Feature Specification

Clans & Squads

Full clan + squad systems — CONFIRMED. Players can form small tactical groups (squads) and larger persistent organizations (clans). Group identity drives cooperation, base ownership, and territory.

Status: draftOwner: UnassignedUpdated: 2026-09-13

Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.

Production context

Deprecated source referenceGDD/04-Multiplayer/03-Clans-and-Squads.md
Decision markers4 confirmed · 2 recommendations · 1 TBD
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Authoritative project content

Full clan + squad systems[CONFIRMED]. Players can form small tactical groups (squads) and larger persistent organizations (clans). Group identity drives cooperation, base ownership, and territory.

Squads (small, tactical)

  • Squads have no design-level member cap[CONFIRMED]. Practical server and UI behavior must be profiled at large membership counts.
  • Friendly identification: squadmates are shown on HUD/markers. Friendly fire is dedicated-server configurable[CONFIRMED].
  • Shared access: squadmates can use installed Lock items owned by another current Squad member on eligible doors, windows, World Containers and Player-built Storage. This does not grant vehicle ignition: every Squad member still needs the exact vehicle key unless that key is inserted or the vehicle was permanently Hotwired. Canonical rules: FEAT-LOCK-ACCESS.
  • Squad utilities: map pings, text chat, proximity voice and squad voice, shared respawn at squad beds, and downed-revive [RECOMMENDATION].
  • Squads are session-oriented but membership can persist.

Clans (large, persistent)

  • A persistent organization with a name/tag, roster, and ranks/roles (leader, officer, member) with permissions.
  • Shared territory & bases: clan-owned build privilege so many members can build/maintain shared bases.
  • Clan progression / territory: controlling regions and shared infrastructure (ties to the "Base/Territory" progression vector and ../01-Gameplay/07-Crafting-and-Progression.md).
  • Persistence: clan data (roster, ranks, ownership) is part of server persistence (see 01-Network-Architecture.md).

Ownership & permissions model

The core question free-form building + groups must answer: who can build, open doors, and access storage where?

  • Build privilege via territory anchor (Tool-Cupboard-like) — [RECOMMENDATION]. The anchor stores an authorized list (player/squad/clan). Within its radius, only authorized players can place/modify/open.
  • Permission granularity (build vs. door vs. storage vs. anchor management) is [TBD] but should be role-based for clans.

Friendly fire & griefing — [CONFIRMED] server-configurable

  • Friendly fire within squads/clans is enabled or disabled by dedicated-server configuration.
  • Anti-grief rules for shared bases (logged actions and role-gated demolition) remain part of the permissions design.

Implementation guidance

  • Squad/clan membership is replicated state (likely on PlayerState + a server-side group registry/subsystem).
  • Build-privilege checks are server-authoritative in UBuildComponent placement validation.
  • Group management UI is UMG (Blueprint) over replicated C++ state.
  • Scope note: full clans are Phase-2; squads are Phase-1 (needed for co-op boss hunts). See ../00-Overview/02-Scope-and-Constraints.md.

Group UI contract — [CONFIRMED]

FEAT-HUD-UI includes Create, Invite Inbox, Name/Tag, member management, and roles Leader / Officer / Member, but no Search/Join browser. Leader and Officer may invite. Build, door, and storage access do not differ by role. There is no squad roster HUD; squad world/map/compass markers and speaking state remain. The activity log records actor/action/target for membership changes and death/online/offline events.