Squadrons Experience of 23 Years

Squadrons Experience of 23 Years


I speak through experience and I will highlight a few issues that I have faced with my clans past these decades.


Every clan, guild, squadrons have commonly a short lifespan in true life. 90% of these fail within 3 months right from the start. 1 from 100 of them is alive within 3 years unless they have a reasonable goal and common unity. There are several reasons why they fail. Since I do not like to switch names all the time between clans, guilds, and squadrons or whatever... I will simply call them clans.


I also remind developers to make an active filter to drop out inactive squadrons automatically within a given time. Else your game will be full of dead clans left in your database.


Here is a tiny list of basic problems clans will have.


1. They have no common activity enough or they fail in their common goals so much that players dismiss the efforts. The clan is ignored to death.


2. They do not have a website. Without a website, there is zero unity. Every working game gives a clan a website. Example of this is Tibia... There are several rules that apply while having a clan or a guild. The major one is the activity log.


3. The leader of the squadrons must have the power to eliminate memberships. There are cases when players abuse power or sabotage the team efforts.


4. The player is a member of more than 2 clans. Well, here is the big killer.


If the player wants to be a member of Fuel Rats and a second clan the very same time. You have to separate these two from each other completely.
The clan type must be accurately determined.


Community Squadron


This is an open faction which everyone can be a member of, there are no member limits. They have symbols and tags that they can carry in their player CV. They must have a home system and a faction. Community Squadrons might also have a capital ship which is modified to their purpose. If it is destroyed, it must be rebuilt in their home system. These type of squadrons focus on getting community points which are used to reward the players.


Rescue missions, community goals...


Faction Squadron
This is a form of a squadron which is created to use power and politics in the game. They usually have a solid capital system and a military based capital ship which they need to protect. It is a very common thing to see wars develop between these squadrons. There is also a reason why some limits are placed on the size of these squadrons. If their capital ship is destroyed, they must return to their capital and rebuild it.


250, by all means, is a very common number of members in the most powerful clans in the world. The main reason to limit the number to 250 is simply the fact that clans with more than 250 members are known to brutally grief other players out from the game. Their ruling has become so overwhelming that there is no control to it. With a limited number of members, you must focus on skills and quality instead of mass. These type of squadrons focus heavily on gaining power points.


They gain points from how many systems they can actively and literally control or simply how many enemy factions members they destroy.


Militia Squadron


This is a group of selected members up to 50 members.
This is a small team of players who do their own stuff and does not require a capital system but they might have carriers or a capital ship. They could be filthy rich Elites who does not give a rats butt about politics. All they do is collect all types of points and money. They can declare to control few systems at a time. However, to control one system, they require to have active member ships in it.


They commonly collect all money/material just to improve their power.
Nomads. Usually a team of mercenaries.


They also take part in politics, but commonly they are neutral...


Do not underestimate small teams... I have seen wars where 10 skilled ones can easily kill 200 with fewer skills.


Politics play a big part in these squadrons. They must announce their political status officially with every known squadron online they are in contact with.


1. Undeclared.
This is the default status.
Alliance breaks to undeclared.


2. Alliance.
Breaks automatically if hostile action between alliance is not forgiven by leaders within 1 week. - Giving a reason is required.


Can be declared when both squadrons completely agree to it. Requires all members to vote for the alliance.


3. Neutral.
Squadrons do not have anything to do with each other. Requires only an announcement. Can not be declared if forced.


4. Defiance.
Squadrons have officially said that if you do this I do not like it. - Giving a reason is required.
There might be a few battles between each squadron and that usually does not mean a general war. A threshold number of hostile actions is set to a day and a week. If it is broken war is declared automatically.


5. War.
War breaks out automatically when the threshold number of the squadron been attacked by the other squadron. Squadrons simply do not agree with the agreements and are prepared to take all kinds of actions to force their way. This does not really require any reasoning. War can be declared any time anywhere for any reason in mind.


6. Forcer / Forced
The squadron is forced by war to submit to another squadron. The status is forced as long the enforcer sees it fit. The way out from forced status is to declare war again and win it. Peace cannot be declared unless all hostility has stopped for 3 months. Alliance can be declared anytime by vote.


7. Peace
You can declare peace only in case both sides agree to it and it has taken enough time from the hostile activity between squadrons.


Peace is a special case. Losing a war does not mean you can claim peace.
 
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I’ve actually raised the same concerns and suggested that powerplay be converted into something that Squadrons (or Player-Controlled Factions in my thread) utilise instead giving every faction purpose, a connection to the game, a connection the community and other players, and expands on the option of PvP.

The suggestion I put forward before I knew anything about Squadrons, so it’s quite surprising how Squadrons actually fulfils some of the requirements for the update to powerplay.

https://forums.frontier.co.uk/showt...ntrolled-Factions-(or-expansion-to-Squadrons)
 
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