group detail (Group)
GROUPS (TEMPORARY PARTIES)
A group is an ordinary temporary party -- players team up, cooperate,
and disband when they're done. It has no treasury, no reputation of
its own, and no permanent identity. Quick Ops calls a group doing an
Operation a "Crew", but it's the same thing described here.
CREATING AND JOINING
group create <name> start a new PUBLIC group
group private <name> start a new group that stays off the
public list (an in-character "private
crew registration" -- otherwise works
exactly the same)
group invite <character> (leader only) invite someone
group accept <name> accept a pending invitation, by the
group's name or the inviter's name
group decline <name> decline a pending invitation
You can belong to only one active group at a time. Accepting a new
one, or being invited again, requires leaving or disbanding your
current one first.
SEEING WHO'S OUT THERE
group list list every PUBLIC group right now,
numbered
group list <#> see one public group's leader and
member count
group with no further words: shows YOUR
group's full roster, or your pending
invitations if you aren't in one
LEADING
group kick <character> (leader only) remove a member
group leader <character> (leader only) hand off leadership
group leave leave voluntarily. If you were the
leader, leadership passes automatically
to whichever remaining member joined
earliest -- a group is never left
leaderless.
group disband (leader only) end the group immediately
WHAT GROUPING DOES NOT DO
Joining a group never teleports you anywhere, never shares inventory,
never unlocks a door for you, and never gives you someone else's
Fixer introduction or Contact reputation. You're still a separate
Character with your own location, injuries, and belongings. An
unrelated passer-by can still walk into wherever your group is
working, same as anyone else.
General