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#126
BaggyGreen

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Meanwhile, a little piece of writing I did, to introduce my guild in a more interesting way than most.

 

--

 

Aiming for the stars
 
In a little over five years, Pan Galactic has grown from, “a few rust buckets held together by hope and bubblegum” to a thriving company.
Founder and company spokesperson, Vince Alexander, describes how a group of Navy pilots with no business background succeeded in a harsh universe.
 
By Akira Suzuki
 
Probe Vince Alexander, 38, on his formal business training and you get a smile. “None,” he replies happily. “I never write business plans; I wouldn’t know how. To this day I can’t even read a balance sheet.” Yet thanks to his vision, hard work and at times, sheer will, Alexander has helped to transform a group of former UEE Navy pilots into a much larger company, spanning multiple systems and employing far beyond its original roster of just ex-military fly boys and girls.
 
The atmosphere is casual inside the company’s main office space in Prime, the capital of Terra. Set against a backdrop of brushed concrete walls and chunky wooden tables are entertainment machines and a well-stocked bar. If it feels a little masculine and industrial, that’s by design. The atmosphere is unashamedly straightforward and workmanlike, echoing the company’s way of doing business and without any hint of the faux military posturing often seen in companies with a similar history. Indeed, to all intents and purposes, it feels like there’s little hierarchy at all. As staff continually walk in and out of the space, going about their business, Alexander sips on a scotch explains what makes the business different.
 
“The Pan Galactic style is remarkably different to other companies and corporations and I think that’s because neither I, nor the people who started this with me, have a business background,” he says. “We started as a small group of pilots with a few rust buckets held together by hope and bubblegum that we purchased straight after leaving the Navy. We began with small contracts — courier work, mostly. From there, we got to make new contacts and take on larger roles. That brought money. Money bought new ships. Suddenly we needed more pilots. Mechanics. Admin. Then we met people in industries we’d never dreamed of working with, like mining. It’s tended to flow in a weirdly logical progression for us.”
 
Alexander started in the UEE Navy in his early twenties. “I had rejected the concept of university and spent several years hitching my way around the ‘verse after school. After I got bored with that, I went into the Navy with a view to becoming a pilot,” he recalls. “It sounds ridiculous but it all seemed pretty easy at the time which, in hindsight, I think just shows that I had an aptitude for it and had happily got involved with it at the right time in my life.”
 
After 10 years in the Navy, Alexander felt something of the restlessness of his late teens and early twenties again. Along with a number of pilots he knew through his military service, both currently serving and already discharged — including some of his original classmates — a plan was hatched to invest in some ships and then head out to see what kind of fortune, if any, could be made on the back of their collective skills in a cockpit.
 
Initially, Pan Galactic wasn’t even ran like a traditional company. Instead, Alexander and his colleagues worked “mostly cash jobs” and didn’t even maintain a formal office. “We had a name and a logo, but we were nothing like a real company,” explains Alexander. A hangar on Terra provided a place for ships to dock when not in operation, with the pilots sleeping on board their ships or in some cots spread among the tools and spare parts. “It was a bit wild for the first six months or so, but coming from the military, we’d dealt with worse, so it didn’t actually seem that big a deal to us. We were just over the moon that we didn’t have to shave every day, or get up for patrol at certain times.”
 
From there the company began to grow apace. While there have been setbacks, including occasional pilot fatalities (not uncommon in any business of this nature), the rise and rise of Pan Galactic has been to the envy of similarly sized businesses, pitching for the same work. “It’s never easy to lose employees, whether they are old military schoolmates, or people we’d brought into the family more recently,” Alexander pauses, focused on his near empty glass. “But you have to go on. You have to keep moving. Sure, you think about them while you’re on the move; especially sitting in that cockpit. But if you stop to think about them too much outside of that, you might as well stop for good. It can become too overwhelming.”
 
Having started humbly with a modest number of employees, Alexander now leads a team he is loathe to put a figure on, citing that not all are full-time employees so the numbers could be considered deceiving. Industry estimates suggest the company has somewhere under 100 staff, a figure that Alexander won’t confirm but doesn’t dispute.
 
REPUTATION IS EVERYTHING
Aside from its earliest contracts, Pan Galactic has, “never touted for business. It’s all been word of mouth and recommendations. We’ve built up a brand over the last five years or so. It’s all reputation.”
 
That reputation was built in no small way thanks to Pan Galactic hitting upon a lucrative spot of business for the Musashi Industrial & Starflight Concern (MISC) in 2941-42 as one of its standby courier companies. “I got contacted out of the blue asking if I could have a ship on 24×7 standby for courier work. I said ‘Of course’, and then we had to figure out how to actually do it,” he laughs. “That was good work though, and led to us meeting a lot of people, both inside MISC and also at the other end of those courier jobs.”
 
Not only did the work put Pan Galactic on the map as a reliable operator, it cemented a relationship with MISC that continues to this day, although not in the same line, according to Alexander. “Everybody knows business is built around relationships and that’s one of the reasons we’ve been successful. We say what we mean and mean what we say and business people appreciate that. MISC particularly appreciates it. Some of our largest contracts have even been agreed with a handshake alone — we’re still that kind of company, and it suggests there’s still a market for being a little old-fashioned in some areas.”
 
Has Pan Galactic’s growing status allowed it to inflate prices? “Not at all. Our mark-up ratio is no different than when we started,” Alexander says simply. “We charge a fair price for what we do, and we make enough money so the fleet and our safety standards are industry-leading, but we’re under no illusions that we’re the only game in town. We might be simple pilots without business training, but aren’t about to price ourselves out of the market.”
 
With a team of managers but no deputy, Alexander relies heavily on his accountant and lawyer, not to mention gut instinct when it comes to taking the business forward. With the company having long outgrown its ex-military fly boy and girl underpinnings, the main business interests for Pan Galactic today include courier work, exploration, xenoarchaeology, escort and guide services, flight training, logistics, engineering and mining. The company has even provided x-ship test pilots to several manufacturers over the years, notably MISC. This has seen the employment of a diverse range of employees with no military background at all in some cases, for both direct and indirect roles.
 
Where will it all lead? “Well, we’ve got the ships and we’ve got the ability; the future is really in our hands,” Alexander says as he rises from his chair. It appears the interview is over. “We’re calling the tune, which is the only way I’d have it, quite honestly.” And, with a smile and a firm handshake, Vince Alexander has left the building but not, in all likelihood, these pages.


#127
Cyonan

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The issue with Piracy is that there are two types I know of from Eve:

 

The Professional: Who takes goods and lets you leave.

The Psychopath: Who kills you no matter what.

 

The first time is a pain but not that bad, its the second type who will kill you no matter what.

Though it gets worse when they hold a Grudge.

 

Its all fun and games until you get killed by someone and then hunt them down for that.

 

Out of curiosity, what do the first type of pirates do if you don't have any cargo?



#128
BaggyGreen

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Out of curiosity, what do the first type of pirates do if you don't have any cargo?

 

Blow you up. For e-peen.



#129
Giggles_Manically

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Out of curiosity, what do the first type of pirates do if you don't have any cargo?

It depends.

 

A lot will just blast you, but not if you are part of a guild for example.

I know some of the Professional Pirates hunted the Psychopathic ones down since it made their type of work impossible. 



#130
upsettingshorts

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If I were running a pirate guild, hmm...

 

I'd probably want to keep at least one semi-legit alliance, be it with players or NPC groups.  That way I'd have a patron, shelter, and someone to fence my goods through.  Furthermore, I'd want to maximize my infamy-to-return ratio, so I'd probably just demand the cargo and let people go if they gave it up*.  The best piracy work would probably be as privateers, where you have some legitimacy to prevent you from becoming total outlaws.  If still viewed as unscrupulous. 

 

Also Giggles_Maniacally has the right idea about what more cerebral pirates should do to the lawless psychopaths. 

 

*Or if they had a guild, ransom them.  Though I dont know if you can take and keep prisoners.  Failing that I'd let them go.



#131
laudable11

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I look forward to giving them my money when this game is 100 percent done. 



#132
Lotion Soronarr

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There are squadrons/groups that are focused on anti-piracy.

 

Take my group, Gold Wing.

Made up from the earliest backers, with gold tickets and unlimited insurance and stocked with good ships and equipment.

 

Griefers are in for a hard time once we descend upon them. :D

 

So if you ever need protection from pirates, give us a call.



#133
upsettingshorts

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Piracy will probably be more something I engage in on a "single player" private server with a population of Me.  Though we'll see.  I intend to avoid any prelaunch associations and see what I find fun about the game, then perhaps seek whatever group seems to be having the most fun/success doing that.  It may be piracy, who knows?

 

It's no fun being the Good Guys without having Bad Guys to fight.  And being a good Bad Guy is a lot of fun too.



#134
BaggyGreen

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I recommend this video, relating to instances, PvP, PvE, etc. It's quite good for where we are at, at present.

 


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#135
Captain Obvious

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Here's hoping I can create my own X-Wing.



#136
Kaiser Arian XVII

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I'm getting 'Freelancer'. Let's see if it's good enough to decide about its sequel 'Star Citizen'.



#137
upsettingshorts

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You have to understand the development history of Freelancer to get why it's a spiritual predecessor and not really much like what they're planning with Star Citizen.

 

It was wildly ambitious for its time and didn't realize its conceived vision when it was released.  It's a fine game, don't get me wrong, but it's not what it could have been.


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#138
BaggyGreen

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Here's hoping I can create my own X-Wing.

 

You can't.



#139
BaggyGreen

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I'm getting 'Freelancer'. Let's see if it's good enough to decide about its sequel 'Star Citizen'.

 

I'm not sure I understand. You're going to judge Star Citizen on a game released over 10 years ago, with an awful development history?

 

10 years is an eternity in gaming, and the development history of Freelancer was truly stuffed.

 

That said, a lot of people still play Freelancer, and really like it. But I wouldn't go judging a game releasing in 2015/16 on something from 2003. No way.



#140
BaggyGreen

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Development status update for February... https://robertsspace...t-February-2014



#141
Cyonan

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I'm not sure I understand. You're going to judge Star Citizen on a game released over 10 years ago, with an awful development history?

 

10 years is an eternity in gaming, and the development history of Freelancer was truly stuffed.

 

That said, a lot of people still play Freelancer, and really like it. But I wouldn't go judging a game releasing in 2015/16 on something from 2003. No way.

 

I actually feel like this game got quite a considerable amount of its funding based on people judging it off of older games. They feel like Star Citizen will be an amazing game because we all know what Chris Roberts is capable of from the old Wing Commander games, and now he has the tech to be able to put his vision to work(well, maybe not in the case of procedurally generated landscapes, but we'll find out soon enough on that one).

 

Not that I think people should be judging it entirely off of Chris' older stuff, but it seems there are quite a few people who are at least partially doing so.



#142
BaggyGreen

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I actually feel like this game got quite a considerable amount of its funding based on people judging it off of older games. 

 

Having Chris Roberts' name attached has been the big one. And, for people who played games like Wing Commander 3 or Privateer or Freelancer "back in the day", when those games were in context of what was cutting edge at the time... yes, absolutely. See, I think context is the big one here. There is a huge difference between someone saying, "I loved Freelancer when I played it in 2003..." and someone saying, "I tried Freelancer in 2014 and I thought it was really ordinary, hence I won't back Star Citizen..." 

 

And that's why we have people who will back it because of games like Freelancer, and those who won't for potentially exactly the same reason. But I only think one of them is being fair to the source material. To play a game -- any game -- in the context of being 10 years-plus into its future will always do that game a disservice to some degree.

 

It's like a young, modern gamer playing something like KotOR today. The story is great but the actual gameplay is clunky as hell. Should that person judge, for example, Dragon Age: Inquisition on a play-through of KotOR? No, I think we'd all agree that would be nuts. And I think the same goes for judging Star Citizen on Freelancer.



#143
Captain Obvious

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You can't.

Guess I'm not playing this game.



#144
BaggyGreen

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Guess I'm not playing this game.

 

I just wonder why you'd want to have a Star Wars vehicle in a universe where Star Wars vehicles don't exist?



#145
Sailears

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I'm getting 'Freelancer'. Let's see if it's good enough to decide about its sequel 'Star Citizen'.

 

As the others have said, you can't judge it based on that.

 

It's not really a sequel anyway, more a spiritual successor.



#146
Cyonan

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Having Chris Roberts' name attached has been the big one. And, for people who played games like Wing Commander 3 or Privateer or Freelancer "back in the day", when those games were in context of what was cutting edge at the time... yes, absolutely. See, I think context is the big one here. There is a huge difference between someone saying, "I loved Freelancer when I played it in 2003..." and someone saying, "I tried Freelancer in 2014 and I thought it was really ordinary, hence I won't back Star Citizen..." 

 

And that's why we have people who will back it because of games like Freelancer, and those who won't for potentially exactly the same reason. But I only think one of them is being fair to the source material. To play a game -- any game -- in the context of being 10 years-plus into its future will always do that game a disservice to some degree.

 

It's like a young, modern gamer playing something like KotOR today. The story is great but the actual gameplay is clunky as hell. Should that person judge, for example, Dragon Age: Inquisition on a play-through of KotOR? No, I think we'd all agree that would be nuts. And I think the same goes for judging Star Citizen on Freelancer.

 

I feel like you could get decent information out of it assuming you go in understanding that A. This is a 10+ year old game and B. Star Citizen is an entirely different game from Freelancer. The second one is something everybody should understand, even if they played those games when they were relevant.

 

I'd argue that ultimately you shouldn't really judge Star Citizen on anything except Star Citizen. That said as a backer, it is of course good to have the assurance that the guy heading this thing up has experience and knows what he's doing as this is a very ambitious project, but that's about as far as it goes for me.

 

and I say all this as somebody who played the old Wing Commander games for the first time fairly recently(I also played KotoR well out of date as well, actually) =P



#147
Captain Obvious

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I just wonder why you'd want to have a Star Wars vehicle in a universe where Star Wars vehicles don't exist?

Cause customization.



#148
BaggyGreen

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Cause customization.

 

Oh now I understand you. Yes, on some private servers people will no doubt create custom models. Personally, I still think that sort of experience is hollow, as it's not the Star Wars universe (I don't think people will be able to rearrange/resize/rename/re-terraform planets, etc), but I guess some people might like it.



#149
Cyonan

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It actually would be pretty awesome to have a ship designer sort of like what Galactic Civilizations 2 does.

 

Of course, it would kind of break the whole immersion thing since you'd have a lot of really odd looking ships or else thousands of X-Wings, Enterprises, and Normandys flying around everywhere.

 

and of course we can't forget everybody who would make dick shaped ships. We aren't allowed to do anything on the internet without that happening.



#150
Captain Obvious

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Oh now I understand you. Yes, on some private servers people will no doubt create custom models. Personally, I still think that sort of experience is hollow, as it's not the Star Wars universe (I don't think people will be able to rearrange/resize/rename/re-terraform planets, etc), but I guess some people might like it.

I think I understand. You want the game to retain it's own identity. But I see in this game a chance for more player freedom than is commonly found in other games, even if that means breaking the fourth wall in a way.