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Found 7 results

  1. Who are we? Originally created at the release of Planetside back in 2003, BRTD is one of the most successful and active communities throughout the games history. Our focus is to create a fun, casual, and rewarding environment for all our members while ensuring we have the ability to knuckle down and get serious when necessary. These ideals have given way for our mantra; "Have fun and get shit done". We are now expanding our community into the Star Citizen universe looking for like minded players to join us. Structure - Two Organisations, Working Together Due to the diversity of careers Star Citizen will provide, we have opted to create two separate organisations. These orgs will focus on different aspects of the game while also being able to support each other. We want to give our members the option to be fluid with how they play, these two orgs will allow us to cover a large majority of available careers in an organised fashion. Jumping between the two at any time is permitted. - Better Red Than Dead Private Military Company - Planetary & Space Based Military Operations Anti-Piracy/Vanduul Militia Trade & Logistics Industry BRTD will be our main branch carrying on our militaristic history from Planetside. Primarily acting as both a Private Military Company and anti-Vanduul/anti-piracy Militia during non-contracted periods. It will also have secondary ties to conducting trade and establishing logistical and industrial networks.All fighter pilots, tank commanders, riflemen, drop ship gunners, cargo loaders, asteroid miners, and long-distance space truckers are welcome to join BRTD! Organisation page link: https://robertsspaceindustries.com/orgs/BRTD - Silverwolf Exploration Science/Research Outpost & Colony Construction Surveillance & Reconnaissance Silverwolf will be our organisation for the less combat-intensive roles in Star Citizen. The organisation's primary mission is exploration; going out into the great unknowns of the universe and making them known. If you have a passion for discovery, a thirst for knowledge, the will to expand humanity's frontiers, and a low tendency for psychotic breakdowns after months of solitude while lost in space - You have a home in Silverwolf Organisation page link: https://robertsspaceindustries.com/orgs/Silverwolf What we can offer Organised game-play - During operations we aim to work as one to achieve our goals Outside of ops, all other activities are encouraged - Non-combative roles will support the organisation and grow the community Our own dedicated forums and Discord server for voice comms Staying power - We're a long-standing community of over 10 years with experience in maintaining and growing a community - We wont be disappearing any time soon Mature (18+), relaxed, but determined gaming community A gaming community - Many of our members have become long standing friends who come together to play various other online and table-top games Feel free to message me with any questions! Check out our forums for more information Click here to join us! Our current Fleet (29th March 2018 fleet roster - Update coming after 2018 anniversary sale)
  2. Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
  3. Hi All, The Republic of Vagabundo is an up-and-coming, heavily active Star Citizen organisation. We are building a new Republic separate and independent from the UEE, Xi'an, Banu etc. To do this we need all types of players: from miners to soldiers. We have six divisions to help us achieve this: - Science and Exploration - Trade and Transport - Naval and Military - Diplomatic and Political - Medical - Affairs Each is led by two people, generally a Director and Deputy Director. They are members of The Admiralty, our Council. We conduct large operations which include most of, or all, of these departments. For example, if we want to find and inhabit a planet, we will: 1. Send out a team from the Science and Exploration division to find candidate planets. 2. Once viable candidate has been located, we will send our Endeavour to the planet. 3. Dispatch Military platoons to secure the site (with support from Medics). 4. After exploration and research gathering is complete, colonisation will begin. Overseen by Affairs and Diplomatic and Political. (All ferrying is executed by Trade and Transport) We would love for you to join our organisation. It doesn't matter if you've been a backer for five years, or have just enlisted, we'd love to have you on-board. All our members share a passion in Star Citizen, and we hope you do too. If you'd like to join us follow this link: www.robertsspaceindustries.com/orgs/custodians Everything happens on Discord, so you can find us there: https://discord.gg/4jBtfXt Best wishes, Gabriel Brown Ambassador of The Republic of Vagabundo
  4. So i was listening to [REDACTED] ep13 at round 33:40 , and they talk about organisation fees/taxes that we'll need/may have to pay to be part of a ORG. I would like to know if there is more information about the matter? Also what's your guys opinion on the subject? I would understand some money going to the ORG, thus helping the Organisation buy supplies, ships and other assets.....
  5. Sie sind auf der Suche nach einer paramilitärischen Organisation? Sie sind auf der Suchen nach Nervenkitzel, aber das normale Militär reicht Ihnen nicht? Sind sie geübt im Umgang mit Waffensystemen und den Flugeigenschaften eines Jägers oder eines Bombers? Nein? Dann kommen Sie zu uns und lernen Sie es. TSECC ist immer auf der Suche nach neuen Rekruten, um die Sicherheit des Universums zu gewährleisten - auch in den dunklen und scheinbar rechtsfreien Weiten des Weltraums. Gemäß unserer Tradition eskortieren wir Handelsschiffe und Passagierschiffe - wobei wir aus familiärer Geschichte heraus die der TLCORP bevorzugen. Außerdem mögen wir es in unserer Freizeit Piraten auszumerzen um so die Risiken einiger Handelsrouten zu senken. Das klingt utopisch? Nein, treten Sie uns bei, denn so können wir mehr und mehr Routen sichern und einen florierenden Handel aufbauen. Um die TLCORP zu unterstützen setzen wir auf eine beachtliche Flotte unterschiedlichster Raumschifftypen, um für jeden Zweck den richtigen Begleitschutz bieten zu können. Darunter zählen Jäger, Bomber, Fregatten, Korvetten und auch Trägerschiffe. Auch wenn Sie nur Kopfgeld jagen wollen, können Sie gerne unserem Netzwerk beitreten, denn wir bieten Ihnen Hangars auf unseren Schiffen und Schutz für Ihren kleinen Jäger. Werden auch Sie noch heute Teil eines der sichersten Netzwerke in unserem Universum. Mit oder ohne eigenem Schiff. Haben sie Interesse? Bewerben sie sich auf unserem Holoboard https://robertsspaceindustries.com/orgs/TSECC oder finden sie sich telefonisch unter ts3.tdc-clan.eu ein Wir sehen uns im Universum - Schlachi CEO of TSECC
  6. Sie sind immer noch auf der Suche nach einer Möglichkeit in den Weiten des Universums viel Geld zu verdienen? Schauen Sie doch bei der TLCORP vorbei und arbeiten Sie mit Menschen zusammen, die das tiefe ökonomische System der unendlichen Weiten verstehen und verdienen Sie mit uns zusammen das große Geld. Wir suchen von Piloten bis Lageristen alles. Wollen Sie Aufträge alleine mit Ihrem Frachter fahren, kein Problem unsere Marktspezialisten zeigen Ihnen die lukrativsten Auftäge, damit Sie garantiert keinen Leerflug mehr haben werden. Alternativ können Sie helfen, unsere Lager auf einem unserer Containerschiffe zu verwalten, damit auch jeder das bekommt was er bestellt hat. Nach längerer Zeit können Sie auch im Lager eines der TSECC Träger arbeiten wenn Sie wollen. Bewerbungen mit Ordnungswahn werden bevorzugt. Damit wir schnell handeln können setzen wir auf eine Kombination von verschiedensten Schiffen in verschiedenen Größen. Große Schiffe, mit denen lange Strecken möglichst effizient geflogen werden oder kleine, um kurze Strecken und Notlieferungen zu fliegen. Nicht zu unterschätzen ist unser familiärer Vertrag mit TSECC, welcher uns ermöglicht kostengünstige Begleitungen einzustellen, damit auch Ihr Flug durchs All sicher vor Piraterie ist, denn wer will schon eine volle Fracht Diamanten verlieren? Was Ihnen eher liegt? Finden sie es heraus bei einem interessanten Job in der TLCORP. Bewerben sie sich noch heute auf unseren Holoboard unter: https://robertsspaceindustries.com/orgs/TLCORP oder finden sie sich im ts unter ts3.tdc-clan.eu ein. Sicheren Flug durch das Universum - Hermes CEO of TLCORP
  7. The Eos Corporation offers exciting and challenging careers and opportunities in a variety of professional areas. We recruit qualified and personnel, including professionals from the private sector as well as former UEE military and Advocacy. The company searches for people of the utmost caliber; accountability, integrity and professionalism – all of which are what we look for in an Eos hire. Our employees and contractors enjoy a workplace filled with other highly motivated individuals dedicated to maintaining a cohesive and productive work environment. More than Fifty percent of all Eos employees are former military or Advocacy. They may no longer wear a UEE uniform, but Eos employees are continuing proud service to their species in a civilian or citizen's capacity. Eos employees perform brilliantly at their contracts, be it market prediction, freight, security, or the services of our legal offices, our customers know this and have come to expect it. Simply put, Eos employees strive to be the best in the business. The Eos Corporation is an equal opportunity employer. Applicants receive consideration without regard to race, species, ethnicity, religion, gender, planetary origin, citizenship status, disability or any other basis prohibited by UEE law. OOC: Eos in an heavy RP group, focused on marketing and trade along with a lesser focus in security and exploration. In addition we've also incorporated a legal department, who will represent as hired in IAG cases or other disputes. Our RSI page can be found here: https://robertsspaceindustries.com/orgs/EOSINC/
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