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#334039 - 05/08/12 02:39 PM Alliance rules/guidelines.
Smacku



Registered: 05/26/08
Posts: 5913
Loc: So. Cal.
I have been tasked with generating a new set of rules governing the alliances. If there is anything you'd like to have implemented please SUGGEST it here. It does not guarantee it will make the cut. KEEP IT CIVIL.
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#334040 - 05/08/12 02:41 PM Re: Alliance rules/guidelines. [Re: Smacku]
Pain



Registered: 10/16/08
Posts: 6486
Loc: the 901
Originally Posted By: Smacku
KEEP IT CIVIL.


We can not stress this enough.
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THC: Truly MMArmy's #1 Alliance

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#334043 - 05/08/12 02:42 PM Re: Alliance rules/guidelines. [Re: Smacku]
Teshore



Registered: 02/23/09
Posts: 8500
Loc: Las Vegas
inactive time frame for an alliance. (dba,ttt) before being disbanded
max members 12-15
min still 6 to start new one.
max amount of inactive member list per alliance. 3
meaning 12 active 3 inactive or 13/2, 14/1, 15/0



Edited by teshore (05/08/12 02:43 PM)
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#334046 - 05/08/12 02:46 PM Re: Alliance rules/guidelines. [Re: Pain]
Spidey Administrator


Registered: 02/28/10
Posts: 6225
Loc: Ohio
Should be a min. number of coaches to keep an alliance alive.6 is needed to start so 6 should be the min.


Edited by $pidey (05/08/12 02:46 PM)

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#334048 - 05/08/12 02:49 PM Re: Alliance rules/guidelines. [Re: Spidey]
Smacku



Registered: 05/26/08
Posts: 5913
Loc: So. Cal.
I would be up for having the min to start and sustain an alliance at 5 since it basically takes 5 to join in with alliance competitions.
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#334069 - 05/08/12 04:30 PM Re: Alliance rules/guidelines. [Re: Smacku]
GoodkidCC



Registered: 05/14/08
Posts: 4519
Hypothetically if all this is agreed upon by the majority of alliance leaders, when and how would it be forced into effect?


I am on board with these suggestions too.
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#334137 - 05/09/12 09:40 AM Re: Alliance rules/guidelines. [Re: GoodkidCC]
Mr. Judo



Registered: 11/03/09
Posts: 6230
I am highly against limiting alliance numbers. If all the vets teamed up and formed a super Alliance then yes limit but as of now alliances like wdoa and mod are great for the game. If there was a limit very little rookies would be invited to the forum and the game would die. Alliances like us bring in prospects teach them the ropes and naturally we lose members to others along the way. If u look at the new forum members is say atleast 80% are mod and wdoa members IMO this is perfect proof that we're good for the game and not bad for it
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#334139 - 05/09/12 09:44 AM Re: Alliance rules/guidelines. [Re: Mr. Judo]
Mr. Judo



Registered: 11/03/09
Posts: 6230
Also if a concerns that our size will cause us to dominate tournies this is false. Mod and wdoa have both struggled in recent battles
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Judoka

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#334164 - 05/09/12 02:43 PM Re: Alliance rules/guidelines. [Re: Mr. Judo]
Teshore



Registered: 02/23/09
Posts: 8500
Loc: Las Vegas
you shouldnt take it so personal, i think one of the main reasons most new people on the forums go to mod is because you have someone online all the time. nothing wrong with that, but seems before anyone ever knows theres someone new you have already added them.

and if you really wanted to better the game, you would invite people to the forums even if you were at the capped amount.
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#334169 - 05/09/12 03:03 PM Re: Alliance rules/guidelines. [Re: Teshore]
ChiefBD Administrator



Registered: 09/13/10
Posts: 9501
Loc: PA
lol. Why would that be better?

So because judo recruits guys that don't even know the forum exists he should dish them up for grabs cuz others are too lazy?

There is someone from every alliance online ALL the time everyday as well. I can run off who is always online cuz i'm one of them.

Anyway the cap is still just a dumb idea because its only to appease people that are afraid of losing events. That's the sole reason and there is no merit to it.

Here is the current activity in numbers..

THC = 25 (19 Active - 6 Inactive)

TLCS = 23 (11 Active - 12 Inactive)

TC = 16 (11 Active - 5 Inactive)

MoD = 33 (16 Active - 17 Inactive)

WDOA = 21 (17 Active - 4 Inactive)

DBA = 17 (7 Active - 10 Inactive)

TTT = 23 (2 Active - 21 Inactive)


So there is no advantage in fact MoD is at a disadvantage right now because of the roster being solely rookies w/ a few vets and will only be crippled further w/ a cap. Eliminating a dead inactive alliance i agree with though. If people cared about their sub forums then they'd be around to show it.



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