Overhaul of roles and grantable roles system (CSM)
Contents
Stats
- Raised by: ElvenLord
- Submission Date: 01 January 2010
- Issue ID: tbd
Summary
The system of Corporate Roles as it presently exists is confusing, frustrating, and overly prescriptive. As a result it is often misused and abused, gets in the way of corporation leaders empowering their members as it forces to entrust too much or not enough in many cases, and isn't suited to the growing needs for pan/inter-alliance roles.
Solution
Move away from the prescriptive model of predefined Corporate roles bestowed upon individuals, and toward a system of privileges granted to User Groups (UG) defined freely by the players, and applied to in-game 'objects'. The general spirit of the model is inspired by the permissions/accesses and users management in effect in many forum engines, computer storage file-systems and Operating Systems, all tried and true solutions EVE users (and player organizations managers especially) are more likely to be familiar with than any newfangled 'original' model. This much more 'sandboxy' approach to player self-governance inside Alliances and Corporations is in line with EVE overall design, and creates a wealth of opportunities for emergent gameplay once players have the tools to create whatever form of social contract they deem appropriate, instead of the current 'one-size-fits-none' corporate layout imposed on them.
Corporate and Alliance Privileges are now bestowed upon player-created UserGroups (UG) instead of individuals — all members of a given UG inherit the privileges attached to the group. UG are handled as meta-users and discrete entities: as such, a UG can invite individuals and/or UG as members (recursion checks are in order here) allowing unlimited flexibility. The distinction between roles and grantable roles remains, all are privileges that can be attached to select UG to grant privileges to the membership and/or the ability to bestow those privileges to UG the members create in turn. Any UG can be created and set up as either Corporation Only, Alliance Only, or Ad-hoc, with extra filters available to further control access. Privileges apply to in-game objects: examples of objects are a ship, a Divisional Hangar in a specific station/office/capital vessel, any space asset, Assembly Line in a POS, but also to a mailing list …or an existing UG.
Design goals:
Provide more flexibility and a finer granularity in Corporation and Alliance governance, and give players the freedom to decide how they want to organize and rule their own groups, as opposed to CCP guessing from the top-down "what's best for them".
Description
Corporate and Alliance Privileges are now bestowed upon player-created UserGroups (UG) instead of individuals — all members of a given UG inherit the privileges attached to the group. UG are handled as meta-users and discrete entities: as such, a UG can invite individuals and/or UG as members (recursion checks are in order here) allowing unlimited flexibility. The distinction between roles and grantable roles remains, all are privileges that can be attached to select UG to grant privileges to the membership and/or the ability to bestow those privileges to UG the members create in turn. Any UG can be created and set up as either Corporation Only, Alliance Only, or Ad-hoc, with extra filters available to further control access. Privileges apply to in-game objects: examples of objects are a ship, a Divisional Hangar in a specific station/office/capital vessel, any space asset, Assembly Line in a POS, but also to a mailing list …or an existing UG.
Pros
Allows players to organize as they see fit, matching their 'government' system to the style of their Corp/Alliance. Makes easier to entrust members of a corp with significant-yet-limited rights, which is currently prohibitively risky due to the 'blanket' nature of many corporate roles. Supports the practice of pan-alliance roles, and eases the introduction of new content in future expansions by freeing CCP from the extra workload of figuring who should be allowed to do what inside a corporation/alliance, and shifting this load on the players, as it should be.
Cons
There is an obvious learning curve associated with the change in mechanics (somewhat dampened by the familiar internal logic of forum administration for some), but the hope is to offer a reasonably future-proof model that will remain internally consistent as the game evolves and content is added, sparing players the trouble of re-learning their way through a new arcane system every couple years.
REFERENCE
http://wiki.eveonline.com/wiki/Role_and_Access_Right_Management
Relevant Forum Threads
- Assembly Hall
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1243317
CSM Meeting Minutes
Votes
- ElvenLord - yes
- Alekseyev Karrde - yes
- Zastrow J - yes
- TeaDaze - yes
- Mrs Trzzbk - yes
- Helen Highwater - yes
- Z0D - yes
- Song Li - yes
- Sokratesz - yes
Passes: 9/0