- Joined
- Jan 14, 2020
- Messages
- 30
First of all, I want to indicate that I am quite competent in what I write. Again, it will be long and tedious, so you can just skip to a special mark, the TEDIUM IS OVER. After this inscription, the sentence will begin directly. Having described a part of my life, I just want to show that I do not take words from the ceiling, but understand what I am writing. I've been creating games for a very long time. At the same time, of course, you will not see me, like many in the lists of large companies. No, I started as a child, with board games. Of course, I can brag that I invented a kind of "Total War" in 1996 on paper, but no one will believe it. So I'll just say that without knowing about the game Dungeons and Dragons, I created a similar game somewhere in 2001. And only later I found out that there are similar games. Can you imagine what a bummer the teenager had %)P??? But I survived the failed role of the "Discoverer" and continued to live. At some point, I started studying Sociology and Logic. At that time, I got my first personal computer. Well, not exactly personal. From there I constantly had to expel my mother, father, friends, friends of parents, in short, conditionally a personal computer. By passing the games (and why is this box still needed), I started creating game modifications. With a complete failure of the truth. Since small changes like making a different skin on the shoes of the main character, I was not satisfied. I thought it was too small. And while I was dealing with the tools for making modifications, the game was so comfortable that what I did was no longer interesting to anyone. At that time I studied Philosophy, Esotericism, Political Science, Psychology. It is clear that it is not deep, but as a support for Logic and Sociology. This is a separate question why so. Then I realized that I should try to make games myself. I quickly realized that it was good to do current, other vulgar business alone. In those days, game construction was not developed as it is now. In general, I started looking for teams with which to create "new worlds".
I won't list the number of failures, it's boring and long. Having changed probably a dozen teams and two dozen projects, I finally got to something worthwhile. By that time I was a Level Designer (I tried a lot of things, including programming, but my hands are too crooked for this). In the game "Red Rage". There was quite a sensible presenter there, and the project has already started. I even managed to create the best map of the game (well, there were only 2 of them before, so it wasn't difficult). And when it seemed that everything was fine, the programmer left, of course, to where they paid better, after which the project collapsed. The team scattered. The team that remained was only 3 people, so the run-up was not long. At this time, I was actively playing in the World of Tanks. And I want to say that the fact that this hour is widely known to everyone, I noticed already in 2012. Namely, the fact that the random numbers in their system are not random at all. In other words, the developers were engaged in fraud in their game, manipulating the players. Well, of course, sociology and logic make it possible to understand this just by looking at a few fights. Also at the end of my increase in this game, I received an invitation to a closed Beta test of a game like Total War Arena. As a fan of strategies, of course I went to see what's what. After playing 4-5 fights, I wrote my resume. The game is shit, there's nothing to do here. It's too stupid for strategists, too little room for tactics, too little room for maneuvers, for "operatives" (these are people who prefer to go into MMO games and deal with themselves there), and they're not interested in it at all. Then I scored on the game. Of course, this did not stop the game. And she, after a while, went into open Beta. After logging into the game, I spent a few more fights, after which I went to the game's forum and wrote, "the game has half a year left to live." Closed the forum and deleted the game. Do you know what happened after that? Yes, exactly. This game was closed. I can write in detail all the problems and reasons for this game, but here I will try briefly, just to show that I'm fumbling in the topic.
And so imagine, two money-hungry companies, WG and CA, met. And we decided, but let's quickly make money on suckers? No one was against it, and therefore some gave models of fighters, while others took the system from the World of tanks. All this was quickly sewn with white threads, bang!!! And obser! They were so busy trying to earn money that they didn't even notice that the concept of the game had to be done anew, and not to act like schoolchildren making mods, quickly pulling models and menus from different games, they made out of what was. Although no, I apologize to the students. Sorry guys, you could have done it better. I'm just sure of it.
Again, all the time that I described above, I was writing scripts and documents for games. For different genres and types of games. I even write licenses for games, though the current is in Yandex, as training. And I'm constantly looking for ways for different games, how it could be improved. That's why I decided to write this short compressed document for this game. I have a personal interest in this. I don't have a game myself yet. I played on my uncle's account. And on the one hand, I was glad that a game with great prospects was released. But the way it is arranged, I am alarmed. I still want to buy it as soon as I have time and even play, but if I don't seriously do the filling of the game, everything can become sad.
THE TEDIUM IS OVER!
And so unlike the game "Total War Arena", which I mentioned above, this game has everything you need to interest all types of players. No one shares them according to my scheme, so please don't spit right away. Take my word for it, my definitions make sense.
Strategists: There are few of these people, but they set the pace of the game and encourage the masses of people to move somewhere in order to beat each other's faces. If you determine exactly who these people are, then you can list the following here: Rulers, Generals, City Planners, Shipbuilders, Diplomats. Of course I mean people with addictions, not positions. Our task is to understand that these are our most important friends. Why? Because they will create 60-90% of the content if we push them to do it, and most importantly, we will give them a convenient tool for revealing their ambitions, or righteous anger.
In order to occupy this group of people, we need the following tools, for them:
Firstly, the availability of the toolkit should be complete at any time. Logging into an account through the game should be supplemented with the ability to log in via a tablet, phone and instant response to the situation, 24-7, through a special application. I mean, it is the additional management capabilities described by me. Let people "catch Pokimons on the street". Well, I'm talking abstractly. In other words, they should be able to command at any moment. Access should be to the following things:
Appointment and reassignment of titles and duties. Restriction of access, etc: Ideally, it would be good to give a constructor for creating a hierarchy and creating a responsibility scheme in the clan. Which can be expanded or simplified depending on the desire of the great generals. Also, the ability to immediately add comments for the title. Well, at least in order not to forget yourself, what have you done here? In short, Hierarchy, titles, limitation and definition of responsibility by direction, commentary on the title.
Summaries and statistics: Tasks, contracts and reports of operations and intelligence. Reports on costs, repairs, reports on transactions, orders, requests within the clan, etc., etc. It should be noted here that some players may not use these functions at the initial stages. I also want to say that, first of all, this section can not be done. But in the future, this function should be mandatory. Firstly, because in the end people will have to use these functions in different cases. From personal experience in other games, there is still a table somewhere in Google, on one or another topic. And for frequent use there are 2 dozen tables, some of which are constantly updated. and secondly, we must admit that some of the players (some of the players from the category I selected) are avid "accountants". This can be easily understood by looking at the EVE game. Most of the game is banal accounting tables. Some strategy games that have quite a lot of success are generally a couple of contour maps + Tables. Therefore, these functions should be enabled. In addition, it is also necessary to add bulletin boards, or direct orders to the squad, or to an individual player. I agree in advance that all these functions on the first couple may well be provided by third-party tools, such as Discord, Google and similar programs. But I want to note that the players will certainly do it all. And then I'm going to play another game. And we don't need it. The task is certainly not primary or even secondary. But in the end, this section is very important. I reread it again and was convinced that I was not convincing. Nevertheless, it is important. Such a trifle makes you minimize or turn off the game less in order to go to another means of communication, or a means of recording data. And purely psychologically, this is discomfort. Ideally, it is good when any member of the Clan or squad can get information without leaving the game. And if you are not particularly competing with the same Discord, and this is not necessarily the case with tables and different reports and messages, you need to put an end to it. I mean, doing it all inside the game.
Graphic map of available units on a 3-dimensional map. view of the available visible map, visible units of ships, bases, transporters, fleet, operation marks, marked explored, planets, asteroids, other marks, points with orders: This option should solve 3 main tasks. The ability to put a mark, with a short inscription, while seeing the real location of the available forces. At the same time, the inscription may have the function of a hyperlink to a table, or a message, in the section I described above. 2 the task is to represent and visually give information about what is controlled by the clan. And the main third task is not to give the opportunity to see enemies, allies, asteroids, planets and everything that I described in the enumeration of what should be displayed on the map. And there is no contradiction in what I write. This function should be like a scam ad. The hotel is 5 stars. 5 pools in all places. 4 restaurants. Carved furniture in the rooms. And when someone goes there, his room has bare walls. And where is everyone? And do it yourself. In other words, in order for the ships to be reflected on the clan map, there should be special translators of the clan signal, someone should scout the asteroid fields (and put a lighthouse, as an option). And if you want to see enemy ships in some area, make sure that someone puts a radar near this place. And it's not a fact that something will be visible, because the enemy can take and put a signal silencer nearby, 3 classes higher. And here's a black spot for you in the midst of your empire. Or low-level translators on ships, visible to hidden enemy radars of a higher class. Here we have the same effect as in the case of accounting enthusiasts. It's just that someone likes to bury themselves in reports, and someone likes to endlessly contemplate how your armadas are moving, across the vast expanses of the galaxy. I almost wrote it obscenely, but, in fact, the thing is that these places attract the attention of the command staff, they should be like a certain object in the cat, which the cat will lick during periods when he has nothing to do. In other words, there should always be something that needs to be improved, or just done, and because of what, another brilliant or not-so-good idea will come, to give an effective kick in the ass, for lower-standing players.
Tactics: This group of people is more numerous. And we also need to keep them busy with something in the game. Partly, of course, they will be occupied by the previous group of Strategists. But we must understand that not all people with a tactical mindset will join clans. Most of them will just come in to gather a group and climb into some wild whoremonger (I'm not sure there is an analogue in English, but in general this word "Whoremonger" means what a whoremonger does). Fornication, where there will be more heroism and so that the path to the goal will be covered with the bones of those who fell. And it is with such pathos and in such a form that it is necessary to provide an opportunity to heroically kill themselves, preferably many times, against the soft wall that we will create for them. Therefore, it is necessary to make a tool convenient for both a tactician entering the clan, and just a daredevil who does not tolerate superiors over himself. The tools needed to engage this type of player are as follows.
Places for heroic death: Small abandoned bases, locations, large asteroids that will be stored by "ancient automatic systems of a long-vanished civilization." As an option, I do not insist on a game "legend", you can arrange everything differently. The main thing is the principle itself. Players should fly here in teams, for any bait that needs to be put inside.
Bad guys: There are some people who want to steal everything in the game that is not fastened with nails, and in our case with bolts to the floor. And what can't be dragged away, blown up. And at the same time, it is desirable to shoot as many weaklings as possible, otherwise it will be boring to do the first and second. I watch the developers of different games and see that at best they are not fined for such behavior. Well, if you can just make yourself a negative reputation, I mean reputation in the game. And brag about the fact that "I'm a bad boy, be afraid of me." And in some games, these players are blocked or removed. What kind of idiocy? After all, these guys are wonderful in their perseverance! In addition, they perfectly take the role of bots, which then players with a good reputation will be pleased to wet from all barrels, in the name of good. These bad guys also need to be given tools so that they contribute a share of entropy to this universe. Therefore, they should have their own bases and their own tasks. Let's say which team is flying heroically to clean up the ruins of an ancient civilization. When they start fighting, with automation. A task is generated for a team of bad players. And it is distributed to several teams of villains (again, this event should be random, so that the heroes heroically fight with automation. They didn't know for sure whether they would be met at the exit or not). Teams, or individual players with a bad reputation, choose to accept, or not to accept the task, or to be late to click on accept, then whoever managed to eat it, flies to the place of the signal. Of course, to meet players at the exit who will be loaded with good. And it will be fun for some, and it will be fun for others if they fight back. Also, in the case of a convoy of cargo ships, bad players may receive a message that there is a convoy and some people can pay well for the goods inside. In other words, we get a very good tool for shaking goods that need to be transported through space. By destroying it. Well, we do not destroy goods directly. We have frostbitten players who, for fun, attack the caravan and steal everything. Some will simply burn during the brawl, and some players will exchange money and reputation on their villainous bases. In other words, at the bases of the villains, there are large "Shredders" (if they figuratively grow out) that force players to attack other players, steal goods, the Shredder destroys part of the goods, and a small percentage appears on the "Black Market". The prices of the destroyed goods are growing, which means that goods from the black market are beginning to receive demand. Here we can again offer bad players, get a task, go to bring the "burnt" goods to the right point. Where this product will be picked up by guys who work on two sides. Or maybe other players who decided to become such space cops. And they can get a task to issue a receiving party, or just track down those players who should accept the goods. This scheme is remarkable from all sides. Run it once, hint at a fun time, and then in this scheme, everyone will entertain themselves. The main thing is that the automatic system gives the right tasks to the right people at the right time.
Statistics of Clans, teams, players: Here I want to note that this group of people often have a strong sense of self-importance. And they will constantly confirm this importance. In other words, it is necessary that there be a place where you can measure peewees. That's why we need places where you can come up and look at statistics in different directions. Including a bounty on the head. Both personal, someone ordered someone, and investigative. Some perceive this as the highest reward for villainy marked almost with a medal. The layout should be both absolute and by periods, for the last day, week, month. At the same time, there is a purely technical need for this statistic. It should reflect statistics on the completed tasks of escorting, cargo transportation, catching pirates, shooting raiders, and recommendations from those who used the services. All the reasons will be clear below.
Registration: here I think everything is clear. There is a registration of the squad \ clan, the choice of the name, a few words about yourself. The first installment is paid. After that, you can recruit players to the squad \ clan. Purchase of business licenses. I think that a small amount for the opening of an activity, purely symbolic, should be, and the license for the activity should be both temporary and permanent. If someone wants to escort merchant ships, the squad has to pay more. If the search and destruction of bandits, then pay less. Also, to enable emergency teleportation to the gathering place. This function should be mandatory, but at the same time it must be paid. Payment is made for a certain time, upon completion, the teleport function or license is disabled. I should also note that after the escort, the customer (if there is a case with another player) can evaluate the work of the squad and write a recommendation. It is clear that all this should be supported by the previous section. It should also be possible to create a squad for one day. A flying team in other words. Also in the Registration, there should be these lists, broad statistics, if possible, by Clans, squads, flying squads, at the moment. The meaning is clear, choose people close to you by reading the statistics or description and join the ranks.
Continued in the first comments.
I won't list the number of failures, it's boring and long. Having changed probably a dozen teams and two dozen projects, I finally got to something worthwhile. By that time I was a Level Designer (I tried a lot of things, including programming, but my hands are too crooked for this). In the game "Red Rage". There was quite a sensible presenter there, and the project has already started. I even managed to create the best map of the game (well, there were only 2 of them before, so it wasn't difficult). And when it seemed that everything was fine, the programmer left, of course, to where they paid better, after which the project collapsed. The team scattered. The team that remained was only 3 people, so the run-up was not long. At this time, I was actively playing in the World of Tanks. And I want to say that the fact that this hour is widely known to everyone, I noticed already in 2012. Namely, the fact that the random numbers in their system are not random at all. In other words, the developers were engaged in fraud in their game, manipulating the players. Well, of course, sociology and logic make it possible to understand this just by looking at a few fights. Also at the end of my increase in this game, I received an invitation to a closed Beta test of a game like Total War Arena. As a fan of strategies, of course I went to see what's what. After playing 4-5 fights, I wrote my resume. The game is shit, there's nothing to do here. It's too stupid for strategists, too little room for tactics, too little room for maneuvers, for "operatives" (these are people who prefer to go into MMO games and deal with themselves there), and they're not interested in it at all. Then I scored on the game. Of course, this did not stop the game. And she, after a while, went into open Beta. After logging into the game, I spent a few more fights, after which I went to the game's forum and wrote, "the game has half a year left to live." Closed the forum and deleted the game. Do you know what happened after that? Yes, exactly. This game was closed. I can write in detail all the problems and reasons for this game, but here I will try briefly, just to show that I'm fumbling in the topic.
And so imagine, two money-hungry companies, WG and CA, met. And we decided, but let's quickly make money on suckers? No one was against it, and therefore some gave models of fighters, while others took the system from the World of tanks. All this was quickly sewn with white threads, bang!!! And obser! They were so busy trying to earn money that they didn't even notice that the concept of the game had to be done anew, and not to act like schoolchildren making mods, quickly pulling models and menus from different games, they made out of what was. Although no, I apologize to the students. Sorry guys, you could have done it better. I'm just sure of it.
Again, all the time that I described above, I was writing scripts and documents for games. For different genres and types of games. I even write licenses for games, though the current is in Yandex, as training. And I'm constantly looking for ways for different games, how it could be improved. That's why I decided to write this short compressed document for this game. I have a personal interest in this. I don't have a game myself yet. I played on my uncle's account. And on the one hand, I was glad that a game with great prospects was released. But the way it is arranged, I am alarmed. I still want to buy it as soon as I have time and even play, but if I don't seriously do the filling of the game, everything can become sad.
THE TEDIUM IS OVER!
And so unlike the game "Total War Arena", which I mentioned above, this game has everything you need to interest all types of players. No one shares them according to my scheme, so please don't spit right away. Take my word for it, my definitions make sense.
Strategists: There are few of these people, but they set the pace of the game and encourage the masses of people to move somewhere in order to beat each other's faces. If you determine exactly who these people are, then you can list the following here: Rulers, Generals, City Planners, Shipbuilders, Diplomats. Of course I mean people with addictions, not positions. Our task is to understand that these are our most important friends. Why? Because they will create 60-90% of the content if we push them to do it, and most importantly, we will give them a convenient tool for revealing their ambitions, or righteous anger.
In order to occupy this group of people, we need the following tools, for them:
Firstly, the availability of the toolkit should be complete at any time. Logging into an account through the game should be supplemented with the ability to log in via a tablet, phone and instant response to the situation, 24-7, through a special application. I mean, it is the additional management capabilities described by me. Let people "catch Pokimons on the street". Well, I'm talking abstractly. In other words, they should be able to command at any moment. Access should be to the following things:
Appointment and reassignment of titles and duties. Restriction of access, etc: Ideally, it would be good to give a constructor for creating a hierarchy and creating a responsibility scheme in the clan. Which can be expanded or simplified depending on the desire of the great generals. Also, the ability to immediately add comments for the title. Well, at least in order not to forget yourself, what have you done here? In short, Hierarchy, titles, limitation and definition of responsibility by direction, commentary on the title.
Summaries and statistics: Tasks, contracts and reports of operations and intelligence. Reports on costs, repairs, reports on transactions, orders, requests within the clan, etc., etc. It should be noted here that some players may not use these functions at the initial stages. I also want to say that, first of all, this section can not be done. But in the future, this function should be mandatory. Firstly, because in the end people will have to use these functions in different cases. From personal experience in other games, there is still a table somewhere in Google, on one or another topic. And for frequent use there are 2 dozen tables, some of which are constantly updated. and secondly, we must admit that some of the players (some of the players from the category I selected) are avid "accountants". This can be easily understood by looking at the EVE game. Most of the game is banal accounting tables. Some strategy games that have quite a lot of success are generally a couple of contour maps + Tables. Therefore, these functions should be enabled. In addition, it is also necessary to add bulletin boards, or direct orders to the squad, or to an individual player. I agree in advance that all these functions on the first couple may well be provided by third-party tools, such as Discord, Google and similar programs. But I want to note that the players will certainly do it all. And then I'm going to play another game. And we don't need it. The task is certainly not primary or even secondary. But in the end, this section is very important. I reread it again and was convinced that I was not convincing. Nevertheless, it is important. Such a trifle makes you minimize or turn off the game less in order to go to another means of communication, or a means of recording data. And purely psychologically, this is discomfort. Ideally, it is good when any member of the Clan or squad can get information without leaving the game. And if you are not particularly competing with the same Discord, and this is not necessarily the case with tables and different reports and messages, you need to put an end to it. I mean, doing it all inside the game.
Graphic map of available units on a 3-dimensional map. view of the available visible map, visible units of ships, bases, transporters, fleet, operation marks, marked explored, planets, asteroids, other marks, points with orders: This option should solve 3 main tasks. The ability to put a mark, with a short inscription, while seeing the real location of the available forces. At the same time, the inscription may have the function of a hyperlink to a table, or a message, in the section I described above. 2 the task is to represent and visually give information about what is controlled by the clan. And the main third task is not to give the opportunity to see enemies, allies, asteroids, planets and everything that I described in the enumeration of what should be displayed on the map. And there is no contradiction in what I write. This function should be like a scam ad. The hotel is 5 stars. 5 pools in all places. 4 restaurants. Carved furniture in the rooms. And when someone goes there, his room has bare walls. And where is everyone? And do it yourself. In other words, in order for the ships to be reflected on the clan map, there should be special translators of the clan signal, someone should scout the asteroid fields (and put a lighthouse, as an option). And if you want to see enemy ships in some area, make sure that someone puts a radar near this place. And it's not a fact that something will be visible, because the enemy can take and put a signal silencer nearby, 3 classes higher. And here's a black spot for you in the midst of your empire. Or low-level translators on ships, visible to hidden enemy radars of a higher class. Here we have the same effect as in the case of accounting enthusiasts. It's just that someone likes to bury themselves in reports, and someone likes to endlessly contemplate how your armadas are moving, across the vast expanses of the galaxy. I almost wrote it obscenely, but, in fact, the thing is that these places attract the attention of the command staff, they should be like a certain object in the cat, which the cat will lick during periods when he has nothing to do. In other words, there should always be something that needs to be improved, or just done, and because of what, another brilliant or not-so-good idea will come, to give an effective kick in the ass, for lower-standing players.
Tactics: This group of people is more numerous. And we also need to keep them busy with something in the game. Partly, of course, they will be occupied by the previous group of Strategists. But we must understand that not all people with a tactical mindset will join clans. Most of them will just come in to gather a group and climb into some wild whoremonger (I'm not sure there is an analogue in English, but in general this word "Whoremonger" means what a whoremonger does). Fornication, where there will be more heroism and so that the path to the goal will be covered with the bones of those who fell. And it is with such pathos and in such a form that it is necessary to provide an opportunity to heroically kill themselves, preferably many times, against the soft wall that we will create for them. Therefore, it is necessary to make a tool convenient for both a tactician entering the clan, and just a daredevil who does not tolerate superiors over himself. The tools needed to engage this type of player are as follows.
Places for heroic death: Small abandoned bases, locations, large asteroids that will be stored by "ancient automatic systems of a long-vanished civilization." As an option, I do not insist on a game "legend", you can arrange everything differently. The main thing is the principle itself. Players should fly here in teams, for any bait that needs to be put inside.
Bad guys: There are some people who want to steal everything in the game that is not fastened with nails, and in our case with bolts to the floor. And what can't be dragged away, blown up. And at the same time, it is desirable to shoot as many weaklings as possible, otherwise it will be boring to do the first and second. I watch the developers of different games and see that at best they are not fined for such behavior. Well, if you can just make yourself a negative reputation, I mean reputation in the game. And brag about the fact that "I'm a bad boy, be afraid of me." And in some games, these players are blocked or removed. What kind of idiocy? After all, these guys are wonderful in their perseverance! In addition, they perfectly take the role of bots, which then players with a good reputation will be pleased to wet from all barrels, in the name of good. These bad guys also need to be given tools so that they contribute a share of entropy to this universe. Therefore, they should have their own bases and their own tasks. Let's say which team is flying heroically to clean up the ruins of an ancient civilization. When they start fighting, with automation. A task is generated for a team of bad players. And it is distributed to several teams of villains (again, this event should be random, so that the heroes heroically fight with automation. They didn't know for sure whether they would be met at the exit or not). Teams, or individual players with a bad reputation, choose to accept, or not to accept the task, or to be late to click on accept, then whoever managed to eat it, flies to the place of the signal. Of course, to meet players at the exit who will be loaded with good. And it will be fun for some, and it will be fun for others if they fight back. Also, in the case of a convoy of cargo ships, bad players may receive a message that there is a convoy and some people can pay well for the goods inside. In other words, we get a very good tool for shaking goods that need to be transported through space. By destroying it. Well, we do not destroy goods directly. We have frostbitten players who, for fun, attack the caravan and steal everything. Some will simply burn during the brawl, and some players will exchange money and reputation on their villainous bases. In other words, at the bases of the villains, there are large "Shredders" (if they figuratively grow out) that force players to attack other players, steal goods, the Shredder destroys part of the goods, and a small percentage appears on the "Black Market". The prices of the destroyed goods are growing, which means that goods from the black market are beginning to receive demand. Here we can again offer bad players, get a task, go to bring the "burnt" goods to the right point. Where this product will be picked up by guys who work on two sides. Or maybe other players who decided to become such space cops. And they can get a task to issue a receiving party, or just track down those players who should accept the goods. This scheme is remarkable from all sides. Run it once, hint at a fun time, and then in this scheme, everyone will entertain themselves. The main thing is that the automatic system gives the right tasks to the right people at the right time.
Statistics of Clans, teams, players: Here I want to note that this group of people often have a strong sense of self-importance. And they will constantly confirm this importance. In other words, it is necessary that there be a place where you can measure peewees. That's why we need places where you can come up and look at statistics in different directions. Including a bounty on the head. Both personal, someone ordered someone, and investigative. Some perceive this as the highest reward for villainy marked almost with a medal. The layout should be both absolute and by periods, for the last day, week, month. At the same time, there is a purely technical need for this statistic. It should reflect statistics on the completed tasks of escorting, cargo transportation, catching pirates, shooting raiders, and recommendations from those who used the services. All the reasons will be clear below.
Registration: here I think everything is clear. There is a registration of the squad \ clan, the choice of the name, a few words about yourself. The first installment is paid. After that, you can recruit players to the squad \ clan. Purchase of business licenses. I think that a small amount for the opening of an activity, purely symbolic, should be, and the license for the activity should be both temporary and permanent. If someone wants to escort merchant ships, the squad has to pay more. If the search and destruction of bandits, then pay less. Also, to enable emergency teleportation to the gathering place. This function should be mandatory, but at the same time it must be paid. Payment is made for a certain time, upon completion, the teleport function or license is disabled. I should also note that after the escort, the customer (if there is a case with another player) can evaluate the work of the squad and write a recommendation. It is clear that all this should be supported by the previous section. It should also be possible to create a squad for one day. A flying team in other words. Also in the Registration, there should be these lists, broad statistics, if possible, by Clans, squads, flying squads, at the moment. The meaning is clear, choose people close to you by reading the statistics or description and join the ranks.
Continued in the first comments.