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
GDD/04-Multiplayer/03-Clans-and-Squads.mdVerified implementation evidence
- Not verified for this documentation pass.
Relationships
FEAT-LOCK-ACCESS— installed-lock Squad accessTECH-NETWORK-ARCH
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
UBuildComponentplacement 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.