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This is not an area to debate the pros and cons of proposed features. It is an area for people to suggest new features for either TW or TWGS. I will either add the proposed feature to my planned features list, or explain my reasons for passing on the feature at this time. Features added to the list can be voted on so I can gauge people's interest.



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 CEO overriding? 
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Sergeant Major
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Joined: Sun Jun 26, 2011 5:29 am
Posts: 69
Unread post CEO overriding?
Creating planetary productions, fig levels, sector defense deployment and so on seems like (at least in some cases) should be up to a CEO. Well let me rephrase that, the CEO should be able to lock certain settings from other corporate members meddling. CEO's should be able to determine that, for example, colonists cannot be moved around once locked in. A nice feature, albeit not a mission critical one, for a future version of Tradewars. I'm not saying that CEO's would allow corp members they don't trust they just might have different opinions about what is and is not efficient.


Wed Oct 19, 2011 7:47 pm
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Commander
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Joined: Mon Oct 29, 2001 3:00 am
Posts: 1096
Location: Tucson, AZ
Unread post Re: CEO overriding?
If I've learned one thing about this game, it's that efficiency is never a matter of opinion. :lol:

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Wed Oct 19, 2011 9:36 pm
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Joined: Mon Feb 09, 2004 3:00 am
Posts: 3141
Location: Kansas
Unread post Re: CEO overriding?
You would need a flow of command control for this. Say the CEO gets SD, then needed changes might not be made. The CEO gets popped again coming into the game, now you are down two days for changes.

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Thu Oct 20, 2011 11:59 am
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Gameop
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Joined: Mon Apr 16, 2001 2:00 am
Posts: 419
Location: Denver Colorado
Unread post Re: CEO overriding?
In today's corporate climate, killing the CEO crosses my mind regularly. I'm all for it.

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Thu Oct 20, 2011 1:23 pm
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