Post by Gogeta1701 on Mar 20, 2012 11:41:59 GMT -5
This is a list of guidelines regarding the use of the fleet vaults. These are there for everybody to use. Certain tabs in the vault, there's 8 total, have restrictions on who can or cannot access them. They are the following:
--Donations, and fleet money: only the top 2 ranks in the fleet can access the money with impunity. and only the top 3 or so can interact with items placed there. The idea for this vault is that anything you do not want, that is tradeable via the games exchange system would be placed here. If in 14 days no one has made a request for an item there, the items will be sold on the exchange, and the proceeds gained are then deposited into the fleets Energy Credit Balance.
--Data samples and rare particles: I have an open door policy with this vault, because it fills faster than it empties, due to the fact that everyone gets them either from finding them on missions, during episodes, or from duty officer missions, and concequently, everyone deposits them with the fleet. Anyone who crafts for profit, however, is encouraged to deposit at least 40% of what you craft into the fleets money vault, so that in the unlikely event that the crafting tab does start to run low, we can resupply it.
--Energy Weapons: Containing anything that is considered a non-torpedo weapon. Beam banks\arrays, Cannons(turrets, single\dual\dual heavy) are stored here, regardless of energy type(phaser, disruptor, polaron, etc.) The restrictions on this tab is recruits are not allowed to take from this tab. Once you are a petty officer, you are allowed to take 1 item from this vault, with each fleet promotion being able to take one additional item per promotion, until you get to ranks 6-7 which have unlimited access.
Projectile weapons: Torpedo Launchers and Mine Deployment systems. Same restrictions as energy weapons listed above.
Shield Arrays: Starship grade shielding systems. Same restrictions as energy weapons.
Engines and Deflector Arrays: Race through the galaxy at high speeds and protect your ship from the near nuclear force of hitting a grain of space dust at 9 billion miles a second at the same time. same restrictions as the energy weapons tab. (if this deflector isnt aligned properly, the first grain of space dust we hit at warp will punch a hole in the hull the size of your fist. Malcolm Reed, Episode 1 of star trek Enterprise)
Consoles: Engineering, science, and tactical consoles that provide increased offense, defense and ability power. Same restrictions as the energy weapons tab.
Very Rare Mk X to Mk XII: this tab is for the very rare, very expensive mark 10 thru mark 12 items. Items here are stored until needed by a fleet member. Also as a way of making money for the fleet, items sold from here are sold at 125% of the value on the info card, if sold to another fleet member. This way someone buying from the fleet this way, saves over the exchange, and the fleet makes money for when fleet bases come out. Only Admiral ranked Members can access this tab.
--Donations, and fleet money: only the top 2 ranks in the fleet can access the money with impunity. and only the top 3 or so can interact with items placed there. The idea for this vault is that anything you do not want, that is tradeable via the games exchange system would be placed here. If in 14 days no one has made a request for an item there, the items will be sold on the exchange, and the proceeds gained are then deposited into the fleets Energy Credit Balance.
--Data samples and rare particles: I have an open door policy with this vault, because it fills faster than it empties, due to the fact that everyone gets them either from finding them on missions, during episodes, or from duty officer missions, and concequently, everyone deposits them with the fleet. Anyone who crafts for profit, however, is encouraged to deposit at least 40% of what you craft into the fleets money vault, so that in the unlikely event that the crafting tab does start to run low, we can resupply it.
--Energy Weapons: Containing anything that is considered a non-torpedo weapon. Beam banks\arrays, Cannons(turrets, single\dual\dual heavy) are stored here, regardless of energy type(phaser, disruptor, polaron, etc.) The restrictions on this tab is recruits are not allowed to take from this tab. Once you are a petty officer, you are allowed to take 1 item from this vault, with each fleet promotion being able to take one additional item per promotion, until you get to ranks 6-7 which have unlimited access.
Projectile weapons: Torpedo Launchers and Mine Deployment systems. Same restrictions as energy weapons listed above.
Shield Arrays: Starship grade shielding systems. Same restrictions as energy weapons.
Engines and Deflector Arrays: Race through the galaxy at high speeds and protect your ship from the near nuclear force of hitting a grain of space dust at 9 billion miles a second at the same time. same restrictions as the energy weapons tab. (if this deflector isnt aligned properly, the first grain of space dust we hit at warp will punch a hole in the hull the size of your fist. Malcolm Reed, Episode 1 of star trek Enterprise)
Consoles: Engineering, science, and tactical consoles that provide increased offense, defense and ability power. Same restrictions as the energy weapons tab.
Very Rare Mk X to Mk XII: this tab is for the very rare, very expensive mark 10 thru mark 12 items. Items here are stored until needed by a fleet member. Also as a way of making money for the fleet, items sold from here are sold at 125% of the value on the info card, if sold to another fleet member. This way someone buying from the fleet this way, saves over the exchange, and the fleet makes money for when fleet bases come out. Only Admiral ranked Members can access this tab.