Our squad (Ensign Eliminators) is just a corsair-related name to tack on behind our in-game id's. That's about it. Our entire squad flies F4U's all of the time (2 people, lol!).
Believe it or not, it was mainly formed so we wouldn't keep getting asked to join other squads. Don't get me wrong, there are a lot of great folks out there, and great squads to go along with them. I/we have nothing against any of them. We enjoy winging up with several of them. We just don't want to join them.
We left our old squad (which was a great squad) because we were really only interested in lone-wolf flying. No missions, no capture's, no regular teamwork... It made us feel like dead weight on our squad, and we just got tired of telling people we didn't want to work on anything "as a team". Beyond that, I just can't deal with more than 2-4 people on vox at any one time. The combination of the two finally prompted me to leave, and Saber and I are friends outside of the game, so he left too.
Once we left, people apparently thought we were looking for a new squad, or were "on the market" again. While flattering, it got old to have people sending invites almost every time we were logged in... So, we started our own squad.
We don't recruit. While we're not in the least bit opposed to new people joining up with us, we don't seek it out. Occasionally we have someone get interested and join the squad, but they generally leave once they realize we're serious about the "rules" we fly by.
The rules are-
-fly corsairs.
-shoot at the red guys.
-land kills if you can.
-be nice to folks. Unless they deserve otherwise.
-no missions, no captures, no squad nights. No squad email, no squad website.
-only assist in a capture effort (shoot ack, strafe town, etc) if you need to land at that field due to fuel or damage problems.
-only one vulch "flight" per month, max. Beyond that, if a fight is reduced to vulching, fly away and find a different fight. If you can't find a decent fight, switch teams and shoot the vulchers. If the fight is really nothing more than a vulch, at least let the guys get out of the ack and give 'em a chance; try to drag one away from the crowd. Leave the vulch and head to the next-further base if they start lifting there...
-stay out of the other guy's fights. Allow them to go 1v1, and stay far enough away to not be a threat to the opponent. It's preferable to have your squadie die, rather than to "save" him from a 1v1. Pilot wounds, damage, fuel state may occasionally cause that rule to be bent.
-if a 1v1 turns into a 2v1 or greater, feel free to jump in and help with the slaughter. Bombers are not included in this rule. They're tasty snacks; grab 'em while you can!
-switch teams to help the under-dogged team. That generally means logging in and joining the smallest team. Having done that, if there are no decent fights, or if the team is "advantaged" in numbers at the decent fights, switch teams again.
-since there is no "squad" plan for any time, feel free to wing up with folks, visit, and have a good time. Switch vox channels if needed, so that can happen.
-feel free to fly what you want, when you want. Just don't spend most of your time in the corsairs.
-no more than 4 people in the squad (so far, our record is three, lol!)
-when there are better sticks than you around, try to kill them in nice 1v1 fights so they don't realize they're better than you...
Generally speaking, people have trouble with the 1v1 fight rule. It's hard for them to understand that while we're flying near each other, we're not normally helping each other. It's just a couple of lone-wolves hunting the same herd of caribou. Some seem surprised when we let them die...