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<blockquote data-quote="marcoasalazarm" data-source="post: 7116871" data-attributes="member: 26698"><p>[ATTACH]84329[/ATTACH]</p><p></p><p><strong>-CENTRAL OFFICES: </strong>SYDNEY, AUSTRALIA.</p><p><strong>-MAJOR REGIONAL OFFICES:</strong> Teufort, New Mexico (near Bisti Badlands); Cleveland, Ohio; Marquette, Michigan; Roswell, New Mexico; Bellevue, Washington.</p><p><strong>-MAJORITY STOCKHOLDER:</strong> Saxton Hale (53%).</p><p></p><p><strong>-----INFORMATION: </strong></p><p></p><p>Mann Co. was the first company from the "Team Fortress" universe (and Valve's collective work) that appeared on the Core Timeline, all the way back on the 23 Hours.</p><p></p><p>It really didn't seemed to have much going for it, just producing a small number of appliances and delivering some mercenary work... until it rediscovered Australium.</p><p></p><p>The wonder-element had a history of very interesting uses, anything from super-science up to powering machines that created (extremely limited) immortality... but one thing that brought a very lucrative new market for it (and which was discovered through sheer accident, like many other things MannCo. did) was its capacity to super-conduct emotion-based energies.</p><p></p><p>Spiral Energy. Emotional Spectrum power. Certain kinds of magics.</p><p></p><p>By the time TF Industries appeared, three years Post-Vanishing, MannCo. bought it in a very hostile takeover. And then it bought the (then-abandoned) Black Mesa Research Laboratories and Aperture Science, to boot. And Valve Entertainment.</p><p></p><p>The irony of TF Industries being now "a division of MannCo." was something that made Hale laugh for a week. Non-stop. It was pretty hard to hunt that week, that with scaring all of the game off.</p><p></p><p>The company specializes in "manly" gear--weapons, accessories (mostly of the type that will kill or prevent you from being killed), hats, and weird science. Construction work is also something it provides, and the quality is good.</p><p></p><p>Finally, it hires out mercenaries. The Teams follow a class structure similar to that of the company's native video game--it is standard to have at least one of each "class", but it's not really uncommon for there to be more than one example of each, or even for a team to be composed strictly of one class. Number is also widely varied, but it's very rare for teams to be composed of less than nine members unless they are highly experienced. And Mann Co.'s mercenary corps are firm believers in ability over appearance, with the only standards actively wanted by the company being professionalism and loyalty--as a result, the "rag-tag bunch of misfits" is the rule.</p><p></p><p><strong>--THE CLASS ORGANIZATION OF A TEAM:</strong></p><p></p><p>-> The Mann Co. Mercenary crews still utilize the same designations: Scout, Pyro, Soldier, Medic, Sniper, Spy, Demoman, Heavy and Engineer. While current training styles mean that there is a large amount of people who could fit one or the other inside of a crew, what they reach towards the most is what they are classified as. Meaning that if they are better at long-distance marksmanship than lobbing grenades they are classified as "Snipers" and if they are better at hacking computers than the rest of the crew they are classified as "Engineers", while if they are better at sneaking around they are classified as "Spies", to provide examples.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 7116871, member: 26698"] [ATTACH=CONFIG]84329._xfImport[/ATTACH] [B]-CENTRAL OFFICES: [/B]SYDNEY, AUSTRALIA. [B]-MAJOR REGIONAL OFFICES:[/B] Teufort, New Mexico (near Bisti Badlands); Cleveland, Ohio; Marquette, Michigan; Roswell, New Mexico; Bellevue, Washington. [B]-MAJORITY STOCKHOLDER:[/B] Saxton Hale (53%). [B]-----INFORMATION: [/B] Mann Co. was the first company from the "Team Fortress" universe (and Valve's collective work) that appeared on the Core Timeline, all the way back on the 23 Hours. It really didn't seemed to have much going for it, just producing a small number of appliances and delivering some mercenary work... until it rediscovered Australium. The wonder-element had a history of very interesting uses, anything from super-science up to powering machines that created (extremely limited) immortality... but one thing that brought a very lucrative new market for it (and which was discovered through sheer accident, like many other things MannCo. did) was its capacity to super-conduct emotion-based energies. Spiral Energy. Emotional Spectrum power. Certain kinds of magics. By the time TF Industries appeared, three years Post-Vanishing, MannCo. bought it in a very hostile takeover. And then it bought the (then-abandoned) Black Mesa Research Laboratories and Aperture Science, to boot. And Valve Entertainment. The irony of TF Industries being now "a division of MannCo." was something that made Hale laugh for a week. Non-stop. It was pretty hard to hunt that week, that with scaring all of the game off. The company specializes in "manly" gear--weapons, accessories (mostly of the type that will kill or prevent you from being killed), hats, and weird science. Construction work is also something it provides, and the quality is good. Finally, it hires out mercenaries. The Teams follow a class structure similar to that of the company's native video game--it is standard to have at least one of each "class", but it's not really uncommon for there to be more than one example of each, or even for a team to be composed strictly of one class. Number is also widely varied, but it's very rare for teams to be composed of less than nine members unless they are highly experienced. And Mann Co.'s mercenary corps are firm believers in ability over appearance, with the only standards actively wanted by the company being professionalism and loyalty--as a result, the "rag-tag bunch of misfits" is the rule. [B]--THE CLASS ORGANIZATION OF A TEAM:[/B] -> The Mann Co. Mercenary crews still utilize the same designations: Scout, Pyro, Soldier, Medic, Sniper, Spy, Demoman, Heavy and Engineer. While current training styles mean that there is a large amount of people who could fit one or the other inside of a crew, what they reach towards the most is what they are classified as. Meaning that if they are better at long-distance marksmanship than lobbing grenades they are classified as "Snipers" and if they are better at hacking computers than the rest of the crew they are classified as "Engineers", while if they are better at sneaking around they are classified as "Spies", to provide examples. [/QUOTE]
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