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Canonical source
GDD/04-Multiplayer/03-Clans-and-Squads.mdDecision markers1 confirmed · 2 recommendations · 5 TBD
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- Not verified for this documentation pass.
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Use these required Feature Specification areas during review. The imported GDD below is canonical; 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
Canonical GDD 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)
- Small group (size [TBD], e.g., 4–6) for playing together right now.
- Friendly identification: squadmates shown on HUD/markers; reduced/disabled friendly-fire [TBD] (full-loot games sometimes keep FF for realism — decide deliberately).
- Shared access: squadmates can use each other's bases/storage (governed by build privilege — see ../01-Gameplay/05-Building-System.md).
- Squad utilities: map pings, voice/text [TBD], shared respawn at squad beds, 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 — [TBD]
- Friendly-fire on/off within squad/clan.
- Anti-grief for shared bases (e.g., logged actions, role-gated demolition).
- These decisions materially affect tone (hardcore vs. accessible). Decide deliberately with the owner.
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.