Word may have gotten out, I don't know but I've had a number of Alliance requests with other fleets. But here's why I don't want people to get excited about it, nor count on one forming;
Alliance Continuities:
Many fleets will have already distinguished key information points in their own continuity, most lead somewhat away from 'cannon' in order to make it seem 'realistic' to their RP story lines/plots etc. Something that generally clashes within an alliance is the continuity side of things. Not only can the fleet edit their continuity to suit them best, it must make sense in ALL of the alliance's fleets. This is simply a 'realism' type thing. If you want RP to be realistic in the sense that you get the feeling it could actually happen to real humans (Had we achieved such high technological levels).
Alliance Interaction.
The way an Alliance usually works is the leaders and Jr.Leaders (Co-leaders/second-in-command etc) all get together and discuss RP plots. These then usually run by each fleet doing their own RP (Example. Our fleet is assigned to scan a worm hole while an assult fleet RPs that they're patroling the area/fighting off hostiles to allow us to complete our scans). A trigger will then force the two fleets to then come together and RP as one team to achieve the same goal. It can then divide and come together numerous times from then on, even trading RPers to join in with the other fleet.
A problem that can occur is if the communication then breaks down from the leaders meetings to the leader talking to their fleet. If not explained in a way each member understands, many of the members can then become confused and not understand what's going on. This can make the experience frustrating rather than fun.
Time Zones
Not all leaders and/or members are in the same time zones. If the majority of the alliance are on at one time, some members may always have to miss these 'episodes' and can feel left out. Also if say one fleet are British and another are Japanese, the chances that the majority of each member base will be on at the same time are extremely low due to the fact they're on opposite sides of the world.
(wip)
There are more topics I had but I'm freeloading all of this without previously having a structure set out. But those are the pretty big problems with an alliance. This makes me reluctant to join one, however I'm happy to work with them if it's in the interest of our fleet members.
Alliance Continuities:
Many fleets will have already distinguished key information points in their own continuity, most lead somewhat away from 'cannon' in order to make it seem 'realistic' to their RP story lines/plots etc. Something that generally clashes within an alliance is the continuity side of things. Not only can the fleet edit their continuity to suit them best, it must make sense in ALL of the alliance's fleets. This is simply a 'realism' type thing. If you want RP to be realistic in the sense that you get the feeling it could actually happen to real humans (Had we achieved such high technological levels).
Alliance Interaction.
The way an Alliance usually works is the leaders and Jr.Leaders (Co-leaders/second-in-command etc) all get together and discuss RP plots. These then usually run by each fleet doing their own RP (Example. Our fleet is assigned to scan a worm hole while an assult fleet RPs that they're patroling the area/fighting off hostiles to allow us to complete our scans). A trigger will then force the two fleets to then come together and RP as one team to achieve the same goal. It can then divide and come together numerous times from then on, even trading RPers to join in with the other fleet.
A problem that can occur is if the communication then breaks down from the leaders meetings to the leader talking to their fleet. If not explained in a way each member understands, many of the members can then become confused and not understand what's going on. This can make the experience frustrating rather than fun.
Time Zones
Not all leaders and/or members are in the same time zones. If the majority of the alliance are on at one time, some members may always have to miss these 'episodes' and can feel left out. Also if say one fleet are British and another are Japanese, the chances that the majority of each member base will be on at the same time are extremely low due to the fact they're on opposite sides of the world.
(wip)
There are more topics I had but I'm freeloading all of this without previously having a structure set out. But those are the pretty big problems with an alliance. This makes me reluctant to join one, however I'm happy to work with them if it's in the interest of our fleet members.