Fleet Code of Conduct
Having discussed at length detrimental fleet practices that undermine player confidence in fleets on my thread Fleet recruitment, I feel it only right I should follow up with beneficial practices that help keep the community system we have strong and stable for ourselves & future players to enjoy. The following Articles are compiled from my many experiences in leadership in this and other MMO's throughout the years. I've designed them as common sense principles which benefit any individual fleet, large or small, and the community system as a whole, should a fleet choose to implement them. Feel free to copy and utilize them for your fleet's benefit and/or share your own sound rules of thumb that may be added to the Code. If you are a leader or fleet who finds these principles worthy of use, please let us hear about it in reply to this thread; along with any comments, opinions, or suggestions you may have.
FLEET CODE OF CONDUCT
We the [insert name] fleet of Star Trek avow these Articles of a storied past, for a successful present and a stellar future.
Section 1 - Articles of Fellowship
United principles which serve all players and fleets.
~ 1.1 -
Fleet play enhances and maintains a better STO.
~ 1.2 -
All players have the right to participate in any fleet of their choice, with that fleet's approval.
~ 1.3 -
Practice of good relations towards other fleets provides a less stressful community experience.
~ 1.4 -
The community system should be used to unite players, not initiate discord.
Section 2 - Articles of Community (Fleet Law)
Common principles for all players in fleets.
~ 2.1 -
All fleetmembers should treat their associates with respect, mindful there is a real person on the other end of the computer screen.
~ 2.2 -
Though the fleet player is primarily responsible for their game character's welfare, they should be freely provided with aid and support should they request.
~ 2.3 -
No fleet leader in a multi-leader fleet should change fleet settings, including forum, logo, bank and rank settings, without prior consultation and approval of fellow leaders, unless that leader is primarily in charge.
~ 2.4 -
Fleet recruiters, especially in already large and established fleets, should not overzealously pursue players or engage in disruptive recruitment practices such as spam recruiting.
~ 2.5 -
New fleetmembers should be given a minimum 1 week trial period to assess their harmony and comfortability with the fleet before advanced rank adjustment.
~ 2.6 -
Fleet exclusion or kicking should be an option of last resort, implemented only upon Leader or responsible administrator approval, for provable actions that are notably hurtful.
~ 2.7 -
Players should not join a fleet to engage in any action undermining that fleet's stability, such as befriending members to leave for their own fleet, otherwise known as fleet luring.
~ 2.8 -
A player should not intentionally use a fleet for game financial advancement, such as by tricking leaders into granting a rank of responsability, then using that rank for a hostile takeover.
~ 2.9 -
Fleets should not engage in collective disruptive behavior towards other fleets or players, such as deliberate stalking, trolling, griefing or any other form of harassment.
~ 2.10 -
Inter-fleet disputes should be settled peacefully upon a negotiated settlement or by choice of game combat.
Section 3 - Articles of Leadership
Advice and strategies for leaders or any in charge of a fleet from those who've been there.
~ 3.1 -
Be active, preferably playing daily to keep in touch with members and remain relevant to the fleet.
~ 3.2 -
Uphold and follow your own rules. Do not engage in behaviour you prefer other fleetmates not practice.
~ 3.3 -
If given a position of trust, do not abuse that trust or credibility in one's character will suffer as a result.
~ 3.4 -
If word has been given, engage action as said or explain good reason why not, to further maintain credibility.
~ 3.5 -
Do not accept bribes, engage in rulebreaking, entertain in futile and timewasting fights with players or put oneself in a position by which another player may ascertain moral high-ground.
~ 3.6 -
Remain composed in situations of drama, do not be offended by personal remarks, sarcastic behaviour or taunts, in order to think clearly for appropriate action. - Very hard to master.
~ 3.7 -
Be protective of account(s) you hold and one's game character when playing, at all times.
~ 3.8 -
If a leader wishes to leave their office, they must specifically delegate another member or members to undertake it.
~ 3.9 -
Do not be dismayed if members undervalue your service to the fleet. A true leader is one who does the dirty work, so everyone else can enjoy their time. Much of what you do are little things others take for granted. A good leader must maintain a steady course of accomplishment, regardless of popular opinion.
~ 3.10 -
Be rational yet think with heart, calm but decisive, honest to your friends and fellow members and protective of fleet's best interests.
Section 4 - Articles of Enterprise
Universal goals that endure.
~ 4.1 -
Fleets that utilize the Code are dedicated to maintaining STO's enjoyable community environment.
~ 4.2 -
Remain active and be the best you can be by virtue of quality deeds.
~ 4.3 -
Be not afraid to reach out to other fleets if you are unable to reach your fleet goals on you own.
~ 4.4 -
The measure of your fleet legacy will be defined by your actions as a fleet and by the benefit you bring in maintaining a sound fleet system and thriving game.
~ 4.5 -
Remember the future will always be open to new members, new endeavours and activities.
...To boldly go to the edge of the future and beyond!
RESERVED for additional use
RESERVED for future use
RESERVED for extended use
RESERVED for needed use
RESERVED for necessary use
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