They arrive together, and they are opposites on purpose.
| Clan | Squad | |
|---|---|---|
| What for | Identity: who you belong to | Tactics: who you fly with right now |
| Lasts | Forever | The session |
| Size | 30 | 4 |
| Visible as | A [TAG] next to your name |
Marker colour + HUD panel |
| Managed | Docked, in the hangar | In flight only |
| Mixing | One side | One side, any mix of clans |
A squad being able to mix clans is exactly what stops clans from turning into ghettos.
Clans
- A clan belongs to one faction, the founder’s, and never changes.
- One account, one clan. A name of 3 to 24 characters and a tag of 2 to 5, both unique on the server.
- Capacity 30.
- If the leader leaves and people remain, the oldest member takes over. It is the one rule that has to resolve with nobody online: a clan without a leader could never invite anyone again.
- When the last member leaves, the clan is deleted and its name and tag are freed.
- Founding costs nothing. It doesn’t need to: since an account can only be in one clan and the clan dies with its last member, nobody can hoard tags. A price would only get in the way of the new player trying to gather their friends.
You manage it in station tab 5: found, see who is online, invite, kick, leave.
In flight you get your own chat room and the [TAG] in front of your name on
world markers and on the target panel.
That last part isn’t decoration: a clan nobody can see doesn’t recruit.
Squads
Four pilots, formed and dissolved in flight, no database involved.
| Action | How |
|---|---|
| Invite | /inv Name in chat |
| Accept | H key or the banner button |
| Talk | SQUAD room (click the chip or TAB), or /e |
| Leave | /salir |
| Jump as a group | map → destination → “Jump with the squad” |
It goes through chat rather than keys because in a fighter the cursor is captured and there is nowhere to click. Accepting does get a key: that one reaches you unprompted, in the middle of anything.
The squad is born on accept, not on invite, so a declined invitation doesn’t leave you leading a squad of one.
What gets shared
| What | How |
|---|---|
| Experience | Full amount each (not divided) |
| Loot (Nexite, materials) | Split |
| Mission credit | Each participant |
| War points | Only the one who finishes the kill |
Experience can’t be traded, so giving it away breaks nothing and it is what makes grouping worthwhile. Nexite does circulate: four people each collecting the full amount is inflation.
It pays whoever is alive and in the same sector, with no proximity radius: sectors are already isolated worlds.
Jumping as a group
The leader’s order starts everyone’s spool-up. That’s all. If one of you takes damage it is cancelled for that pilot only and the rest leave. Only the leader can order it, and chooses every time: alone or with the squad, in two buttons on the map. Without a squad the map behaves exactly as it did before.
Why clans live in the station and squads in flight
The hangar only opens while docked, deliberately, so nobody swaps gear mid-fight. That rule is right for gear and would be terrible for people: you wouldn’t know who of yours is online while you fly, you couldn’t coordinate during a sector war — which is when this matters at all — and an invitation would force you to fly to a station to answer it.
So the slow, deliberate part (founding, roster, kicking) stays in the hangar, and the day-to-day social part lives in flight.