Well, it's just a typical guild system in pretty much any MMO:
1. Rank system-
Different rank have different authority/access right.
2. Public Announcement-
Daily message/objective that administrator-ranking members can access to edit/publish for the members of the guild.
3. Guild Storage-
Items shared around, I suppose materials would be a good start, and obviously credits can be deposited, too. Of course, access right has to be granted before access different levels of the storage.
4. Guild Chat-
Chatting between members of the guild that is currently online.
5. Guild member tab in the communication panel-
Easy access to communicating/wing up with members of the guild.
6. Guild tag-
Issued to distinguish themselves.
Then just go from there, these are pretty much the basics.
For the advance stuff, if applicable, create things like guild missions/guild base/starport. Then there's base building, territorial warfare, tag decal uploading, blah blah blah.
FD can probably even monetize off from this...
These features are pretty common in any MMO, how many of these should be implemented is up to FD.
And this is where we get to the nub of what many (not all) proponents of guild content are really after.
Items 1 through 5 are arguably simple enough and admittedly quite harmless.....if they were to stop there. Item 6 - why? Why do guilds feel this ever present desire to identify themselves? Because that is an important element of the next piece - the advanced stuff that you list here, including the territorial warfare. No guild tag and you can't easily try to exert your influence on the surrounding playerbase - no indicator of who just blasted you to pieces because you intruded on 'their space', no easy ID of friend or foe in a PvP engagement.
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You are right in that it is up to FD as to how much of this they implement. To this point, they have already made that decision - and the decision is to exclude that content. The reason many of us oppose at the very least the notion of the advanced stuff like base building and territorial warfare is NOT because we are afraid of it, as so many rather naively seem to believe/insist - it is simply that we want that to continue to be excluded from THIS particular game, as it was designed and promoted right through kickstarter and forward from there. We want a game that doesn't have to put up with, and balance everything mind you, to cater for all that rubbish to suit, arguably, a minority of the total playerbase. Why can't we simply support the game as proposed, as designed by Frontier themselves - and that excludes guild content? Just because our support for the design as it is currently is at odds with the desire (note: not need) for guild content doesn't make you right/us wrong. Elite: Dangerous doesn't need guild mechanics, at least not beyond items 1 through 5 above. Some might want it, but that's not the same thing.
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What gets my goat is the constant inability of those who request....nay, insist....on guild content to adapt to the very game design that Frontier has settled on. The umpire has already made their decision gentlemen (and women) and it has been to exclude that content - but some are not happy with that, like petulant children at times, constantly pushing for the mechanics that Frontier has already considered and deliberately chosen to exclude, accusing those who don't want guild content of being 'afraid' of it, of being carebears etc. If one doesn't like or agree with the umpire's decision, well, I'm sorry but that doesn't suddenly make that person or group authoritative on what the game 'should' include. If you don't like the umpire's decision, and Elite doesn't let you play the game they way you want, leave. That's what I, and many others, usually do when we find a game is not providing what we want. Some claim the game won't succeed without guild-based content - if it's not providing what you want, and there's no sign of Frontier changing their stance on guild ownership of assets and territory, why do you stay? Find a game that provides that. Come back later in the unlikely event Frontier changes tack. Alternatively, learn to adapt and accept Elite: Dangerous for what it is - a game that is not principally focused on either PvP or guild-based territorial gameplay. Elite: Dangerous was never going to appeal to all gameplay styles - it just seems that's not good enough for some people who can't help themselves but want to change something to suit themselves, and to heck with everyone else who is already happy with the scope of the game just as it is. And yet, for some reason, it is the latter group that tends to be accused of being selfish, of preventing some people from playing the way they want......