Minecraft PC IP: play.cubecraft.net

lexieisinlove

Member
Sep 11, 2026
15
36
14
19
Ibaraki, Japan
Pronouns
She/Her
I know that a proper clan/guild system has been suggested many times before, including several detailed suggestions covering things like clan tags, ranks, chat, progression, leaderboards and clan competitions.

I'm not trying to pretend this is a completely new concept, nor am I expecting CubeCraft to implement every feature mentioned here.

The main difference in my suggestion is how the clan system could be tied into the existing Battle Arena Subscription.

Rather than simply adding clans as another standalone feature, I think the subscription could be used as the requirement for creating an official CubeCraft Clan, giving the subscription a much more meaningful purpose for communities that don't get much use out of Private Games (particularly FFA players) But please bear with me and give it a read through!!!

I've had this idea for a while, and I think it could give the Battle Arena Subscription a lot more value, especially for the FFA community.​


The basic idea is pretty simple:

Instead of the subscription mainly being something you buy for Spawn Selection and Map Selection, allow an active subscriber to create an official CubeCraft Clan.

This wouldn't replace Private Games or change how FFA itself works. It would add an actual social/competitive system around the players who already form groups and clans naturally.

I. Creating a Clan​

An active Battle Arena Subscription would allow you to create one official CubeCraft Clan.

The person creating it becomes the Owner, and the clan would have its own persistent identity on CubeCraft rather than just being a group of people using the same tag.

The clan would have:

  • A clan name
  • A clan tag/prefix
  • A member list
  • Clan roles and permissions
  • Clan chat
  • Clan settings
  • A clan profile
  • A system for inviting/recruiting members
The clan name and tag would obviously be subject to CubeCraft's rules, with inappropriate or otherwise prohibited names being rejected.

II. Clan Tags​

Each clan would have a custom [TAG] which can be displayed alongside a player's name.

Something like:

[ABC] Player

However, I think members should be able to choose whether they actually display the clan prefix or not.

Being in a clan shouldn't mean you're permanently forced to have a tag beside your name everywhere. If someone wants to represent their clan, they can turn it on. If they want to play without it, they can turn it off.

The tag itself should also be regulated to prevent inappropriate names, impersonation, or attempts to bypass CubeCraft's naming rules.

III. Clan Roles​

I'd suggest a simple hierarchy:

Owner -> Admin -> Helper -> Recruiter -> Member

Each role would have different permissions.

For example:

  • Owner: Full control over the clan, including ownership transfer and all management permissions.
  • Admin: Can manage members, settings and lower-ranking roles.
  • Helper: Can help moderate the clan and manage basic member-related tasks.
  • Recruiter: Can invite/recruit new members.
  • Member: Regular clan member with access to clan features.
The exact permissions could obviously be adjusted by CubeCraft, but having different ranks would make managing larger clans much easier.

IV. Clan Size​

I'd start clans at around 10 members by default.

The interesting part is how the maximum size could scale.

Every clan member with an active Battle Arena Subscription could increase the clan's maximum capacity by 2 or possibly 4 members.

For example, with a base capacity of 10:

  • 0 subscribed members -> 10 members
  • 1 subscribed member -> 12 members
  • 2 subscribed members -> 14 members
  • 5 subscribed members ->20 members
There could also be a hard maximum decided by CubeCraft to prevent clans from becoming unnecessarily massive.

This also gives the subscription a reason to be useful beyond simply creating the clan.

What happens if someone's subscription expires?​

Nyo, I don't think anyone should be kicked.

If a clan has 20 members because several members were subscribed and some of those subscriptions expire, the existing 20 members should simply remain.

The clan would just become capacity-locked.

For example:

Clan capacity: 20
Current members: 20
Three subscriptions expire
New capacity: 14
Nobody gets removed. The clan simply can't recruit additional members until enough active subscriptions are restored.

And if the clan wants to grow beyond its current maximum again, another member would need an active subscription.

That way, the system encourages subscriptions without punishing clans by randomly removing their existing members.

V. Clan Chat​

Clans should have their own private chat, similar to the existing Party Chat system.

For example, a member could toggle Clan Chat and communicate privately with the rest of their clan without everyone else seeing it.

This would be especially useful for FFA players who already organise fights, meet-ups and general gameplay through external Discord groups.

Having it directly in CubeCraft would make the clan feel like an actual in-game community rather than just a name attached to a group of players.

VI. Clan Moderation / Blacklisting​

There should also be proper moderation tools for CubeCraft staff.

CubeCraft could blacklist certain clan names or tags from being used, and staff could also disable/remove clans that seriously violate the rules.

There could also be a player-level clan restriction, where a player who has been specifically restricted by CubeCraft from participating in the clan system would be unable to create or join clans.

This would give staff proper control over the system without requiring ordinary players to deal with it themselves.

Clan owners should obviously still be able to remove people from their own clan, but a platform-wide restriction should remain a CubeCraft moderation decision.

VII. Why I Think This Would Work Particularly Well for FFA​

This is probably the biggest reason I'm suggesting it.

FFA already has a pretty strong community around recurring players, groups and unofficial clans. People recognise each other, form rivalries, organise wars and regularly play together.

A proper clan system wouldn't have to create that culture from scratch.

It's already there.

It would simply give those communities an official structure inside CubeCraft.

And importantly, I wouldn't want this to change the actual FFA combat system.

Nyo spawn protection.

Nyo automatic full-health restoration after kills.

Nyo changes to the healing system just because a clan exists.

One of the things I enjoy about FFA is that damage carries over between fights. If you barely win a fight and come out on low health, that actually matters. You have to decide whether to heal, disengage, reposition or risk fighting someone else.

I think that resource management is part of what makes long FFA streaks and wars exciting, and a clan system shouldn't interfere with that.

The clan system should simply give the players more ways to organise around the game they already enjoy.

VIII. Private Games Could Still Work Alongside This​

I'm not suggesting against the implementation of Private Games from the subscription (when or if it comes to FFA as well).

In fact, I think Private Games and clans could complement each other quite well.

A clan could use Private Games for things such as:

  • Clan practice
  • Internal tournaments
  • Scrims
  • Events
  • Testing strategies
  • Playing together without random players
The clan system would provide the community, while Private Games provide a way for that community to organise private matches.

That makes the subscription feel like it actually offers a proper package of features rather than just one isolated ability.

IX. Why This Could Also Benefit CubeCraft​

Obviously, there's a business side to this as well.

If the subscription becomes genuinely useful to FFA players, there is a potential incentive for more people to subscribe.

Someone who previously thought:

"I mainly play FFA, so what am I actually getting from this?"
could instead look at it and think:

"I can actually run an official clan with this."
And if that clan grows, other members may also have a reason to subscribe because their subscription contributes towards the clan's capacity.

That creates a fairly natural cycle:

More useful subscription -> more interest in subscribing -> more active clans -> more community activity.

And that's a much more compelling reason to subscribe than simply locking a single feature behind a monthly payment.

Final Thoughts​

I don't think CubeCraft needs to completely reinvent FFA !!!

I think it needs to give the people who already enjoy it more ways to build a community around it.

A proper official clan system could do that while also giving the Battle Arena Subscription a much stronger purpose.

Start with the basics:

Create a clan → recruit members → manage roles → use a clan tag → communicate through Clan Chat.

Then, if the system proves popular, CubeCraft could expand it later with things like clan statistics, progression, leaderboards, achievements, events and competitive clan activities.

The important part is simply giving players a proper foundation to build on.

And it would also make the Battle Arena subscription more appealing in the process...


Thanks for reading !!! this took a lot of time to write!!! So, I'd appreciate if this actually gets read instead of skimmed through and rejected as "haha another clan suggestion lolll"

- ℒℯ𝓍𝒾ℯℯℯ
 

xsmistryx

Member
Apr 18, 2026
111
92
29
17
India
Pronouns
He/Him
I know that a proper clan/guild system has been suggested many times before, including several detailed suggestions covering things like clan tags, ranks, chat, progression, leaderboards and clan competitions.

I'm not trying to pretend this is a completely new concept, nor am I expecting CubeCraft to implement every feature mentioned here.

The main difference in my suggestion is how the clan system could be tied into the existing Battle Arena Subscription.

Rather than simply adding clans as another standalone feature, I think the subscription could be used as the requirement for creating an official CubeCraft Clan, giving the subscription a much more meaningful purpose for communities that don't get much use out of Private Games (particularly FFA players) But please bear with me and give it a read through!!!

I've had this idea for a while, and I think it could give the Battle Arena Subscription a lot more value, especially for the FFA community.​


The basic idea is pretty simple:

Instead of the subscription mainly being something you buy for Spawn Selection and Map Selection, allow an active subscriber to create an official CubeCraft Clan.

This wouldn't replace Private Games or change how FFA itself works. It would add an actual social/competitive system around the players who already form groups and clans naturally.

I. Creating a Clan​

An active Battle Arena Subscription would allow you to create one official CubeCraft Clan.

The person creating it becomes the Owner, and the clan would have its own persistent identity on CubeCraft rather than just being a group of people using the same tag.

The clan would have:

  • A clan name
  • A clan tag/prefix
  • A member list
  • Clan roles and permissions
  • Clan chat
  • Clan settings
  • A clan profile
  • A system for inviting/recruiting members
The clan name and tag would obviously be subject to CubeCraft's rules, with inappropriate or otherwise prohibited names being rejected.

II. Clan Tags​

Each clan would have a custom [TAG] which can be displayed alongside a player's name.

Something like:

[ABC] Player

However, I think members should be able to choose whether they actually display the clan prefix or not.

Being in a clan shouldn't mean you're permanently forced to have a tag beside your name everywhere. If someone wants to represent their clan, they can turn it on. If they want to play without it, they can turn it off.

The tag itself should also be regulated to prevent inappropriate names, impersonation, or attempts to bypass CubeCraft's naming rules.

III. Clan Roles​

I'd suggest a simple hierarchy:

Owner -> Admin -> Helper -> Recruiter -> Member

Each role would have different permissions.

For example:

  • Owner: Full control over the clan, including ownership transfer and all management permissions.
  • Admin: Can manage members, settings and lower-ranking roles.
  • Helper: Can help moderate the clan and manage basic member-related tasks.
  • Recruiter: Can invite/recruit new members.
  • Member: Regular clan member with access to clan features.
The exact permissions could obviously be adjusted by CubeCraft, but having different ranks would make managing larger clans much easier.

IV. Clan Size​

I'd start clans at around 10 members by default.

The interesting part is how the maximum size could scale.

Every clan member with an active Battle Arena Subscription could increase the clan's maximum capacity by 2 or possibly 4 members.

For example, with a base capacity of 10:

  • 0 subscribed members -> 10 members
  • 1 subscribed member -> 12 members
  • 2 subscribed members -> 14 members
  • 5 subscribed members ->20 members
There could also be a hard maximum decided by CubeCraft to prevent clans from becoming unnecessarily massive.

This also gives the subscription a reason to be useful beyond simply creating the clan.

What happens if someone's subscription expires?​

Nyo, I don't think anyone should be kicked.

If a clan has 20 members because several members were subscribed and some of those subscriptions expire, the existing 20 members should simply remain.

The clan would just become capacity-locked.

For example:


Nobody gets removed. The clan simply can't recruit additional members until enough active subscriptions are restored.

And if the clan wants to grow beyond its current maximum again, another member would need an active subscription.

That way, the system encourages subscriptions without punishing clans by randomly removing their existing members.

V. Clan Chat​

Clans should have their own private chat, similar to the existing Party Chat system.

For example, a member could toggle Clan Chat and communicate privately with the rest of their clan without everyone else seeing it.

This would be especially useful for FFA players who already organise fights, meet-ups and general gameplay through external Discord groups.

Having it directly in CubeCraft would make the clan feel like an actual in-game community rather than just a name attached to a group of players.

VI. Clan Moderation / Blacklisting​

There should also be proper moderation tools for CubeCraft staff.

CubeCraft could blacklist certain clan names or tags from being used, and staff could also disable/remove clans that seriously violate the rules.

There could also be a player-level clan restriction, where a player who has been specifically restricted by CubeCraft from participating in the clan system would be unable to create or join clans.

This would give staff proper control over the system without requiring ordinary players to deal with it themselves.

Clan owners should obviously still be able to remove people from their own clan, but a platform-wide restriction should remain a CubeCraft moderation decision.

VII. Why I Think This Would Work Particularly Well for FFA​

This is probably the biggest reason I'm suggesting it.

FFA already has a pretty strong community around recurring players, groups and unofficial clans. People recognise each other, form rivalries, organise wars and regularly play together.

A proper clan system wouldn't have to create that culture from scratch.

It's already there.

It would simply give those communities an official structure inside CubeCraft.

And importantly, I wouldn't want this to change the actual FFA combat system.

Nyo spawn protection.

Nyo automatic full-health restoration after kills.

Nyo changes to the healing system just because a clan exists.

One of the things I enjoy about FFA is that damage carries over between fights. If you barely win a fight and come out on low health, that actually matters. You have to decide whether to heal, disengage, reposition or risk fighting someone else.

I think that resource management is part of what makes long FFA streaks and wars exciting, and a clan system shouldn't interfere with that.

The clan system should simply give the players more ways to organise around the game they already enjoy.

VIII. Private Games Could Still Work Alongside This​

I'm not suggesting against the implementation of Private Games from the subscription (when or if it comes to FFA as well).

In fact, I think Private Games and clans could complement each other quite well.

A clan could use Private Games for things such as:

  • Clan practice
  • Internal tournaments
  • Scrims
  • Events
  • Testing strategies
  • Playing together without random players
The clan system would provide the community, while Private Games provide a way for that community to organise private matches.

That makes the subscription feel like it actually offers a proper package of features rather than just one isolated ability.

IX. Why This Could Also Benefit CubeCraft​

Obviously, there's a business side to this as well.

If the subscription becomes genuinely useful to FFA players, there is a potential incentive for more people to subscribe.

Someone who previously thought:


could instead look at it and think:


And if that clan grows, other members may also have a reason to subscribe because their subscription contributes towards the clan's capacity.

That creates a fairly natural cycle:

More useful subscription -> more interest in subscribing -> more active clans -> more community activity.

And that's a much more compelling reason to subscribe than simply locking a single feature behind a monthly payment.

Final Thoughts​

I don't think CubeCraft needs to completely reinvent FFA !!!

I think it needs to give the people who already enjoy it more ways to build a community around it.

A proper official clan system could do that while also giving the Battle Arena Subscription a much stronger purpose.

Start with the basics:

Create a clan → recruit members → manage roles → use a clan tag → communicate through Clan Chat.

Then, if the system proves popular, CubeCraft could expand it later with things like clan statistics, progression, leaderboards, achievements, events and competitive clan activities.

The important part is simply giving players a proper foundation to build on.

And it would also make the Battle Arena subscription more appealing in the process...


Thanks for reading !!! this took a lot of time to write!!! So, I'd appreciate if this actually gets read instead of skimmed through and rejected as "haha another clan suggestion lolll"

- ℒℯ𝓍𝒾ℯℯℯ
Hello, your idea seems preety good ngl.
Also it seems u have put all your efforts in writting this long suggestion, appreciate it tbh.
 

Mohammed Edries

Well-Known Member
Nov 20, 2020
162
145
119
25
Libya
Pronouns
He/Him
I know that a proper clan/guild system has been suggested many times before, including several detailed suggestions covering things like clan tags, ranks, chat, progression, leaderboards and clan competitions.

I'm not trying to pretend this is a completely new concept, nor am I expecting CubeCraft to implement every feature mentioned here.

The main difference in my suggestion is how the clan system could be tied into the existing Battle Arena Subscription.

Rather than simply adding clans as another standalone feature, I think the subscription could be used as the requirement for creating an official CubeCraft Clan, giving the subscription a much more meaningful purpose for communities that don't get much use out of Private Games (particularly FFA players) But please bear with me and give it a read through!!!

I've had this idea for a while, and I think it could give the Battle Arena Subscription a lot more value, especially for the FFA community.​


The basic idea is pretty simple:

Instead of the subscription mainly being something you buy for Spawn Selection and Map Selection, allow an active subscriber to create an official CubeCraft Clan.

This wouldn't replace Private Games or change how FFA itself works. It would add an actual social/competitive system around the players who already form groups and clans naturally.

I. Creating a Clan​

An active Battle Arena Subscription would allow you to create one official CubeCraft Clan.

The person creating it becomes the Owner, and the clan would have its own persistent identity on CubeCraft rather than just being a group of people using the same tag.

The clan would have:

  • A clan name
  • A clan tag/prefix
  • A member list
  • Clan roles and permissions
  • Clan chat
  • Clan settings
  • A clan profile
  • A system for inviting/recruiting members
The clan name and tag would obviously be subject to CubeCraft's rules, with inappropriate or otherwise prohibited names being rejected.

II. Clan Tags​

Each clan would have a custom [TAG] which can be displayed alongside a player's name.

Something like:

[ABC] Player

However, I think members should be able to choose whether they actually display the clan prefix or not.

Being in a clan shouldn't mean you're permanently forced to have a tag beside your name everywhere. If someone wants to represent their clan, they can turn it on. If they want to play without it, they can turn it off.

The tag itself should also be regulated to prevent inappropriate names, impersonation, or attempts to bypass CubeCraft's naming rules.

III. Clan Roles​

I'd suggest a simple hierarchy:

Owner -> Admin -> Helper -> Recruiter -> Member

Each role would have different permissions.

For example:

  • Owner: Full control over the clan, including ownership transfer and all management permissions.
  • Admin: Can manage members, settings and lower-ranking roles.
  • Helper: Can help moderate the clan and manage basic member-related tasks.
  • Recruiter: Can invite/recruit new members.
  • Member: Regular clan member with access to clan features.
The exact permissions could obviously be adjusted by CubeCraft, but having different ranks would make managing larger clans much easier.

IV. Clan Size​

I'd start clans at around 10 members by default.

The interesting part is how the maximum size could scale.

Every clan member with an active Battle Arena Subscription could increase the clan's maximum capacity by 2 or possibly 4 members.

For example, with a base capacity of 10:

  • 0 subscribed members -> 10 members
  • 1 subscribed member -> 12 members
  • 2 subscribed members -> 14 members
  • 5 subscribed members ->20 members
There could also be a hard maximum decided by CubeCraft to prevent clans from becoming unnecessarily massive.

This also gives the subscription a reason to be useful beyond simply creating the clan.

What happens if someone's subscription expires?​

Nyo, I don't think anyone should be kicked.

If a clan has 20 members because several members were subscribed and some of those subscriptions expire, the existing 20 members should simply remain.

The clan would just become capacity-locked.

For example:


Nobody gets removed. The clan simply can't recruit additional members until enough active subscriptions are restored.

And if the clan wants to grow beyond its current maximum again, another member would need an active subscription.

That way, the system encourages subscriptions without punishing clans by randomly removing their existing members.

V. Clan Chat​

Clans should have their own private chat, similar to the existing Party Chat system.

For example, a member could toggle Clan Chat and communicate privately with the rest of their clan without everyone else seeing it.

This would be especially useful for FFA players who already organise fights, meet-ups and general gameplay through external Discord groups.

Having it directly in CubeCraft would make the clan feel like an actual in-game community rather than just a name attached to a group of players.

VI. Clan Moderation / Blacklisting​

There should also be proper moderation tools for CubeCraft staff.

CubeCraft could blacklist certain clan names or tags from being used, and staff could also disable/remove clans that seriously violate the rules.

There could also be a player-level clan restriction, where a player who has been specifically restricted by CubeCraft from participating in the clan system would be unable to create or join clans.

This would give staff proper control over the system without requiring ordinary players to deal with it themselves.

Clan owners should obviously still be able to remove people from their own clan, but a platform-wide restriction should remain a CubeCraft moderation decision.

VII. Why I Think This Would Work Particularly Well for FFA​

This is probably the biggest reason I'm suggesting it.

FFA already has a pretty strong community around recurring players, groups and unofficial clans. People recognise each other, form rivalries, organise wars and regularly play together.

A proper clan system wouldn't have to create that culture from scratch.

It's already there.

It would simply give those communities an official structure inside CubeCraft.

And importantly, I wouldn't want this to change the actual FFA combat system.

Nyo spawn protection.

Nyo automatic full-health restoration after kills.

Nyo changes to the healing system just because a clan exists.

One of the things I enjoy about FFA is that damage carries over between fights. If you barely win a fight and come out on low health, that actually matters. You have to decide whether to heal, disengage, reposition or risk fighting someone else.

I think that resource management is part of what makes long FFA streaks and wars exciting, and a clan system shouldn't interfere with that.

The clan system should simply give the players more ways to organise around the game they already enjoy.

VIII. Private Games Could Still Work Alongside This​

I'm not suggesting against the implementation of Private Games from the subscription (when or if it comes to FFA as well).

In fact, I think Private Games and clans could complement each other quite well.

A clan could use Private Games for things such as:

  • Clan practice
  • Internal tournaments
  • Scrims
  • Events
  • Testing strategies
  • Playing together without random players
The clan system would provide the community, while Private Games provide a way for that community to organise private matches.

That makes the subscription feel like it actually offers a proper package of features rather than just one isolated ability.

IX. Why This Could Also Benefit CubeCraft​

Obviously, there's a business side to this as well.

If the subscription becomes genuinely useful to FFA players, there is a potential incentive for more people to subscribe.

Someone who previously thought:


could instead look at it and think:


And if that clan grows, other members may also have a reason to subscribe because their subscription contributes towards the clan's capacity.

That creates a fairly natural cycle:

More useful subscription -> more interest in subscribing -> more active clans -> more community activity.

And that's a much more compelling reason to subscribe than simply locking a single feature behind a monthly payment.

Final Thoughts​

I don't think CubeCraft needs to completely reinvent FFA !!!

I think it needs to give the people who already enjoy it more ways to build a community around it.

A proper official clan system could do that while also giving the Battle Arena Subscription a much stronger purpose.

Start with the basics:

Create a clan → recruit members → manage roles → use a clan tag → communicate through Clan Chat.

Then, if the system proves popular, CubeCraft could expand it later with things like clan statistics, progression, leaderboards, achievements, events and competitive clan activities.

The important part is simply giving players a proper foundation to build on.

And it would also make the Battle Arena subscription more appealing in the process...


Thanks for reading !!! this took a lot of time to write!!! So, I'd appreciate if this actually gets read instead of skimmed through and rejected as "haha another clan suggestion lolll"

- ℒℯ𝓍𝒾ℯℯℯ
Hello Lexie hope you well 🤗

I have seen guild/clan systems before on old PE servers but ur idea is much more advanced, As FFA-Lover I really like it!

Best regards 🌹
 

Mohd_i7

Member
Nov 29, 2025
5
10
4
21
I saw your suggestion and I appreciate the effort you put into it. I wanna explain the main issues I have with it

1. Clan capacity can be abused , and simply

If subscriptions increase clan capacity.. people could simply join a clan to increase its limit, even if they aren't actually involved in the clan


For example, a clan has 20 slots, and 5 subscribed players join just to increase the limit ,they could leave later, while the extra members remain

2. Why FFA specifically?

I understand that ffa has its own communities, but this isnt really unique to ffa.
Egg wars, sky wars and other games also have groups of players. rivalries and communities.

So I dont really see why clans should be specifically built around FFA instead of being a general cc system.

3: Clans could also strengthen rivalries..
Clans could definitely help people organise and build communities, but they could also make existing rivalries more organised.

For example, instead of just two groups of players competing, you could end up with two official clans built around that rivalry.

4. I don't think clans need to be tied to the subscription

This feels like two separate systems to me.
The subscription gives gameplay related benefits, while a clan is mainly a social feature

I think cubecraft could have a clan system without making the ba subscription a requirement for it

Greetings.
 

PLumsion

Member
Aug 21, 2026
5
2
4
Liaoning,China
Pronouns
He/Him
I don't think it should be restricted to this.As Cubecraft is a overall games server,the clan(union) is best applied to every games.Other games likes Bedwars and Skywars have so much player and they could create more clan.
 

lexieisinlove

Member
Sep 11, 2026
15
36
14
19
Ibaraki, Japan
Pronouns
She/Her
I saw your suggestion and I appreciate the effort you put into it. I wanna explain the main issues I have with it

1. Clan capacity can be abused , and simply

If subscriptions increase clan capacity.. people could simply join a clan to increase its limit, even if they aren't actually involved in the clan


For example, a clan has 20 slots, and 5 subscribed players join just to increase the limit ,they could leave later, while the extra members remain

2. Why FFA specifically?

I understand that ffa has its own communities, but this isnt really unique to ffa.
Egg wars, sky wars and other games also have groups of players. rivalries and communities.

So I dont really see why clans should be specifically built around FFA instead of being a general cc system.

3: Clans could also strengthen rivalries..
Clans could definitely help people organise and build communities, but they could also make existing rivalries more organised.

For example, instead of just two groups of players competing, you could end up with two official clans built around that rivalry.

4. I don't think clans need to be tied to the subscription
This feels like two separate systems to me.
The subscription gives gameplay related benefits, while a clan is mainly a social feature

I think cubecraft could have a clan system without making the ba subscription a requirement for it

Greetings.
Hello, thanks for your criticism!
I would like to clear a few things up!
1. The Subscription = More slots system is based off previous clan-based systems seen in other big servers. Of course, the clan in itself would accept people based on who they want to keep or kick who they don't want. This is seen in bigger clans like USSR which have strict application rules and as for why the subscription specifically increases limit, it is simply to make the subscription more ludicrous and as for why the slots remain, that is because kicking players out of a clan just because there are no more active subscription holders would be highly unfair and thus, instead of kicking, the clan would just be unable to recruit new members until the subscribers are restored as an example; Think a MSR has 26 members, two more subscribers join increasing it to 30 (with each holder giving +2) and MSR recruits two more and gets to 28 members. Then those two subscription holders leave, and now MSR is stuck at 28 members, but it wants to recruit 4 more players. First, it needs to restore the 2 subscribers which would get the 30 limit back but then again, it would only be able to get two more members and to recruit the last two officially into the clan, they would need another subscription holder to increase the limit to 32. CubeCraft Administration can discuss the hard limit they'd want to set to members.
TL;DR: Active subscriptions determine the capacity available for recruitment, but never automatically remove existing members.

2. The System wouldn't be only limited to FFA. Sure, I did only explain FFA but that is because FFA would have the most practical use with its frequent clan wars, but the main feature of the Clan System is the clan chat and clan prefix in fact, I thought it was pretty clear in the sub-title "VII. Why I Think This Would Work Particularly Well for FFA" which was basically me explaining why it would work particularly well with FFA but not limiting it to FFA. The clan prefix system and clan chat would work server-wide and can thus be largely used with all communities while FFA would still see the most use. The possibility of rivalry isn't inherently a reason against the feature; moderation tools are what should deal with abusive behaviour.

3. Clan and organised rivalries already exist, and I don't think it is objectively a bad thing. In competitive games, rivalries and clans already exist. This is not giving rise to clans in CubeCraft, it is basically giving them recognition and support in CubeCraft especially since Ranked Duels are in works already. In FFA specifically clan rivalries exist commonly, players recognise their clan enemies by usernames already, and so it wouldn't be that suddenly players make a clan just because they don't like someone.


4. It is tied to Subscription as it is commonly seen with other servers' clan system model. This type of system has been seen in servers like Swimgg, Hypixel, MMC and other big practice servers which support guild/clan systems, and they exclusively require ranked people. Besides, as of now there is not much in Battle Arena Subscription, and a clan system would be a very nice feature. With how CubeCraft's strategic decisions have been since the past year, I don't think this is something they would release for everyone and you don't have to be an active subscriber to join a clan, the actual subscriber can make a clan which you can join if you get accepted. Of course, it would be delightful thing if they released it for free without a subscription prerequisite, and as you said, "The subscription gives gameplay related benefits" this is mainly a gameplay feature, with some social feature. For example; Prefix is an In-game cosmetic feature. Clan-system is an in-game feature, the only social feature would potentially be clan chat. Besides, the same could be said about the Private Games, why is it not available for everyone? If servers like Hive give free custom servers for non-paying players, why is CubeCraft charging a premium for it and the big underlying issue is that one subscription only allows to make you PG for the specific game you purchased subscription of, which means you have to buy an extra subscription for other games. Why not make a server-wide subscription only for Private Games, that would give you private games of all gamemodes present?
 
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lexieisinlove

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Making clans a perk of the Battle Arena Subscription feels somewhat pay-to-win to me.
If clans are going to be added, I think they should be available to everyone.
I can understand why it might initially sound pay-to-win, but I don't really think it would be under the proposed system.
The subscription would only be required to create an official clan, not to join one. Non-subscribers could still be recruited, use the clan tag, participate in Clan Chat and take part in whatever activities the clan organises.
There also wouldn't be any direct gameplay advantage from being in a clan — no extra damage, health, healing, kits, or anything of that sort. It's primarily an organisational/social system integrated into CubeCraft.
I'd actually compare it more to paying for the ability to create a Private Game than paying for a competitive advantage.
For example, if CubeCraft only allowed subscribers to create Parties, would that automatically make Parties pay-to-win? I don't think so, since paying for the ability to create the group doesn't give the players in it an inherent advantage over everyone else.
The same principle would apply here. The subscription would allow someone to establish the clan, while the actual clan features and any future clan leaderboards/progression would be available to its members regardless of whether they personally have a subscription.
Make the core argument more conciseClarify leaderboards and progression
 
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