The next thing you talked about is the division of power within staff.
Again I disagree with you. Creating more levels of power, and more hierachy is completely unnecessary. Staff really isn't that big of an organization, you really don't need middle management. In fact it's a horrible idea.
Here's why. You've created a bunch of new levels of staff. Actually you've just created a whole bunch more smods (and sysops with limited power as you put it): division heads, go to guys, and executive council. I'm really unsure why this is necessary. Project pointed out that people can fill multiple roles, and you agreed that this would be how it would work. So are you telling me that you'd have say:
"Cpt.Guano! - smod in charge of TWL, executive council, and go-to-guy" for instance? I fail to see how this would be different from current staff.
Perhaps you say that you'd have a division head per division: a head ZH within the ZHs, or head ER within the ERs, or a head ZH recruited from the ranks of ERs. First of all, having a head within the level is probably a bad idea. Some of the lower ranks switch up a lot, and thus you'd need a new person in charge all the time. It would be counterproductive to train up someone for that job, as you'd want to promote your best guys, and getting that job meant they weren't the best guys or you're holding them back unnecessarily.
The other option of having someone of a higher rank look over them faces the same problems. If someone higher than a mod looks over mods we call that person smod. Someone over ER looks over ERs, they are likely a senior mod, and next in line for smod (look at previous paragraph for why that's a bad idea). This goes on.
I personally think that a different option of having perhaps an executive committee of trusted mods/ERs look over ZHs, and then smods for the rest would be the best bet. In fact I think TW is already moving toward that system with staff trainers for ZHs and so on.
How about other problems with your system? Your system implies that we'd need specialized appointed people for a number of positions. It implies that for these postions to be effective, there'd be say 3-4 go to guys at least and so on. In fact, there already are such people in Trench Wars. We call them smods. Defining someone as a 'bot go-to-guy' isn't going to make him a good programmer. In fact that's the reason why 2dragons is in charge right now. Having a 'TWL-go-to-guy' leads us to TWL ops. Having a 'bans-go-to-guy' means we have a BanG Op which we already do in Overstrand.
Your positions don't really change things much, it just means you're giving them a different name. The same problems with staff inactivity and difficulty in hiring good people would still exist. Additionally, if the go-to-guys or executive council or division heads or whatever are TOO specialized, we run the danger of other upper staff not wanting to take on smaller easy to do jobs of another person if that person is away or inactive because they risk screwing up something they aren't supposed to be tampering with.
Overall I think you are just adding a larger level of complexity which is completely unnecessary, and adding TOO MANY checks and balances and specialized jobs (which will require constant refilling as staff turnover is quite high) for an organization of around 60 people, most of which probably don't want management jobs or aren't really up to the task.
Again I disagree with you. Creating more levels of power, and more hierachy is completely unnecessary. Staff really isn't that big of an organization, you really don't need middle management. In fact it's a horrible idea.
Here's why. You've created a bunch of new levels of staff. Actually you've just created a whole bunch more smods (and sysops with limited power as you put it): division heads, go to guys, and executive council. I'm really unsure why this is necessary. Project pointed out that people can fill multiple roles, and you agreed that this would be how it would work. So are you telling me that you'd have say:
"Cpt.Guano! - smod in charge of TWL, executive council, and go-to-guy" for instance? I fail to see how this would be different from current staff.
Perhaps you say that you'd have a division head per division: a head ZH within the ZHs, or head ER within the ERs, or a head ZH recruited from the ranks of ERs. First of all, having a head within the level is probably a bad idea. Some of the lower ranks switch up a lot, and thus you'd need a new person in charge all the time. It would be counterproductive to train up someone for that job, as you'd want to promote your best guys, and getting that job meant they weren't the best guys or you're holding them back unnecessarily.
The other option of having someone of a higher rank look over them faces the same problems. If someone higher than a mod looks over mods we call that person smod. Someone over ER looks over ERs, they are likely a senior mod, and next in line for smod (look at previous paragraph for why that's a bad idea). This goes on.
I personally think that a different option of having perhaps an executive committee of trusted mods/ERs look over ZHs, and then smods for the rest would be the best bet. In fact I think TW is already moving toward that system with staff trainers for ZHs and so on.
How about other problems with your system? Your system implies that we'd need specialized appointed people for a number of positions. It implies that for these postions to be effective, there'd be say 3-4 go to guys at least and so on. In fact, there already are such people in Trench Wars. We call them smods. Defining someone as a 'bot go-to-guy' isn't going to make him a good programmer. In fact that's the reason why 2dragons is in charge right now. Having a 'TWL-go-to-guy' leads us to TWL ops. Having a 'bans-go-to-guy' means we have a BanG Op which we already do in Overstrand.
Your positions don't really change things much, it just means you're giving them a different name. The same problems with staff inactivity and difficulty in hiring good people would still exist. Additionally, if the go-to-guys or executive council or division heads or whatever are TOO specialized, we run the danger of other upper staff not wanting to take on smaller easy to do jobs of another person if that person is away or inactive because they risk screwing up something they aren't supposed to be tampering with.
Overall I think you are just adding a larger level of complexity which is completely unnecessary, and adding TOO MANY checks and balances and specialized jobs (which will require constant refilling as staff turnover is quite high) for an organization of around 60 people, most of which probably don't want management jobs or aren't really up to the task.
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