Dawn of the Republic: Corporate Alliance

Outlander

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I supposed it could look that way, we will work with the admins so they know that is not the case. But in the end if this game is so focused on what might happen if an indie faction was trying to power game that we end up starting out with a wet cardboard box in a back-alley for assets, then I have better things to do with my time.

All i'm saying, really, is that your group should be held to the same standards s every other indie in terms of assets. Not that yours should get less or more. The same.

@Outlander i kinda see what you're saying and I appreciate your nay-saying/devil's advocate for the sake of argument. that's why this thread exists in the first place. why we are discussing this is to find out how we can make such an organization without having too many flaws, continuity errors, unfair power, etc.

there are a few ways this Organization can be made. it can be a number of indie factions that have an official agreement with one another (whether it is just the faction leader's being allies) or being created and then joining into an alliance/deal where they work together in a number of endeavors to help one another grow out of mutual interest (much like the republic works with the jedi or the Hutt cartel may work with the sith. this of course can lead to eventual betrayal but that is honestly always fun to play and adds drama to the rp. my point over all is that there is no set way to make a faction but there are consequences and rewards for how they are made. this is a good brain storm and i think we shouldn't get too attached nor to hostile towards ideas brought up.

that all being said here are some ideas:
everyone can make their independent factions. subsidiaries or not that's up to the player/faction leader
if everyone wants to continue on this "umbrella organization" it doesn't have to be one faction all on its own.

If I where to go about this, then i'd probably say either go all out within the rules, or have just an overarching set of agreements.

The first way would be a bit similar to what i'm doing. You keep your assets and power down to other indies, but you divide what you have into whichever groups you choose to have as part of the larger group. Then, you can grow each group individually without worry.

The second way would be as it's stated. You maintain independence from each other while keeping stuff like trade agreements between everyone. That way might be interesting, since you're all completely different groups that all just work together.

Either is a fine way of going about it.
 

Praetor

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Late comer to the discussion. I'm potentially interested in this. As of now, I feel like it would be cooler to start off as separate indie factions doing their own things and then actually RP through the merging/allying of these factions. But I don't know, as others have already said we will have to wait and see what the admins think about this.
 

Aleksandr

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When I initially proposed this, what I had in mind was one indie faction, the Corporate Alliance, with the smaller companies that it consists of being just sort of background and not full indie factions themselves (just divisions of the main faction, if that makes sense. More for RP purposes than anything else). That being said, we wouldn't start off with that many resources, especially since the galaxy is in a dark age, but would instead work our way up and build up our resources through roleplaying.

We would initially start off probably with just a Corporate Alliance headquarters building, perhaps on Mygeeto or something, along with a small NPC army and fleet. However, as the faction grows and expands over time, the smaller companies that it unifies can also expand and become more important (Alliance resources could be split among the member-companies). The idea is that all members of the Alliance would work towards achieving their goals, to improve their wealth/business, which is at the same time the interest of the Alliance.

The history I've been coming up with is that the Alliance is formed due to piracy and banditry in locations such as the Outer Rim, where the Republic cannot effectively enforce the law, so therefore the companies operating in that area band together and create a conglomerate to defend their interests. The Alliance will be a central organization, being led by the Directorate, which includes Magistrates from each of the member-companies, then all lower ranking players that join will be members of the Alliance itself rather than individual companies.

To summarize: The Corporate Alliance will be one indie faction that encompasses several companies, among which resources that the Alliance gains over time will be divided between, and will be a central authority rather than a loose umbrella.

Hopefully that clears some things up.
 

Outlander

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When I initially proposed this, what I had in mind was one indie faction, the Corporate Alliance, with the smaller companies that it consists of being just sort of background and not full indie factions themselves (just divisions of the main faction, if that makes sense. More for RP purposes than anything else). That being said, we wouldn't start off with that many resources, especially since the galaxy is in a dark age, but would instead work our way up and build up our resources through roleplaying.

We would initially start off probably with just a Corporate Alliance headquarters building, perhaps on Mygeeto or something, along with a small NPC army and fleet. However, as the faction grows and expands over time, the smaller companies that it unifies can also expand and become more important (Alliance resources could be split among the member-companies). The idea is that all members of the Alliance would work towards achieving their goals, to improve their wealth/business, which is at the same time the interest of the Alliance.

The history I've been coming up with is that the Alliance is formed due to piracy and banditry in locations such as the Outer Rim, where the Republic cannot effectively enforce the law, so therefore the companies operating in that area band together and create a conglomerate to defend their interests. The Alliance will be a central organization, being led by the Directorate, which includes Magistrates from each of the member-companies, then all lower ranking players that join will be members of the Alliance itself rather than individual companies.

Hopefully that clears some things up.

That clears things up entirely. That works just fine.

If you're going for a group to combat piracy in the rim, you might want to check the book Star Wars: Tarkin. It portrays something similar, and it's also a great read!
 

Dunbar Snackbar

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@Outlander. Seriously bro, thanks for bringing up all your points. I think @Aleksandr hit the nail on the head on what I am thinking this will be as well. I honestly don't think we would get the numbers to all be separate indie factions anyway. I envision this Corporate Alliance turning into something similar like some crime syndicate. Sure you have your own interests and will pursue them when possible but the true loyalty lies in the overall group.
 

Aleksandr

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Corporate Alliance
Theme

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A conglomerate of the galaxy's major companies

With the galaxy becoming more connected and integrated, it is inevitable that industry does so as well. It is an age in which much of the galaxy is undeveloped and unexplored, creating many opportunities for those who are bold and intelligent enough to take advantage of them. However, while it is an age of lucrative opportunities for businessmen, it is also an age of opportunities for a very different group. Namely, pirates and bandits. The fledgling Galactic Republic, while making some progress, is still unable to enforce the law outside of the Core Worlds, providing ample opportunity for those wanting to prey on others to make a living. As a result, several systems have banded together to defend themselves from such threats, known as the Border Alliance. At the same time some of the galaxy's major companies have come together to form their own alliance, the Corporate Alliance.

A conglomerate of rising companies who have stakes in the Outer Rim and other regions vulnerable to lawlessness, the Corporate Alliance seeks to defend and advance the interests of these businesses where the Republic cannot. It includes major names in business such as the InterGalactic Banking Clan, Trade Federation, Commerce Guild, and others. Companies that have come together for a single purpose: to defend their interests in a dangerous galaxy.


HISTORY
Will be added once more information on the timeline is available.

ORGANIZATION

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The Corporate Alliance consists of many companies that have banded together to defend their interests. The two main bodies that the Alliance's central authority consists of are the Alliance Directorate and the Collections and Security Division. The Directorate includes one magistrate from each company that is part of the organization, and is the governing body of the Corporate Alliance. Additionally, the Directorate also appoints a representative to the Galactic Senate, and has one magistrate who represents the Collections and Security Division, known as the Acquisition Specialist. The Collection and Security Division is the Alliance's combined security force, which includes a fleet and ground troops, consisting of a mix of organic and droid forces.

Characters have the option of joining either the Directorate or the Collections and Security Division.


Alliance Directorate (Upper Tier) Ranks
  • Magistrate -- The highest rank attainable in the Alliance, it is held by the representatives of the different companies that make up the Corporate Alliance. Magistrates make the important decisions and oversee the administration of the Alliance, as well as the management of its resources. They meet at the Alliance headquarters on Mygeeto.
  • Acquisition Specialist -- The Acquisition Specialist is the head of the Collections and Security Division. The holder of this rank controls the military forces and has the duty of carrying out the Directorate's commands. People are appointed to this rank by the Directorate. The Specialist holds the rank of Supreme Commander in the division.
  • Alliance Senator -- A foreign affairs specialist appointed by the Directorate, the senator represents the Alliance on the Galactic Senate. Considered to be the third highest ranking member in the Alliance, after the Magistrates and the Acquisition Specialists.
  • Agent -- Lower ranking members of the Directorate, who serve as assistants to the magistrates and carry out assignments for or with them.
Collections and Security Division (Lower Tier) Ranks
  • General -- One of the highest ranks of the Collections and Security Division, generals oversee larger units of the Alliance and serve on the division's command staff. High ranking members of Alliance companies may be appointed to the general rank on some occasions.
  • Captain -- Capable and experienced officers who serve as company leaders or on the command staff. Can also serve as adjutants to higher ranking members of the Alliance.
  • Lieutenant -- Junior officers who have proven to be more capable in a military setting than their colleagues and have taken part in several missions, promoted from specialist. Sometimes placed in command of a platoon.
  • Specialist -- The lowest rank in the Collections and Security Division, given to mercenaries and recruits who have recently joined and have not yet proved their loyalty or skill. Usually promoted after taking part in several operations.
RESOURCES

223

Will be added later.





This is the rough draft write up for the Corporate Alliance, let me know what you think.
 
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Brandon Rhea

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I like how everyone's so focused on the big corporate groups that they're ignoring the fact that those groups might not even exist yet.
This is pretty much my response to the fact that I've been tagged in this thread twice now.

It's way too soon for an admin to speak in any official capacity about how an indie faction or organization like this could exist, what it would be like, how it should be organized OOCly, etc.
 

Korvo

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logo_eve_caldari_faction_caldaristate_1024x1024.png



CENTRALITY


The Centrality is a private and independent intelligence agency that specializes in risk and strategic consulting. Officially speaking, the services the Centrality provides are not of the nature of military espionage, but of information acquisitions, provisions, analysis and other associated services in the fields of intergovernmental economics and political venues. Through acute information brokering and consultation, the Centrality operates to provide its clients with the optimal understanding of the risks and opportunities centralized around corporate enterprises, social structures and governments.

Functioning in strict neutrality, the Centrality provides its clients with a quantity of information regarding the social, economic or political climate, usually for the ultimate purpose of long-term development of emerging markets where political and business risks may be greater, harder to manage, and thereby are ultimately harder to assess.

Risk and opportunity consulting services provided by the Centrality is sometimes carried out alongside other clandestine activities, including corporate investigation, forensic accounting, employee screening, and the investigation and evaluation of security systems and personnel. The Centrality's assessment in these venues cover the identification and management of commercial, operational and technical risks within existing operations or known markets, which enables them to present a fact-heavy evaluation of a given opportunity.


HIERARCHY


FcRemCD.jpg

Leadership Positions

Executor

The Executor is the director and administrator of the Centrality, presides over its most senior cells and oversees its most sensitive operations. Maintaining the secrecy, integrity, functionality and profits of the Centrality is the Executor's primary function, and it is his or her principal duty to make sure all ongoing field operations run smoothly and punctually, ensuring a client suffers no delays or insufficient information. The Executor is the Centrality's only public figure in any significant measure.​

Adjutant

The adjutants are the subdirectors and the senior-most assistants to the Executor. The duties of the adjutants can very depending on each individual adjutant's skills. Some adjutants help the Executor preside over field operations, whereas others directed cells that were either less important or less of a priority for the Executor to personally deal with. When the Executor was unavailable or otherwise occupied with matters unrelated to the Centrality, the adjutants took over the duties of the Executor unless something that specifically demanded his attention forced him back.​

Operative Ranks, Cells and Duties

Operatives

Operatives, usually referred to as agents, were the field operatives of the Centrality. Usually spies or infiltrators, some Centrality agents were open, but anonymous, information traders or even sleepers, embedded within various fields of professions until indicated to act. Although it is neither within design nor their training, some agents have and do use lethal force when necessary. However, since most of their operations revolve around the acquisition of corporate intelligence, political espionage or other secular venues, it is very seldom that Centrality agents are authorized or advised for the usage of lethal force in the field.

While there are senior operatives and junior agents, no true and official ranks or divisions exist between them. Merit and records dictate an agent's standing within the Centrality, as can years of successful service and discretion. While it is rare for an agent to be excised, some may be delegated to lesser duties due to incompetence, recklessness or a history of bad judgment in the field.​

Operative Cells

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The Centrality's field operatives are divided into several isolated cells, with neither cell capable of identifying any other. The names and duties of cells differ, as do the specializations of the agents within. Some cells, such as the Occlus Cell, have field agents that operate from within governmental systems, whereas the Hydrus Cell functions from within military groups.

Atercor Cell—The most sensitive of the cells, the Atercor Cell is the black ops segment of the Centrality. A technical violation of the Centrality's principals and code of ethics, the Atercor Cell are tasked with the "cleansing operations", the euphemism for the methodical elimination of designated "targets of distress". Members of the Atercor Cell number five and are addressed as Silencers. The Atercor Cell is the only cell authorized to use both violence and lethal force while fulfilling their duties as Centrality agents, and it is a very, very rare occasion for the Atercor Cell to be utilized.

Silencer-01—IDENTITY UNKNOWN
Silencer-02—IDENTITY UNKNOWN
Silencer-03—IDENTITY UNKNOWN
Silencer-04—IDENTITY UNKNOWN
Silencer-05—IDENTITY UNKNOWN

Occlus Cell—One of the most perpetually active cells, the Occlus Cell is the segment of the Centrality that infiltrates societies via governments and political systems, acquiring information of persons of interest, events or other sensitive information. Unlike most cells, the Occlus Cell seldom uses specialized technology in the field, and usually relies on more hands-on espionage together with keenly honed perceptive powers. Members of the Occlus Cell number seven and are addressed as Augurs. Unlike most cells, many members of the Occlus Cell are kept anonymous from one another, provided they operated in differing governments or political circles.

Augur-01—IDENTITY UNKNOWN
Augur-02—IDENTITY UNKNOWN
Augur-03—IDENTITY UNKNOWN
Augur-04—IDENTITY UNKNOWN
Augur-05—IDENTITY UNKNOWN
Augur-06—IDENTITY UNKNOWN
Augur-07—IDENTITY UNKNOWN

Hydrus Cell—The most dynamic of the Centrality's cells, the Hydrus Cell functions from within militarized entities, such as private military contractors, militia or policing establishments of important worlds, or mercenary outfits. Although many are unaware of their fellow agents' identities, the Hydrus Cell works in tandem to provide the Centrality with accurate information of the military climate and condition, specifically in the Outer Rim regions. This is especially important to the Centrality in receiving warning of imminent or potential instability within a star system, space sector, or even galactic region. Members of the Hydrus Cell number six and are addressed as Weepers. While many agents of the Hydrus Cell are trained soldiers as a result of their placement, they do not receive permission to enact lethal force when assuming their role as Centrality agents.

Weeper-01—IDENTITY UNKNOWN
Weeper-02—IDENTITY UNKNOWN
Weeper-03—IDENTITY UNKNOWN
Weeper-04—IDENTITY UNKNOWN
Weeper-05—IDENTITY UNKNOWN
Weeper-06—IDENTITY UNKNOWN

Fulcrum Cell—A representation of the Centrality's willingness to consort with the seedier elements of the galaxy, the Fulcrum Cell is the only "open" cell of the Centrality. Although anonymous in most senses of the term, agents of the Fulcrum Cell broker information sales and trade deals with criminal elements offering something precious in return. Also unlike most Centrality agents, those of the Fulcrum Cell do not embed themselves into societies, but live in almost perpetual isolation, emerging from their safe houses only when their assignments change or they are scheduled to meet a contact. Members of the Fulcrum Cell number four and are addressed as Priors.

Prior-01—IDENTITY UNKNOWN
Prior-02—IDENTITY UNKNOWN
Prior-03—IDENTITY UNKNOWN
Prior-04—IDENTITY UNKNOWN

Excelsior Cell—The right hard of the Executor, the Excelsior Cell is are most experienced and widely skilled agents of the Centrality, proficiently formed together to best compliment one another while having as many trained and honed skillsets and abilities for maximum aptitude. Similar to the Fulcrum Cell, the Excelsior Cell refrains from embedding themselves in society. Dispatched for Alpha-priority operations, particularly if dangers, alerts or opportunities arise suddenly and within small window, agents of the Excelsior Cell is the best of the Centrality's agents. Members of the Excelsior Cell number six and are addressed as Responders. Much like the Atercor Cell, very often engage in active operations as teams as opposed to carrying out missions individually.

Responder-01—IDENTITY UNKNOWN
Responder-02—IDENTITY UNKNOWN
Responder-03—IDENTITY UNKNOWN
Responder-04—IDENTITY UNKNOWN
Responder-05—IDENTITY UNKNOWN
Responder-06—IDENTITY UNKNOWN

Animus Cell—The most diverse, and arguably most skilled, operatives of the Centrality belong to the Animus Cell. Specializing in corporate espionage and observation, the Animus Cell operates exclusively from within rival enterprises. In spite of their sensitive locations, members of the Animus Cell do not typically seek out business information to steal an advantage from a competitor, but instead search for information most would have obscured for sake of reputation. Agents of the Animus Cell generally retrieve information relative to illegal activities conducted by high or low-ranked competitors so as to use information against such individuals as leverage in making them into unwilling corporate spies or saboteurs. Members of the Animus Cell number six and are addressed as Vigils. Because the Animus Cell deals directly with the competitors of the conglomerate which the Centrality is part of, the Animus Cell is sometimes regarded as the most important branch to the Corporate Alliance.

Vigil-01—IDENTITY UNKNOWN
Vigil-02—IDENTITY UNKNOWN
Vigil-03—IDENTITY UNKNOWN
Vigil-04—IDENTITY UNKNOWN
Vigil-05—IDENTITY UNKNOWN
Vigil-06—IDENTITY UNKNOWN
 
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Blackfyre

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I have a question. If I join Directorate will my character be a non-combat character or can i still be a combat character? And also if I choose Security can I move to Directorate later?
 

Hatebackwards

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This is the rough draft write up for the Corporate Alliance, let me know what you think.

I dig it. Very good start. We should include some details about the corporate subsidiaries and their origination. I'll have come ideas tomorrow.
 

Aleksandr

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I have a question. If I join Directorate will my character be a non-combat character or can i still be a combat character? And also if I choose Security can I move to Directorate later?

No, and yes. Corporate Alliance missions will be open to both Collections and Security and the Directorate. And if you reach the rank of general in Security Division, then you can eventually rise to be in the Directorate.
 

Aleksandr

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I've added a theme for the organization, by the way.
 

Tristyn

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I would definitely salute to that

That theme was so awesome that I booted up Battlefront and played as the CIS
 
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Tristyn

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Could we give the Alliance a battle droid army?
 

Dunbar Snackbar

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I'm with @Boertjie! Along with getting her drive yard going to get us some ships. I thought a battle droid army would be a great way to solve the army problem
 

Tristyn

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I feel we are just remaking the CIS. We I don't disagree on actually
 
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