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Advice on running a corporation?

Author
reaver2145
Satanic Lobster Buttplug With Hidden Unicorn.
#21 - 2011-09-09 22:58:34 UTC
Either get a bunch of brainless carebears together and use them to pad your wallet (a half decent alliance helps with this they feel safe lol)

Or use them as a meatshield so they may be useful in death
Telegram Sam
Sebiestor Tribe
Minmatar Republic
#22 - 2011-09-12 15:59:23 UTC
Lazarus Sparrow wrote:
Amun Khonsu wrote:


It really depends on what you want to do with your new corp (PvP, Industry, Missions, etc) and the type of people you want to play a part in it. Your attitude toward security, recruitment and management can change significantly based on this.

If ya have any questions as you run into things, feel free to shoot me a mail or convo me ingame.



I'm not sure what kind of corp I would like to have. I think I would like one that can deal with wardecs well. Also, I don't really know how to recruit when starting from such a low member count. People tend to like to have many members in a corp. And I don't want to steal corp members from a corp that I'm in.

I can't think of much I can offer to anyone who joins my corp other than orca and freighter support, plus 0% refining tax with two npc corps.

If I try to attract newbies, I can give away free stuff to them to entice them to join. But they won't be able to handle wardecs that well. If i try to attract higher SP players, they will be able to handle wardecs but will have no reason to join because I won't be able to offer them anything they don't already have.

Such is my situation.


What you have always have to offer (no matter what your level of wealth or experience is):

  • Your time -- Using some/all of your time for the corp, instead of using it doing your own thing (missions, mining, whatever)

  • Organization -- If nobody organizes things, individual corp members will stay just that-- a bunch of individuals. Doing whatever whenever, with no coordination or sense of being in a group. Pretty much anything a corp leader does to organize and coordinate is good.

  • Communication -- Things happen online, ideas get exchanged in live chat. Only the people online at the time know about them. Who's going to communicate the high points to people who were offline? If not you, probably nobody.

  • Goal-setting -- This guy is a mining freak. This other guy just runs missions. This guy is lost in the sandbox and doesn't know what he wants to do. And this guy is so bored of endless mission-running - buy a new ship routine that he's barely in the game. What can unify these guys and make the game more interesting for everybody is some group goals. "Build a POS." "Get everybody into a faction BS." Whatever. Who's going to propose goals and follow up on them? If you don't, nobody will.

Basically, leading a corp (or any kind of group) means being willing to spend time organizing, communicating and coordinating. And doing some admin grunt work, You don't have to be an EVE vet to do that.
Dirty Wizard
Doomheim
#23 - 2011-09-12 20:11:58 UTC
Understand that spies WILL get in and there's no sure way to weed them out 100%. limit access to sensitive information and valuable assets. Thus you're keeping honest people honest.

You will get griefers and you will get wardec'ed sooner or later. That's just life in eve. You should have a plan set up for when it happens.

You also need to give your Corp members focus and goals. So they're in your Corp. Now what? They need structure and planned events to do. Having a Corp that just does whatever with no plans, focus, and future goals will surely fail. You need to put it down and upfront what your Corp is about and what it does. You can always deviate from that if enough members wish it, but have direction to start.

(signature removed due to stupid)

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