Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in!== Pros and Cons of Guilds == The type and quality of guilds vary greatly. Some guilds are made of real life friends, other guilds are international in membership. Some guilds do just one thing, for example, are made up of just pilots. Other guilds have members that craft, fight, fly, pvp, etc. Many of the larger guilds on many servers use teamspeak or ventrilo to communicate effectively; this is certainly a huge advantage in pvp groups where battlefield communication is often the difference between an organized assault and an impotent attack. Guilds offer many advantages, but the same problems that mark human organizations also creep up in guilds. The advantages usually include; discounted crafted goods (armor, weapons, etc.) for guild members, easier access to larger groups needed for high end ground and space, the development of friendships between guild members, the opportunity to become a mayor of a city (voted on by city members, who are usually guild members), a convenient place to locate your personal home, the chance at participating in the larger Galactic Civil War through alliances with other guilds, and of course, the possibility of infiltrating an enemy guild and gaining access to information and possibly an internal insurrection (more on this later). Disadvantages in a good guild with good leadership are few. However, often in guilds players share storage and vendor space; these infrequently leads to theft or conflict. Also, some guilds contain members who consistently attempt to use other guild members for their own uses, do not have a developed sense of teamwork, and can not organize around a guild leader. Fortunately, these guilds usually don't last and are usually not effective; the better members of the guild will leave to find better groups. The ill fated guilds could fall for a number of reasons. This could include mutiny so to speak, where a large number of members dissaproves of the leader; either because of his decisions or lack of online activity. Most likely there would be other members defending the leader, causing a serious internal conflict. Guilds may fall due to lack of morale. If an opposing guild constantly harasses or kills them in conflict, the member may grow ashamed of being in his/her guild. Likewise, if an opposing guild constantly attacks and defeats their guild in a war for example, the member of the defeated guild may wish to join the enemy organization in hopes of becoming the stronger one. This could also result in a chain reaction, in which members leave because another one is. Speaking of chain reactions, if a well liked member leaves an organization, a large number of other members will follow him/her. Some members hold more respect towards other members than the leader himself. Favoritism is a major issue which plagues almost every organization. A leader especially, may favor a member who assists greatly in guild events and leadership. When the said favored member does something at fault withen the organization... for example, insulting another member, he or she is pardoned. When a non-favored member commits the said "crime," he or she is immediately punished. While this is a major problem, it doesn't often result in a failure of an organization. Members of a guild often favor the same members the leader does... resulting in special treatment for some, but punishment for others. Summary: Please note that all contributions to the SWG Wiki are considered to be released under the CC-BY-SA Cancel Editing help (opens in new window) Retrieved from "https://swg.fandom.com/wiki/Guild"