Content Suggestion UNGOC Rank Reformation

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Apr 6, 2023
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What does this suggestion change/add/remove:

This Suggestion is focussed on making a unique and efficient GOC Ranking structure which would create a better feeling of accomplishment for reaching S-NCO as well as be more lore accurate to actual Military ranks.




NEXCOM

Regional General - GEN [1 SLOT*]
Lieutenant General - LTGEN [1 SLOT*]

*Does not count to overall faction slots

Nexus Command, or NEXCOM, does not count to overall ‘hard-slots’ for the UN GOC, and are only filled by Game Masters during war-time, with the selected GMs being chosen by SL+, and authorized to deploy force-multipliers to allow fun combative RP between the UN GOC and another faction, depending on circumstance these force-multipliers could range from thermal goggles and orange suits, or tanks and helicopters, selected by the GM or SL.

NEXCOM would be controlled by both the GM team for overall orders and RP during wartime, but SL+ in the event server health is brought into concern by a given war lasting too long, or happening too frequently, while opening a channel of communication between the UN GOC and SL+.

NEXCOM would also act as the UN GOC’s “The Administrator”, showing up to promote a new Colonel. This would allow for extra RP in the event a Regional General is kidnapped by CI or Foundation, but would be escorted by Orange Suits or Tanks to make it more difficult to do so. Similar to Resh-1 protecting The Administrator.




CENTCOM

Colonel - COL [1 SLOT]
Lieutenant Colonel - LTCOL [1 SLOT]


CENTCOM or Central Command acts as the current General and Lieutenant General positions; That being, high-level administrative work, training officers, distributing orders, creating faction-wide documents or standards, reforming the UN GOC, etc.

CENTCOM may promote any prior rank, Colonel may decide on the Lieutenant Colonel with SL.





COMMISSIONED OFFICERS

Major - MAJ [3 SLOT]
Captain - CPT [4 SLOT]
Lieutenant - LT [5 SLOTS]


Commissioned Officers are assigned administrative duties, such as oversight of Divisions, personnel promotions, and punishment distribution. Lieutenants are assigned to each Division, with the Major managing operations, such as training, with the Captain managing personnel, such as maintaining the Lieutenants.

Commissioned Officers may promote any prior rank, up to First Sergeant.




SENIOR NON-COMMISSIONED OFFICERS

First Sergeant - 1SG [4 SLOTS]
Staff Sergeant - SSG [6 SLOTS]


Senior Non-Commissioned Officers, or SNCOs, act as the most senior positions of the non-officer roles, and are exclusively selected for Commissioned Officer positions. Personnel within this bracket often form the backbone of the NCO team, advising and training them as needed in order to fulfill their duties. They are also selected to become Commissioned Officers.

Additionally, First Sergeant would get access to the Airstrike while Staff Sergeant would get access to the Medium & Small Airdrop.

Senior Non-Commissioned Officers may promote any Enlisted up to LCPL, They may not promote anyone to CPL.




NON-COMMISSIONED OFFICERS

Sergeant - SGT [4 SLOTS]
Corporal - CPL [6 SLOTS]

NCOs provide junior leadership capabilities, and act as a role model for Enlisted personnel. They perform basic administrative duties, such as forwarding complaints, advising Enlisted, and disseminating orders from SNCOs+.




ENLISTED

Lance Corporal - LCPL [8 SLOTS]
Specialist - SPC [10 SLOTS]
Private - PVT [10 SLOTS]


Enlisted are the most junior positions within the UN GOC, and are expected to learn and adapt to the faction as a whole.
Private would act as a trial rank, after the 3 day cooldown would either be removed from the UN GOC or promoted to SPC.

Has something similar been suggested before? If so, why is your suggestion different?:
Not that I am aware.

Possible Positives of the suggestion (At least 2):
- A Unique Structure from MTF which would create a unique rank progression.
- Would make the Highest NCO Rank one that is actually somewhat respect rather than what it is now.
- Would allow for there to be a higher rank above COL in RP as apposed to just NEXUS or Under-Secretary General.


Possible Negatives of the suggestion:
- Dev Time :shock:
- Could be a bit complex for people to understand fully


Based on the Positives & Negatives, why should this suggestion be accepted:
I've talked to a few people from USA GOC and they said they like the idea, I understand that the current Command Team may be a bit less than happy for their characters to be made Event Characters but I honestly think it will be an improvement to the current ranking structure.
 

Sam Johnson

Civil Gamers Expert
Oct 17, 2023
10
8
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-Support

I'll explain my few tidbits here in regards to the negative aspects, as I believe they are quite relevant, and address the + support I have afterwards.

The current main issues the UNGOC is facing during wartime is twofold, those main 2 issues being as follows:


-Manpower & experience wise, we are outmatched by both CI and Foundation, leading to scenarios where surface domination can only be consistently achieved with the help of one of the aforementioned factions (E.g UNGOC X CI fighting Foundation or UNGOC X Foundation fighting CI). ["can only be consistently achieved =/ can be achieved, I feel this is relevant to mention"]

Mind you, this is from the perspective of UK GOC, or more specifically my perspective from the UK GOC, as I'd rather not speak on behalf of anyone but me. I'm unsure how it's looking on US GOC. That being said, reasonably so, it can be inferred that due to the aforementioned reason, unless backing is obtained from another faction during the war, experience may fluctuate wildly. After lord knows how many wars with CI in the past months since late december, I can certainly state that, irrespective of GM Assets used in our favor, and at the start they were used quite a bit to my knowledge, a loss was always sustained.


-Faction design wise, by this point, the UNGOC has evolved from it's initial self at release. It has now become a faction mainly centered around Roleplay, passive storytelling using the lores of the 108 council organizations & internal paratech development to facilitate our gameplay loop through player action (still ongoing). Combat is, for our faction, mostly an afterthought, which clearly reflects in the way we fight these days, mostly using guerilla warfare. Official Conventional Militaries usually only use such types of warfare when employing the use of special forces in covert scenarios, which is clearly not the case for our FOB. This style of warfare, using air support mostly to just temporarily create a gap into enemy positions so individuals can push for 30-60 seconds before being pushed back is highly suggestive of a force that is mostly overwhelmed on the ground. In spite of that, air power leaves a lot to be desired, considering we're the "air power faction" (at this point this is the most unique thing about the UNGOC). Thus, mostly cheeky tactics are required to hold out during raids or push out into the enemy bases.

These issues, from my view, simply can't be fixed by 2 GM's using GM related objectives & assets to aid during wartime SPECIFICALLY, because they will not solve the 2 main issues as mentioned beforehand. I don't believe the GOC should be pushed in a direction where combat with them discouraged due to OOC knowledge of them having special GM support. Combat with the GOC should be discouraged due to the opportunities they mainly provide, resources for roleplay & possible assets to be shared between factions, encouraging more roleplay possibilities (I'm referring mostly to joint paratech usage, medical & thaumaturgic expertise sharing, QRF & unique roleplay opportunities).

Such a system, however, would never work without a change to how the GOC works as a faction fundamentally. Simply having 2 GMs throw "lore accurate UNGOC stuff" at the enemy until they give up, or simply lording the idea that they could throw scary lore accurate UNGOC stuff at the enemy isn't fun to fight against and has little counter on the sides of the other factions.


Why, you may ask? Because the faction declaring war on the UNGOC / having war declared on them by the UNGOC will never fear the actual consequences of declaring war on the faction itself, but the Gamemasters running it during wartime as Gen / LtGen. They'll fear the "scary big HP and armor accurate orange suit" , the "5 airstrikes back to back", the "4 whitesuits quickly approaching your location" or whatnot.

The incentives to NOT declare war on the UNGOC should be centered around roleplay opportunities, not overt threats of scary office men pushing the red button.

The current proposed new changes of "NEXCOM" would simply take even more power away in regards to conflict from the UNGOC, as it is taken from the current 2 highest rankings and given to 2 GMs outside of the UNGOC itself.

No faction should need external help from GM's / Staff to be able to fight at its "fullest potential" and hold its own. If a faction can't hold its own due to circumstances outside of their control, whether design or other aspects, they should either receive a rework to attempt to solve these issues, either by expanding their areas of roleplay / other domains to mitigate the losses sustained during war by giving them more things to do in other domains they specialize in, or receive a combat redesign allowing them to function without need of outside intervention.


Other than that, I believe the Senior NCO positions is something that holds merit in terms of implementation, and would allow a certain experience & veterancy buffer to exist and would allow people who don't want to move onto CO to hold a position of power similar to it with responsibilities mainly tied to mentoring lower NCO's & Enlistedmen, which every faction could always use more of. Those who wish to move higher in the chain can do so, those who wish to stay, may. + support to that.


Case and point.

-Support to making the UNGOC dependent on GM powers during wartime / enhanced by GM's during wartime. The UNGOC as a faction deserves a rework in order to either be able to hold their own during wartime without needing GM handholding or assistance from other factions or needs a rework in terms of their roleplay possibilities & base to aid in such a matter.

+Support to SNCO's positions, that could create interesting roleplay from the unique "between CO and NCO" spot they would serve, possibly working as a liaison, diplomatic envoy & trainer all in one, depending on the person playing them.
 
NEXCOM would also act as the UN GOC’s “The Administrator”, showing up to promote a new Colonel.
foreshadowing..?

anyways im not reading allat, seems kinda cool but im not sure if UNGOC current lack of manpower really justifies a rework to their ranks. i like the NEXCOM stuff though, seems kinda cool and would work well
 
+Major Colonel Support
This is thoroughly thought out. I'm impressed.

Some nitpicks:
- Could be a bit complex for people to understand fully
Not really a downside honestly, GOC are supposed to be complex, and as you stated to the effect of, the novelty would be part of their allure.
I don't believe the GOC should be pushed in a direction where combat with them discouraged due to OOC knowledge of them having special GM support. Combat with the GOC should be discouraged due to the opportunities they mainly provide, resources for roleplay & possible assets to be shared between factions, encouraging more roleplay possibilities (I'm referring mostly to joint paratech usage, medical & thaumaturgic expertise sharing, QRF & unique roleplay opportunities).
The incentives to NOT declare war on the UNGOC should be centered around roleplay opportunities, not overt threats of scary office men pushing the red button.

The current proposed new changes of "NEXCOM" would simply take even more power away in regards to conflict from the UNGOC, as it is taken from the current 2 highest rankings and given to 2 GMs outside of the UNGOC itself.

No faction should need external help from GM's / Staff to be able to fight at its "fullest potential" and hold its own. If a faction can't hold its own due to circumstances outside of their control, whether design or other aspects, they should either receive a rework to attempt to solve these issues, either by expanding their areas of roleplay / other domains to mitigate the losses sustained during war by giving them more things to do in other domains they specialize in, or receive a combat redesign allowing them to function without need of outside intervention.
I agree - Unfortunately, GOC is (IMO, rightfully) not a focus of the server; Therefore they don't get the development currently needed to give them the necessary roleplay resources & assets that would disincentivise antagonisation. I agree that it's the correct approach and that right now, GOC can be safely effectively ignored by other factions for the simple reason that having them as friends gains the respective virtually nothing interesting. The kind of NEXUS Command that Cheesy outlines is kind of already a thing? Ish? So there is also sort of that OOC threat you're mentioning, but this would really just formalise it better in a more tangible and effective way.
Such a system, however, would never work without a change to how the GOC works as a faction fundamentally. Simply having 2 GMs throw "lore accurate UNGOC stuff" at the enemy until they give up, or simply lording the idea that they could throw scary lore accurate UNGOC stuff at the enemy isn't fun to fight against and has little counter on the sides of the other factions.
...As opposed to what's already in place, which is just hours of rinse-and-repeat conventional combat that is usually fun at first for most, but then just gets really stale over time? Again, the problem you raise is kind of already a thing. This method at least would make it less dull and more engaging to some degree.
Because the faction declaring war on the UNGOC / having war declared on them by the UNGOC will never fear the actual consequences of declaring war on the faction itself, but the Gamemasters running it during wartime as Gen / LtGen. They'll fear the "scary big HP and armor accurate orange suit" , the "5 airstrikes back to back", the "4 whitesuits quickly approaching your location" or whatnot.
Real talk, I think GOC should get a CMission that's literally just "Bomb F garage or CI main gate." I think it would be very funny and would instigate more challenging long-term RP that's like "Ok, so why did you do that?" "Uhhh I was lounging around and accidentally leant on the button, tee hee" "...I'm not buying that"

I think they should actually try, with the CMission temptation serving as a catalyst.

The sole difference between FailRP and Good RP is how much effort was put into it.