Today i'm going to be talking to you about relevancy, and specifically the current situation of everyones favourite, somehow alive guild, Qjump!
First we need to establish the metrics of what makes a guild relevant in Astroempires. Here are just a few basic things one needs to keep in mind when deciding if someone is relevant.
Combat Control: This one is quite big so we have to break it down into 3 different sub-categories.
- Galaxy - Are you in possession of atleast 30-40% of the galaxy bases/fleet? Then you can say that you are relevant to the galaxy.
Cluster - Same as the last one I like to think of 30-40% as a good metric, but fleet is more important than earlier as you can have twice the bases of someone else but still be completely irrelevant if they have 3 times your fleet.
Server-wide - This one depends more on how you interact with the rest of the server, say that the server has 4 clusters and you only have 10% of the server fleet you're gonna be relevant in a farmland way.
Compare this to me for example, going into this server I have GM'd a total of one server and VGM'd 2. While I have won some tactical battles my Curriculum Vitae is not anything close to his and while I do have a core of loyal friends which I would rate extremely highly they are nowhere close to the sheer amount of players that Balor can pull. So while I could (And did) pick a random galaxy and most likely get control of it, I would in the end lose out to someone like Balor due to sheer size and notoriety.
Political control because of this is very hard to establish, while you may have more favourable alliances at the time, your enemies name on its own can easily make your current friends waver and turn side. Another factor that makes it hard to establish this is backroom diplomacy. Unless you are in that backroom, you don't know the true nature of the diplomacy. And that's why when analyzing political control we can only go on 2 factors when judging this. GM capability and Official pacts.
Now we come to the application of this to QJump, I'm going to be as unbiased as I possibly can when applying this.
QJump Combat Control:
When it comes to galaxy control QJump has a few galaxies going for them although only 15 can be described as their galaxy as 14, 16, and 17 are shared by Saint. Looking at Cluster size the make up roughly 20% of the teens fleet. Server-wide they control 5% of the fleet. (Note: I only counted guilds with more than 10 million in fleet.) Looking at Combat control alone they are struggling to stay relevant in the cluster. Having just 20% of the fleet makes it hard for you to have any sort of diplomatic leverage, which brings us to the next point.
QJump Political Control:
As established earlier a big part of this comes down to your GM and how he's like. My first question is who the *beep* is Indiko? I've literally never heard of this guy before, did he just pop up in some 2.0 server when I wasn't looking? His forum account was literally created 2 months ago. If I don't know who he is, and trust me when I say that I know who most people are, it's looking bad for your notoriety. However TJ said he liked Indiko so that means he atleast got on the good side of one of the Saint GM's so I can't be too harsh.
When it comes to official pacts as far as I know the only pact they have is with Saint and obviously Saints sub guild Angel. And since they don't have combat control they aren't the ones in charge of the teens ship and wont be the ones making the external pacts for the cluster.
So in summary, Qjump are not relevant outside of 4 galaxies because they don't have the military or political powers to challenge the top dog of the cluster let alone other clusters.
Now if you'll excuse me it's late and i'm getting mentally drained from making dank walls of texts.