I'm pointing out the flaw in your point: People have asked for station ownership features completely separately from any conversation about guilds/clans. They will probably continue to do so - even if the mooted clan features are implemented because they genuinely believe that will enhance the game. But the two feature sets do not go hand-in-hand.
No disagreement. I am not the one conflating "clan/guild powers" with ownership of in-game assets or some nebulous position with specifics to be discussed "later."
Only FD get to decide what goes in or out the game.
Again, no disagreement.
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In this thread I argued against guilds/clans because I felt player owned commercial structures should not be controlled by players. I got told, no one is arguing for that, we just want better comms and organisational guild structures. And I feel there's much merit to that request.
A couple of pages on, I get told: of course player owned structures need to be included. Every MMO does this, so why wouldn't Elite?
And therein lies the nut of the debate - "what clans/groups mean for the game mechanics." As you mentioned (and I seconded) it always seems to devolve down to a monetary or ownership of assets argument. Generally people call this (laughingly) "feature creep." Trying to pin down exactly what mechanics are being proposed or supported turns into an eel-wrestling match.
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