Groups

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Known in-character as 'Sub-divisions', groups are player-run organizations that serve the same function as guilds in other games. Groups have access to a private group channel, and earn experience and freecred for the group as they play. This group experience earns the group levels, which can be traded for perks and bonuses.

Group Commands

To see a list of available groups:

 +group

To join a group:

 +group <group name> <group password>

To create a group:

 +group <name of group>

To see current group members on and a summary of the group:

 g who

To send a message to group chat:

 g <Your Message here.>

Group Control Menu

To access group control menu:

 +group #control

The following options will be presented.

Rank

 1: Change someone's Rank 

(Leader Only) Ranks are special titles used in group chat. The Leader of the group must keep the title of "Leader". All other titles are just for show.

2: Remove someone from the group. 

(Leader Only) Removes a member from the group.

3: The current short description of the group is: Your Message here. 

(Leader Only) Sets the description of the group as seen in the group list.

4: The group password is: <password>. 

(Leader Only) Sets the password to join the group.

5: The current MOTD of the group is: <Insert witty message with lots of innuendo here.> 

(Leader Only) Sets the Message Of The Day that group members will see when first sending a message to the group channel after they log in.

6: The current daily tax percentage on income is: ## 

(Leader Only) Sets the tax rate on freecred earned by members. The tax rate is actually 1/5th of what is shown. A set tax of '10' will effectively be a 2% tax on earnings. I.E. - A player earning 1.0 Freecred from a fight will see .98 freecred go to their bank, while 0.02 freecred will go to the group bank.

7: The current JP Tax percentage on adventuring is: ## 

(Leader Only) Sets the tax rate on XP earned by members. The tax rate is actually 1/5th of what is shown. A set tax of '20' will effectively be a 4% tax on XP earnings. I.E. - A player earning 1.0 XP from a fight will see .96 freecred go to their bank, while 0.04 XP will go to the group level.

The group has 115.96 XP, and is level 18. It has 6228.1 freecred in its reserves. 

No option. Just displays the group XP, Level, and freecred in reserves.

9: You currently DO get notified of group members connecting. 

Toggles notification of group members logging on.

10: Buy/Upgrade Improvements 

(Leader Only) Purchase group upgrades.

11: Send a group wide mail. 

(Leader Only) Send a mail to all group members.

12: Leave the Group. 

Just what it says on the tin. Probably shouldn't do this if you're a leader.


Group Upgrades

Group Upgrades are purchasable by group leaders. If the group bank does not contain enough freecreds, then the remaining cost will be deducted from the purchasers personal account.

Group Upgrades
Name Description Level Cost Freecred Cost Levels
Bounce Back When defeated, you begin with 10% more hp and energy (stacks with subscription). 2/2/2/2 5k/5k/8k/10k 4
Communal Repairs Your group keeps a supply of upkeep and repair supplies and maybe even contracts with outside talent to keep your equipment operating for the lowest cost. Group funds will be used to keep upkeep at bay. The higher the rating of this upgrade, the more discount is applied. 1/2/3/4 100k/200k/300k/400k 4
Dutiful Your members are quite dutiful indeed, producing 10% more man-days per point when they work on a duty. 1/2/2/2 100k/200k/300k/400k 4
Enhanced Training Increases the XP from battle by 3% per level of the perk for RP XP, and 5% for combat XP. 1/2/3/4 0/0/0/0 4
Firing Drills Regular practice with friends makes target practice fun and effective! Every rank increases accuracy by 2%. 2/2/2/2 5k/5k/50k/50k 4
Food Rationing Your survivor members can go with less food with proper rationing of all the food in the faction. At the fourth rank, your survivors suffer less while starving (energybreakdebuff and chargedebuff). 1/1/2/2 50k/50k/50k/50k 4
Gig Economists When someone needs some backup, you're the one they call. When performing social actions, you gain 25% more freecred per point. 1/1/2/1 500k/500k/500k/500k
Group Remort Acts as a single unspent Remort for all group members (minus additional costs imposed by such). Is not spendable as such. Still doesn't let you exceed the 25 remort cap for bonuses. 1/2/3/4 10k 4
Group Socialism Working together for the common good can result in impressive feats of industry. With this, you do another 1/4th, 1/2nd, 3/4th, then finally double the amount of work you do in Duty. Because you're doing it with the ownership of production being in the hands of the workers, you don't earn anything beyond your initial roll. 1/2/2/3 1k/10k/100k/1000k 4
Kitchen Crew Working like a well-oiled wok, you combine ingredients and produce superior food through the efforts of group cohesion. This produces an increase per perk level in meal power and can synergize with Chef edges to unlock more modifiers. 1/1/2/2 500k/500k/500k/500k 4
Lab Lab space, a clean area with testing supplies and research sources to help your group contribute to global research more efficiently. Having this gets you an extra tick of research every 10/6/5/4 days. 1/2/3/4 25k/50k/75k/100k 4
Membership Expansion Allow more people to be in your group at one time. Base group size is 8; this perk allows you an additional 3 people every level. 1/2/3/4 0/0/0/0 4
Mental Rigor Your group practices their discipline and it really shows off in the confusing din of battle. When you should go awry due to confusion, you have a 1-2-3/3 chance of ignoring it and acting normally. 1/1/2 500k/750k/1000k 3
Merit Everyone in your group gains a merit for a cost of the merit's value. Varies 0 1
Mutant Contacts Your group has made and upkeeps contacts with mutants outside of the Big 3. In RP circumstances, there is a chance (GM discretion) of a given mutant being one step friendlier to a group member than others (hostile/unfriendly/neutral/friendly/helpful). The DC to convince such a mutant is lowered by 1. It's nice to have friends sometimes. 4 500k 1
Nanite Harvesters Your group are experts at nanite harvesting and enjoy increased success at it (+5% per level). 2/2/2/2 2k/2k/4k/8k 4
Ready Backup Your group has learned to always be there for one another. When doing random combat from the web interface, your group mates are always considered to be in your area, and thus have a chance to show up. Even if they are offline, they will report for duty. 2 20k 1
Salvage Experts Your chance of finding common salvage is increased by 5/10/15/20%. 1/1/2/2 25k/50k/75k/100k 4
Social Moguls Your members gain 25%/50%/75%/100% of base cash when roleplaying. 1/1/2/2 1k/2k/10k/10k 4
Toughening Improves the hitpoints of all group members by 2% base hitpoints per point. 1/2/3/4 1k/2k/4k/8k 4
Trained Medics When using healing powers, you heal for more. Does not affect regen. +2% per level. Doubled when healing others than yourself. 1/1/2/2 2k/2k/4k/10k 4
Treasure Hunting After battles, your chances of finding artifacts are increased by 10/20/40/60%. 1/1/2/2 5k/10k/40k/80k 4
Weight Training Your group values physical ability and keeps weights of various configurations as well as a constant schedule to keep its members fit! Increases lifting ability. This reduces the deduction from sex parts to your total weight/lifting mass by 5/10/15/20%. 1/2/3/4 100k/200k/300k/400k 4
(Craft) Mastery Your group specializes in the creation and modification of (craft) items. When pushing the limits of crafting, normally, you would pay 31.25/75/175/300% more, but with this perk, you can overcraft for cheaper, at 25/50/100/150%. The discounted rate does not apply if the number of points in this perk is less than the tier of overcrafting you are working at. Only applies to (craft) Salvage. 2/1/1/2 10k/20k/30k/40k 4