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XCOMUFO & Xenocide

How Is Project Xenocide Structured?


Guest Azrael Strife

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Added the Supreme Commander (suggestions for a better title are taken :P) and Grand Council (I assume the Commander doesn't make all the decisions without *at least* consulting with someone).

Please make comments regarding THIS list, this has been open long enough, time to complete it :)

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Xenocide High Command

- Supreme (high?) Commander

- Grand Council

In a military situation, there is no room for anything remotely like a council. We are not talking about a situation where you should let a 'Grand Council' potentially override the supreme commander...

 

The most you'd have is that the commander has a staff, basically say maybe four low ranking gofers, one or two intel people, a logistics officer, two liasons to the air and ground combat respectively(No naval part in Xenocide, else there'd be one too) and his executive officer. generally, I think the ground and air liasons are the commanders of the respective forces under his direct command, so in this case, assuming that the Commander of Xenocide is also the direct Commander of the ground forces, then there only needs to be a liason with the air forces.

 

Research Division ("pencilnecks")

- Section 1: Xenobiology and Xenobehavioral Studies, aka "Xeno" (Alien studies and autopsies)

- Section 2: Interrogation and Intelligence, aka "I&I" (Alien missions; often coordinates with Section 1)

- Section 3: Alien Technology, aka "A-Techs" (Alien weapons and equipment research)

- Section 4: Integration and Development, aka "I&D" (design of new Alien-Terran weapons, facilities, and crafts)

Generally, I'm happy with this part, and see no need to change it. Aside from the re-ordering of the divisions mentioned by Asty earlier.

 

Engineering Division ("techies", "techheads", or "wizards"/"wizzes"?)

- Section 5: Prefabrication, aka "Prefab" (mentioned in the Workshop CT)

- Section 6: Armor and Equipment, aka "A&E"

- Section 7: Ammunitions (soldier weapons and XCAPs)

- Section 8: Heavy Construction, aka "H-Cons" (craft and craft weapons)

Now, given that some of the materials required to manufacture some of the equipments and/or weapons are "irreplacable", I seriously doubt that there is much prefabrication going on. Especially given the fact that aside from a couple of profitable products, X-Corps is not likely to go into major manufacturing for commercial purposes. So, imho, Section 5 is not needed.

 

Administrative Division ("admin")

- Section 9: Xenocide Internal Investigation Department, aka "XIID" or "the coats"

- Section 10: Human Resources, aka "HR" (recruiting)

- Section 11: Finance, Accounting, and Inventory, aka "FAI" (money and materials)

- Section 12: Maintenance and Upkeep, aka "Maints" (facility, mess hall, computer, and sanitation people)

Personally, I'm not too sure that this should be an entirely separate division... At the most, this would be a mix of the heads of each individual departments and should be a subsection of High Command, under the logistics officer.

Also, I'd breakaway the XIID as it should be a entirely separate section that reports directly to the High Commander.

 

Military Division (high rank: "brass", middle rank: "collars", low rank: "grunts", "flyboys", "airheads"?)

- Section 13: Logistics and Operations, aka "Logistos" (ground ops)

- Section 14: Surveillance and Intercept, aka "SurvInts" or "Servants" (Neudars and flight ops)

- Section 15: Repair, Maintenance, and Resupply, aka "RMR" or "Reamers" (craft and weapons)

- Section 16: Medical, aka "Docs" (coordinates with Sections 1 & 2)

Soldiers (grunts) and Pilots (flyboys/airheads) are not a part of a specialized section.

The main issues that I had with this division have been addressed in the rough draft that I posted yesterday. Basically, we have the ground forces, air force, the people incharge of logistics and the medical department. IMHO, soldiers and pilots should fall into their respective sections.

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I agree with tzuchan- I don't think there'd be a Grand Council because speed is of the essence in military affairs; a council would only serve to slow things down. Besides, the Supreme Commander is the player, and I don't think he/she would have the luxury of a council to discuss their decisions... :P

 

I'm also pretty happy with tzuchan's ideas for other changes (well, other than the division prefix naming scheme, though it'd be realistic :D). I'm pretty neutral on the inclusion of an Admin division, but aside from that, the removal of Prefab, reorganization of the military division, and minor alterations to the general organizational structure all sound good to me. =b

Edited by Astyanax
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What about this?

 

Xenocide High Command

- Section X: Suprime Commander

 

Research Division

- Section 1: Xenobiology and Xenobehavioral Studies

- Section 2: Interrogation and Intelligence

- Section 3: Alien Technology

- Section 4: Integration and Development

 

Engineering Division

- Section 5: Prefabrication

- Section 6: Armor and Equipment

- Section 7: Ammunitions

- Section 8: Heavy Construction

 

Administrative Division

- Section 9: Xenocide Internal Investigation Department

- Section 10: Human Resources

- Section 11: Finance, Accounting, and Inventory

- Section 12: Maintenance and Upkeep

 

Military Division

- Section 13: Logistics and Operations

- Section 14: Surveillance and Intercept

- Section 15: Repair, Maintenance, and Resupply

- Section 16: Medical Staff

 

Operating Division

 

- Section 17: Xenocide Armed Forces (your soldiers)

- Section 18: Flight Crew and Personel

- Section 19: External Investigation Department (the MIB)

- Section 20: 'Council of Founding Nations' Representives

Edited by mikker
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What about this?

Military Division

- Section 13: Logistics and Operations

- Section 14: Surveillance and Intercept

- Section 15: Repair, Maintenance, and Resupply

- Section 16: Medical Staff

 

Operating Division

 

- Section 17: Xenocide Armed Forces (your soldiers)

- Section 18: Flight Crew and Personel

- Section 19: External Investigation Department (the MIB)

- Section 20: 'Council of Founding Nations' Representives

The main problem I see with this is that Section 13 and Section 15 are doing the same job(logistics == the rearming maintenance and resupply of an armed force(esp. on hostile territory)), also soldiers and flyboys should fall into the Military Division. Soldiers into Ground Ops, flyboys into the SurInt.

 

I also sincerely doubt there is a need for an entire section devoted to 'Council of Founding Nations' Representives... Who are nothing more than bean counters and would have nothing to count separated like this. If anything, they'd be inflitrating your Admin/Logistics sections and screaming about every single nut and bolt that you try to buy(Hence the need for the XIID to locate and *ahem* silence these alien subversives).

 

Also, imho, I think that the EID/MIB, like the XIID, should be independent of any division as they are covert, independent, epsionage bodies.

 

*Edit*

Also, the Supreme Commander still needs his staff... It's not precisely shown or mentioned in the game, but essentially, the information that is passed on to the player is what I think is collected by the supreme commander's staff and passed on to him. In real life, if a supreme commander didn't have his staff, he'd be too busy running all over the place looking for information to make decisions.

Edited by tzuchan
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Guest Azrael
I agree with tzuchan- I don't think there'd be a Grand Council because speed is of the essence in military affairs; a council would only serve to slow things down.  Besides, the Supreme Commander is the player, and I don't think he/she would have the luxury of a council to discuss their decisions... :P

 

I'm also pretty happy with tzuchan's ideas for other changes (well, other than the division prefix naming scheme, though it'd be realistic :D).  I'm pretty neutral on the inclusion of an Admin division, but aside from that, the removal of Prefab, reorganization of the military division, and minor alterations to the general organizational structure all sound good to me. =b

A "Grand Council" is necessary, I wouldn't leave all the decisions to a single man without him even having council from specialists, as I doubt the commander is a specialist in all fields. Now, let me clear something up, the Council does that, it grants the commander with council, nothing more, the council cannot override the Commander and has no more authority than him, they are just a number of highlevel specialists that help the commander do his work.

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A "Grand Council" is necessary, I wouldn't leave all the decisions to a single man without him even having council from specialists, as I doubt the commander is a specialist in all fields. Now, let me clear something up, the Council does that, it grants the commander with council, nothing more, the council cannot override the Commander and has no more authority than him, they are just a number of highlevel specialists that help the commander do his work.

 

I get what you're saying, and that already have something like that, it's called a staff, as in Chief of Staff...

 

Like I said earlier,

The most you'd have is that the commander has a staff, basically say maybe four low ranking gofers, one or two intel people, a logistics officer, two liasons to the air and ground combat respectively(No naval part in Xenocide, else there'd be one too) and his executive officer. generally, I think the ground and air liasons are the commanders of the respective forces under his direct command, so in this case, assuming that the Commander of Xenocide is also the direct Commander of the ground forces, then there only needs to be a liason with the air forces.
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Guest Azrael
A "Grand Council" is necessary, I wouldn't leave all the decisions to a single man without him even having council from specialists, as I doubt the commander is a specialist in all fields. Now, let me clear something up, the Council does that, it grants the commander with council, nothing more, the council cannot override the Commander and has no more authority than him, they are just a number of highlevel specialists that help the commander do his work.

 

I get what you're saying, and that already have something like that, it's called a staff, as in Chief of Staff...

 

Like I said earlier,

The most you'd have is that the commander has a staff, basically say maybe four low ranking gofers, one or two intel people, a logistics officer, two liasons to the air and ground combat respectively(No naval part in Xenocide, else there'd be one too) and his executive officer. generally, I think the ground and air liasons are the commanders of the respective forces under his direct command, so in this case, assuming that the Commander of Xenocide is also the direct Commander of the ground forces, then there only needs to be a liason with the air forces.

 

I'd think the commander had specialised team devoted entirely to the task of giving advise, hence the "Grand Council" :)

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:Coffee: :Brickwall: :Help: :Brickwall:

Okay, let me break down the meaning of what I get from "Grand Council":

A - A group elected as a legislative body (city council)

B - An administrative body (council on aging)

A quick look on the net revealed that it's also used for "advisory bodies", but the average person will see A or B before they even think of "advisory bodies"... And when you throw in the "Grand" infront, it sounds like this group will be calling all the shots.

:Rant:

Putting that aside, what kind of advisors are you talking about? Financially? Politically? Millitary? Logistic wise?

 

Let's start of with finance and logistic, as the two of this falls under the balliwack of a logistic officer, which is part of a staff. Millitary? both the Ground Forces Commander and the Air Force Commander are very suitable for advising the Supreme Commander about millitary assets, tactics, deployment... Then there's the intelligence officer incharge of letting the Supreme Commander know about current information about troop movements, enemy locations, probrable strengths and weaknesses. Politically? Now, unfortunately, that's a game the Supreme Commander will have to play by himself. But even then, his XO can assist him.

 

Now, I'm no expert in millitary affairs, but I enjoy reading sci-fi millitary fiction. In alot of the stories that I read, a good commander will solicitate information and advice from the people around him. If he's a commander of a ship, it's from the XO, if he's in charge of a squad, that means his sarge, and if it goes up and he's a commander of fleet, then he listens to the captains of the ships in the fleet, and he brings his own intel people, AKA, his staff...

/ :Rant:

So Azzy, what I'm trying to say is that there is already a term of a group of people filtering, absorbing and advising the commander, and that you're trying to re-invent the wheel here...

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I like to see the high council as those who are in charge of your tutorial, and act as commanders of their seperate fields that the player wouldn't know anything about (repair, who to hire, and other micro manegement), but still act as a higher chain in command then what you find in the other sectors (they might be in charge of more then one sector too).

 

So yeah, a high council will be a great idea to have. This even gives a storywise reason for making 'council advice' for the less experienced players, basicly tooltips, and an overview of the current situation and what he should focus on for now :)

 

But one thing wories me; all these sectors..... shouldn't they require much more room in the base to fit all those people and administrative sectors? I mean, a 5mx5m room isn't really enough for a whole sector. It's v1.0+, I know, but IMO we'll have to make those rooms BIGGER (10mx10m for small), and make more critical components needed to be build in order for the base to be working (a head seat and councill room, a power plant (if this is not too evil genioussy), an administrative office, security chamber, eg. to name some).

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Maybe you don't like the phrase "Grand Council", as it reminds you of old men wearing tribal clothes? Then, why don't you have the "Control room" division, with its operators (Hey, we DO need those, for radar, communication, "secretary issues :D" etc), its specialists, and maybe some high ranked military factors.

 

And, every "not-hooba-dooba-yahoo" organisation has what is called RISK MANAGEMENT. And, we do need those in Xenocide, don't we? :D

I'm too bored to explain it myself, so:

 

Risk management is the decision-making process involving considerations of political, social, economic and engineering factors with relevant risk assessments relating to a potential hazard so as to develop, analyse and compare regulatory options and to select the optimal regulatory response for safety from that hazard. Essentially risk management is the combination of three steps: risk evaluation; emission and exposure control; risk monitoring.

 

The process of identifying, assessing, and controlling risks arising from operational factors and making decisions that balance risk cost with mission benefits.

The active identification, evaluations, and management of all the potential hazards and exposures to loss a risk may experience. The handling of those exposures is not limited to insurance options, but includes a variety of methods such as alternative financing, retention, reduction, elimination, transfer, and/or any combination of methods.

 

For example:

Some soldiers/generals may be without sleep for 40+ hours. Risk management has to order their "suspension", as its proven that people cannot operate without sleep for more than ~40 hours. Then, risk management talks about "Terror missions", procedures that should be taken in order to protect the civillians, etc etc etc...

 

 

So, a V1.0+ feature: "Counceling". You click the button, and the "control room"/"grand council"/"google operator"/"aunty-Tatiana"/"girlfriend"/"You get the point" gives you a full report of the situation in many aspects (Fincance/military/publicity/whatever), and may even give you some advice (useful or general, it doesn't matter right now).

 

Section 15 is useless, you have sec. 13 for that. Then again, maybe put sec. 15 in Engineering.

 

And, you have to make differences clear between Administrative Division, Military Division and Operating Division, as some sections "belong" to more than 1 of these categories

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Guest Azrael
I like to see the high council as those who are in charge of your tutorial, and act as commanders of their seperate fields that the player wouldn't know anything about (repair, who to hire, and other micro manegement), but still act as a higher chain in command then what you find in the other sectors (they might be in charge of more then one sector too).

 

So yeah, a high council will be a great idea to have. This even gives a storywise reason for making 'council advice' for the less experienced players, basicly tooltips, and an overview of the current situation and what he should focus on for now :) 

 

But one thing wories me; all these sectors..... shouldn't they require much more room in the base to fit all those people and administrative sectors? I mean, a 5mx5m room isn't really enough for a whole sector. It's v1.0+, I know, but IMO we'll have to make those rooms BIGGER (10mx10m for small), and make more critical components needed to be build in order for the base to be working (a head seat and councill room, a power plant (if this is not too evil genioussy), an administrative office, security chamber, eg. to name some).

Ahhh, my thoughts exactly mikker, great minds think alike. The High Council (or Grand, or whatever, the name can be worked out) would be responsible of the tips and tutorials :). They'd have no influence in game, rather than just helpful tips that appeared everytime you did something new that needed an explanation. Like, for example:

---Incoming message from the High Council---
Sir, this is the PlanetView, our tactical display showing our current battlefield.... which sadly happens to be our whole planet. The yellow squares represent our bases, as you can see, there is only one, as you build more, more squares will appear displaying their position on the globe.
Red dots represent Alien craft on the air, you can dispach fighters to engage them and attempt to bring them down.
Red circles represent an Alien attack on ground, this will activate the emergency signal on the base, upon detection, you can dispatch a detachment of troops aboard a X-11 transport to engage the Aliens in combat.
A cross represents a downed Alien ship, you can also send a squad to clean the debris and bring back materials/survivors. This is also true for a landed Alien vessel, which is represented by a blue circle.
That is all for now, commander.

- Councilor Thomas, Tactical.

The dots, circles, etc are an invention of mine to illustrate this example, seems nice huh? this should pop up the first time you get to the PlanetView (Geoscape) and we would have some more for the rest of functions. And I understand what you say about the rooms, mikker, but that's something as you said we'll have to sort after we're done with V1 :)

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From what I can see, a lot of the contention is over the name of this "council". It's a exercise in subtlety. "Grand Council" implies that the council has the power, not a Supreme Commander. Same with "High Council". This is what (I think) tzuchan is objecting to. From his point of view, as far as I can tell, the "council" shouldn't have as much power- they can offer advice and counsel, but they don't make the final decision.

 

I think it boils down to this- we need to decide whether:

1.) the player is the ultimate decision maker (e.g. the player is the Supreme Commander),

2.) the player is answerable to a funding body (e.g. the player must meet expectations of a Council of Nations),

3.) the player is taking orders from a higher command (e.g. the player gets orders from the Supreme Commander), or

4.) kafros's idea of "risk management"

 

If we go with #1, the so-called "council" is more-or-less comprised of the heads of each division. They offer advice/opinions/counsel, and the player/Supreme Commander makes the decisions. Imho, this reflects the gameplay best because the player has all the power- the power to build new bases, hire new people, prioritize research, etc.

 

I think #2 can co-exist with the other options. The player's performance judged by a panel of nations, and funding is adjusted accordingly. This "Council of Nations" does not have direct authority over the X-Corps, per se, but they do have power in the form of money. This panel of nations can offer broad objectives, but nothing specific.

 

#3 puts the player in a position to follow orders from a council/someone with more power. This implies there are people who have better intelligence/spy reports and have the authority to override the players' decisions. I personally don't like the implication of a decision override because it'll never happen in the game...

 

Alternatively, why not make this "council" faceless and just call it "Xenocide Command"? Because the X-Corps is such a secretive organization, we could make it even more mysterious if the upper echelons of command are not explicitly named.

 

The added bonus is that since we haven't rigidly defined what Xenocide Command is, we wouldn't have to worry about logistics- like fitting people into 5x5 rooms and such.

 

#4 (kafros's idea of "risk managment") sounds awfully like administrative stuff; imho, the aspects covered by this group are already handled by existing sections in the organizational framework. Excessive work hours might be addressed by a Medical section. Terror Mission protocol might be addressed by a Logistics section.

Edited by Astyanax
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Guest Azrael
If we go with #1, the so-called "council" is more-or-less comprised of the heads of each division.  They offer advice/opinions/counsel, and the player/Supreme Commander makes the decisions.  Imho, this reflects the gameplay best because the player has all the power- the power to build new bases, hire new people, prioritize research, etc.

I think this one reflects our needs best. Also, for the name, it can be modified, it was just an examplie, Grand Council reminds me a bit of medieval RPGs :P, any suggestions? Maybe simply "Council"?

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:Coffee: :Cry:

I'm not going to win this am I?

 

Initially, yes, I was objecting to the presence of the "High/Grand Council" because I thought that they were the group calling the shots. But after Azzy explained that the council is nothing more than a body of advisors, I agree to the exsistence of such a body, but at the same time, I'm trying to say that there already is a term/name for a body of advisors for a commanding officer, ie, the Staff Officers.

 

I'm not quite sure as to what the actual term is, and a google search seems to imply Military Staff... BTW, a link to a nice page explaining it better than I can here. Hopefully the US military won't hunt me down for surfing into a .mil website...

 

Anyway, if we want to simplify things and sweep everything under the rug as a supreme commander and X-Command(Which would than be the staff), that's fine with me.

 

*Edit*

Wandering around Wikipedia also brought this up: Air Staff. That implies that the actuall term that I'm pushing for might be Project Xenocide Staff or X-Corps Staff. Personally X-Command sounds abit cooler.

Edited by tzuchan
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Guest Azrael
:Coffee:  :Cry:

I'm not going to win this am I?

 

Initially, yes, I was objecting to the presence of the "High/Grand Council" because I thought that they were the group calling the shots. But after Azzy explained that the council is nothing more than a body of advisors, I agree to the exsistence of such a body, but at the same time, I'm trying to say that there already is a term/name for a body of advisors for a commanding officer, ie, the Staff Officers.

 

I'm not quite sure as to what the actual term is, and a google search seems to imply Military Staff... BTW, a link to a nice page explaining it better than I can here. Hopefully the US military won't hunt me down for surfing into a .mil website...

 

Anyway, if we want to simplify things and sweep everything under the rug as a supreme commander and X-Command(Which would than be the staff), that's fine with me.

 

*Edit*

Wandering around Wikipedia also brought this up: Air Staff. That implies that the actuall term that I'm pushing for might be Project Xenocide Staff or X-Corps Staff. Personally X-Command sounds abit cooler.

Yuck, what an ugly site.

Now, I don't think it's quite what I'm thinking about, I'm not thinking of what it describes there, but just advisors, specialists in every field, as Astyanax (I think) said, the heads of the different departments, not information processors.

At any rate, Military Staff, Air Staff, or in our case maybe, Xenocide Staff sounds... lame.

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Yuck, what an ugly site.

Now, I don't think it's quite what I'm thinking about, I'm not thinking of what it describes there, but just advisors, specialists in every field, as Astyanax (I think) said, the heads of the different departments, not information processors.

At any rate, Military Staff, Air Staff, or in our case maybe, Xenocide Staff sounds... lame.

 

Like I said, I sincerely doubt I can win this, but as long as we call it something other than council, I'm happy... X-Command sounds good to me.

 

*Edit* Also, if you bothered to look at the wikipedia definition, they do have positions for scientist as tech advisors. The main diff would be that since X-Corps has a larger focus on tech development and manufacturing, a theoritical staff for X-Corps would have the heads of both departments in it.

Edited by tzuchan
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Guest Azrael
Yuck, what an ugly site.

Now, I don't think it's quite what I'm thinking about, I'm not thinking of what it describes there, but just advisors, specialists in every field, as Astyanax (I think) said, the heads of the different departments, not information processors.

At any rate, Military Staff, Air Staff, or in our case maybe, Xenocide Staff sounds... lame.

 

Like I said, I sincerely doubt I can win this, but as long as we call it something other than council, I'm happy... X-Command sounds good to me.

 

*Edit* Also, if you bothered to look at the wikipedia definition, they do have positions for scientist as tech advisors. The main diff would be that since X-Corps has a larger focus on tech development and manufacturing, a theoritical staff for X-Corps would have the heads of both departments in it.

I did look over it. Also, a tone with a bit less of hostility would be appreciated, please. And this is not about winning, we are discussing.

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Actually, I wasn't for a "risk management council", but for the idea of "risk management". Actually, most sections together do risk management as you've said. So let's put #4 aside.

#3 will just leave us with too many gaps... And, the player will want to "see" that guy... And, I just don't like the idea of taking orders :P

#1 would be nice, but I don't think that the world's fate is sealed by the actions of just one "prodigy" man.

 

So, let's just make some fine alternations in #2. Don't want Grand/High Council? Why no "Advisory council"? "Council of Advisors"? "Council of the X(enocide)-Factors"?! :)

 

The X-Factors would be representatives of all sections. So, you are neither wild-free, nor under command, and you are able to get informed about practically anything that happens in the Project. This could help us explain why you get these reports whenever you want them (Research, Engingeering etc). Actually, you can do that with memos, phone calls, meetings in your office, connecting to X-Net, but there has to be a "meeting of the seniors" of some kind, right?

 

Edit: Oopz, I've just read the previous replies, so it seems that Asty and I both have similar ideas. I think it is the most sensible one.

Edited by kafros
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The funny thing is, I think we're pretty much all in agreement here. The only things we're discussing are how formal the group is, and what we should call this group of advisors.

 

If it's actually formal body, then we have suggestions ranging from "Advisory Council", "Xenocide Staff", "Council of Xenocide Factors" (X-Factors), "Military Staff", "Air Staff", and "Xenocide Command" (X-Command).

 

On the other hand, if it's an informal thing, we could just say that the Supreme Commander holds periodic staff meetings, and leave it at that. Because, imho, it is kind of assumed that a good commander consults his staff, I lean a bit towards this option. Also, why do we need to give the staff members another title? They already have titles- they are the heads of their respective divisions. Advising the Supreme Commander could just be one of their many responsibilities.

Edited by Astyanax
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Guest Azrael
The funny thing is, I think we're pretty much all in agreement here.  The only things we're discussing are how formal the group is, and what we should call this group of advisors.

 

If it's actually formal body, then we have suggestions ranging from "Advisory Council", "Xenocide Staff", "Council of Xenocide Factors" (X-Factors), "Military Staff", "Air Staff", and "Xenocide Command" (X-Command).

 

On the other hand, if it's an informal thing, we could just say that the Supreme Commander holds periodic staff meetings, and leave it at that.  Because, imho, it is kind of assumed that a good commander consults his staff, I lean a bit towards this option.  Also, why do we need to give the staff members another title?  They already have titles- they are the heads of their respective divisions.

 

It's fine by me, this won't make a CT (for now) so no problem with the name, if/when we work on a Tutorial we'll think of something, any more comments?

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Only that my posts should have a disclaimer that they aren't final until ~10 minutes after the post time because I tend to edit so much. But the meaning of the post stayed the same, so it's ok in this case. :P
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Guest Azrael

X-Factors sounds (and actually is) the name of a mutant superheroes group ;)

We'll deal with the name when the need arises, any further comments? anyone? please don't be shy :P

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