The Deficators / DEFAC

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  • Casual
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    Resources
  • Freelancing
    Freelancing

Welcome to the Deficators, where we Shit on the Competition.



History

THE DEFICATORS

Nobody remembers exactly who suggested the name.

Nobody is willing to admit it either.

What started as a small group of friends trying to make a few credits in the ‘verse quickly developed into something considerably larger and considerably less organized than anyone originally intended.

The Deficators began where many great enterprises begin: questionable financial decisions, ships we probably couldn’t afford, and the realization that there were a lot of credits floating around Stanton for anyone willing to go get them.

Mining became salvage. Salvage became trading. Trading required bigger ships. Bigger ships required more crew. More crew inevitably resulted in someone suggesting that instead of hauling cargo, we should go shoot somebody.

And thus, The Deficators were born.

Today, we operate throughout the ‘verse conducting mining, salvage, cargo, and trading operations while maintaining enough combat capability to defend ourselves or occasionally become the reason someone else needs defending.

We’re industrialists when there’s money to be made.

We’re mercenaries when someone needs killing.

We’re explorers when we’re lost.

And we’re professionals approximately 60% of the time.

Manifesto

PROFIT. FIREPOWER. QUESTIONABLE DECISIONS.

The Deficators are a multi-role organization founded around one simple philosophy:

The ‘verse is more fun with a crew.

Our foundation is industry. We mine the rocks, strip the wrecks, haul the cargo, and move the goods that keep civilization running. Mining, salvage, trading, hauling, and large-scale industrial operations are the backbone of our organization.

But we’re not afraid to put down the tractor beams and pick up the rifles.

The Deficators also participate in bounty hunting, mercenary contracts, FPS operations, ship combat, contested zones, and PvP events. When there’s money, adventure, or a sufficiently questionable idea involved, there’s a good chance we’ll give it a shot.

We value teamwork over individual ego. No member is expected to know everything, own the biggest ships, or have thousands of hours in the game.

New Citizens are welcome.

Star Citizen has one hell of a learning curve. We’ve all been the person standing in a hangar wondering why the ship won’t start. If you’re willing to learn, we’re willing to teach. We’ll help you understand your ship, earn credits, learn industrial gameplay, survive combat, and eventually help teach the next new Citizen who joins our ranks.

We’re not interested in turning Star Citizen into a second job.

There are no mandatory play schedules.

There are no activity quotas.

There are no applications requiring your resume, blood type, and three professional references.

Show up. Help your crew. Have a good time.

Whether we’re pulling millions of credits out of an asteroid field, salvaging the aftermath of somebody else’s bad decisions, running cargo across Stanton, or dropping into a contested zone with rifles in hand, the objective remains the same:

Make credits. Make memories. Try not to blow up the ship.

Charter

THE DEFICATORS — ORGANIZATIONAL CHARTER

I. DON’T BE A DICK

We’re here to have fun.

Treat members, new players, and the wider Star Citizen community with reasonable respect. Trash talk and friendly banter are part of gaming. Harassment, racism, genuine personal attacks, or intentionally making another member’s experience miserable are not.

Basically, know the difference between giving someone shit and being a piece of shit.

II. CREW COMES FIRST

During organized operations, work together.

If someone needs help loading cargo, manning a turret, recovering equipment, learning a mechanic, or figuring out why their ship spontaneously exploded for absolutely no reason, help them when you can.

Today’s rookie could be tomorrow’s Reclaimer pilot.

III. INDUSTRY PAYS THE BILLS

Mining, salvage, cargo hauling, and trading form the industrial backbone of The Deficators.

Group operations should be organized so everyone contributing meaningfully to the operation benefits from its success.

If you helped earn it, you should get a piece of it.

IV. SOMETIMES VIOLENCE IS THE ANSWER

The Deficators are not exclusively an industrial organization.

Bounty hunting, FPS missions, ship combat, contested zones, mercenary work, and PvP are all fair game.

Members participating in combat operations are expected to work together and communicate with their crew.

V. NEW PLAYERS ARE WELCOME

Nobody starts Star Citizen knowing what they’re doing.

Experienced members are encouraged to help new Citizens learn the game rather than criticize them for not knowing something.

Ask questions.

Make mistakes.

Blow up occasionally.

Learn from it.

VI. REAL LIFE COMES FIRST

Star Citizen is a game, not your employer.

There are no mandatory hours or activity requirements. Participate when you can and disappear when life requires it.

We’ll probably still be here when you get back.

VII. DON’T SCREW OVER YOUR OWN CREW

Do not intentionally steal from, grief, betray, or sabotage fellow members.

Accidentally launching a torpedo into your friend’s ship because you pressed the wrong button is unfortunate.

Doing it intentionally because it would be funny is subject to interpretation.

VIII. HAVE FUN

This is the most important rule.

We’re here to build ships, destroy ships, make money, lose money, explore the ‘verse, and occasionally spend three hours preparing for an operation that ends catastrophically within the first seven minutes.

That’s Star Citizen.

Embrace it.

WE ARE THE DEFICATORS.

Industry when profitable. Violence when necessary. Shenanigans always.