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Implemented CityRP Reforms

Bodger

Active member
Joined
Sep 21, 2020
Messages
274
CCA-
Run in-character votes for the positions, and implement terms which would put the faction into a state of flux and keep people fresh. This could be done monthly on a set day, gather up the citizens and run a poll for the people who attend. The people elected would then have a month in their position, and can have debates with their fellow CCA members about policies to implement, for things like business taxes, increasing ration pay and so on, and would also allow the political party system to take place which was supposed to be a feature.

The CWU-
The CWU should become more of a workshift focused group, having the people who run workshifts being the trained professionals, like engineers, electricians, architects and so on. These people can plan workshifts based more around city maintenance and repair, and like how GM's were supposed to have autonomy, they don't need to wait for something to go wrong, they can take people out to fix a pipe or test the water or something without needing a reason beforehand. AKA, nothing needs to collapse for the architects or engineers to do repairs on the structure of a building, or a pipe to burst for plumbers to do work on the water system. It's all about giving citizens RP to do, not waiting around for RP to come to the members of the faction. For all of these workshifts, they'd use citizen labor, not just a small group of engineers within the faction, as this is a support faction for citizen and city RP, it's not supposed to be a circle jerk. And lastly, they'd also be able to run simultaneous workshifts, as long as they aren't the same workshift. No working on the same pipe or some shit at the same time

As for the hierarchy, you'd have a main director of operations, who decides pay for the members, who to hire and fire, negotiates with the CCA for different things like permissions or powers for the CWU. Then you'd have Overseers, which we'll talk about after Workshift Supervisors. Workshift supervisors would be the ones running workshifts, making sure everything in the city is maintained, up to code and so on and so on, they'd also only have a specific area of workshifts to do, like engineers focusing on construction, electricians focusing on city power and so on. As for the Overseers, they'd be the ones in-charge of making sure these workshift supervisors are actually running workshifts, if not, they'd have the power to reprimand the supervisors, which would have a three strike system, meaning if they fuck up three times, or don't do enough workshifts, they'd be booted from the faction after three strikes.

The DoP-

The DoP, Directorate of Production, would be the people involved in the worlshifts covering production of items, such as tools, adhesive, clothing and so on. It'd be a similar system to how the CWU works, just separated by the fact these people aren't trained professionals, at least not in engineering or anything. These would be the people trained as cooks for making food or as tailors for making clothes. They'd be doing workshifts much like how CWU do workshifts, constantly, for whatever reason, using citizens as labour and running them simultaneously. The Hierarchy and the roles would be pretty much the same, the Director of Operations (not the same as the CWU one) who is charge of pay, hiring practices, yada yada, then the Overseers who make sure plenty of stuff is being produced by the workshift supervisors, who'd run shifts based on their profession, like tailors having citizens making clothing, or smiths making tools.

There would also be a secondary branch of the DoP, under the director of operations, for overseeing businesses, making sure they're running, active and so on. There would be overseers who would keep track of how often businesses open, estimated profit, how much tax they pay and possibly rent for storefronts the usual. These people would also have the power to revoke business licenses if things like taxes aren't paid, rents aren't paid, inactivity, or even suspected rebel activity.


Other stuff-
There are a some other things, like adding or making plugin for CP's or another faction to assign housing for the RB's so that people have a place to stay within the city.

Having CP's patrol certain parts of the city more often, like the RB-6/D4 whatever you want to call it, possibly even certain parts of the sewers to give a threat to refugees (Not rebels, you're still in the city) which if killed, unless captured and taken out of the sewers by CP's, would be NLR no refund.
 
Agree with OP. But all I'd ask for is an additional rank for workshift creators that allows them to build/decorate scenes for their workshifts. Allow them to use emitters and such(Apparently emitters are not allowed or set to 0. Tried using trusted). It would allow them to give more visually appealing means of doing workshifts. The whole idea in making an immersive film or story is being able to show and tell and I feel like we are lacking in the show department.

There's uh- Also the fact that personally nobody really told me what to do for some stuff when it came to running a workshift. Usually up until now they asked me to oversee them- my first time actually building and running one(Thank my lord and savior Doctor Menedez for blessing me with trusted) and building a small machine to visually aid in the workshift- I didn't know where to get reward coupons or items. So I had to ask Starless and substitute the interactables with props. But eh- Not that huge of an issue. Live and learn on that front.
 
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