Q: Do we get Guilds or Clans ?
A: Most definitely. Guilds are a key part of Boundless.
Q: How do they work ? (benefits e.g.)
A: Guilds are predominantly a way of groups of players pooling their resources, and using them to work together. Guilds have their own beacons, money, and resources, and those are used for group projects. Much of that is donated to the guild by its members, although they can also be earned by the guild iteslf.
Q: Will we be able to create a symbol/icon to establish players and towns.
A: The plan is for each guild to have a unique Glyph, as detailed by ben’s post:
Q: Will guilds be able to raid/attack other guilds.
A: We’re not currently planning on having combat PvP be a major feature of the game between players or guilds. We would rather encourage other ways of Guilds interacting with each other, such as competing for world dominance. This is something we will have to keep an eye on though, as competition is a key part of any guild system.
Q: If No, how do we team up for something ?
A: The main way that guilds compete is through world dominance, building the most impressive structures and displaying the most wealth on a given world gives the guild (or an individual) control of that world. As well as bragging rights this also brings advantages (as yet undecided).
In addition to these questions from the question thread, @Havok40k asked some more:
Q: What kind of in-game management tools will guild leaders have to work with?
The plan for management within Guilds is the use of Factions, which are essentially sub-guilds. If you have a large guild you can have only trusted senior members in the main Guild, and then everyone else in one or more Factions. Members of the main Guild automatically have privileges on all Faction property, but not the other way around. You can then give privileges on beacons and locks for each Faction individually allowing them access to whatever you see fit. Privileges can also be be given to individual members for placing guild beacons, transferring Coin, and adding and removing members.
Q: How will we be able to pool resources and prevent abuse and theft of shared stockpiles?
A: Physical resources will have to me moved manually (although obviously Portals and Warps can be used to make this easier), so no automatic Guild chest. Using the Faction system, beacons, locks and storage can be open to certain guild members and closed to others. Coin is stored centrally (although there are separate totals for the main Guild and each Faction), so putting money in and taking it out can be done across worlds.
Q: Will activity planning functions like calendars and notice boards be available in 1.0?
A: This is not something we had planned for 1.0, but I really like your ideas on this, particularly the noticeboard. Whether we can fit these in is a matter of development cost, but I will certainly put them on the list. The noticeboard idea is just an extension of our planned signs so that may not be too hard to do.