercenary | 23. Mercenary | ||
− | < | + | ---- |
+ | |||
+ | '''Syndicate Network''' | ||
+ | |||
+ | |||
+ | The ranks of the Syndicate Network are not as formal as those of other groups. Nevertheless, they do have the following ranks. Note that these do not correspond to factional ranks at all, and most will simply be Lookouts or Recruits. | ||
+ | |||
+ | |||
+ | 1. Administrator | ||
+ | |||
+ | 2. Co-Administrator | ||
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+ | 3. Supervisor <- Syndicate Management. | ||
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+ | 4. Envoy <- Trusted representatives of other groups or factions. | ||
+ | |||
+ | 5. Lookout <- Most members. | ||
+ | |||
+ | 6. Recruit <- New members. | ||
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− | The highest that may be applied for without special permission from facheads and staff is | + | |
+ | The highest that may be applied for without special permission from facheads and staff is 6 - Lieutenant. Higher ranks have tools to help manage their faction, like kicking trouble players off of channels and will not be given to new players or those we aren't sure can handle this responsibly. Abuse is grounds for severe disciplinary action. | ||
'''Allies''' are somewhere between mercenaries/contractors and enlisted members. They have full factional access and are expected to help out, but they have a lot of freedom and usually aren't expected to take orders unless they are involved in a military situation. | '''Allies''' are somewhere between mercenaries/contractors and enlisted members. They have full factional access and are expected to help out, but they have a lot of freedom and usually aren't expected to take orders unless they are involved in a military situation. | ||
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'''Mercenary''' is exactly what it sounds like. Mercenaries that are applied into factions are on retainer. They have somewhat more restricted access to their factional boards and channels than most, though. | '''Mercenary''' is exactly what it sounds like. Mercenaries that are applied into factions are on retainer. They have somewhat more restricted access to their factional boards and channels than most, though. | ||
− | '''Last Chancer''' is a special designation for a variety of possible character concepts, with an emphasis on characters too evil for the Union to be directly associated with, or simply those who have gotten into trouble in-play. | + | '''Last Chancer''' is a special designation for a variety of possible character concepts, with an emphasis on characters too evil for the Union to be directly associated with, or simply those who have gotten into trouble in-play. '''Wraith''' fulfills a similar purpose in the Confederacy, granting a discreet position to those who may want to be less open about their ties to an evil organization, or to those the Confederacy would like to deny association with in the right circumstances. |
− | ''' | + | Unaffiliated characters may simply put 'None' or 'N/A' in their rank field. |
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[[category:News File]] | [[category:News File]] |
Latest revision as of 18:46, 30 December 2014
This is a listing of ranks used by all the major factions at Multiverse Crisis MUSH. Alternate titles may be used at Staff or Fachead discretion.
X. President/Emperor (ADMIN/PLOT ONLY) (This rank is not represented in the code.)
1. Field Marshal (FacHead, x1)
2. General (FacHead)
3. Colonel
4. Major
5. Captain
6. Lieutenant
7. Ensign
8. Probation
# - Reserve (# = Equiv. Rank, caps at 3.)
20. Ally
21. Provisional Ally
22. Last Chancer (Union Only)/Wraith (Confederate Only)
23. Mercenary
Syndicate Network
The ranks of the Syndicate Network are not as formal as those of other groups. Nevertheless, they do have the following ranks. Note that these do not correspond to factional ranks at all, and most will simply be Lookouts or Recruits.
1. Administrator
2. Co-Administrator
3. Supervisor <- Syndicate Management.
4. Envoy <- Trusted representatives of other groups or factions.
5. Lookout <- Most members.
6. Recruit <- New members.
The highest that may be applied for without special permission from facheads and staff is 6 - Lieutenant. Higher ranks have tools to help manage their faction, like kicking trouble players off of channels and will not be given to new players or those we aren't sure can handle this responsibly. Abuse is grounds for severe disciplinary action.
Allies are somewhere between mercenaries/contractors and enlisted members. They have full factional access and are expected to help out, but they have a lot of freedom and usually aren't expected to take orders unless they are involved in a military situation.
Provisional Allies are allies who aren't considered completely trustworthy, or who made a bad call and got demoted to this as punishment. Many defectors from the enemy end up under this designation.
Reserve Ranks were formerly referred to as Senior Allies. They are for all practical purposes just Allies with authority. This is a special rank with less pronounced activity requirements, which requires Admin permission to be issued.
Mercenary is exactly what it sounds like. Mercenaries that are applied into factions are on retainer. They have somewhat more restricted access to their factional boards and channels than most, though.
Last Chancer is a special designation for a variety of possible character concepts, with an emphasis on characters too evil for the Union to be directly associated with, or simply those who have gotten into trouble in-play. Wraith fulfills a similar purpose in the Confederacy, granting a discreet position to those who may want to be less open about their ties to an evil organization, or to those the Confederacy would like to deny association with in the right circumstances.
Unaffiliated characters may simply put 'None' or 'N/A' in their rank field.