Don't Be That Teammate: Field Notes on Singularity Squad Manners
Photo: InclusiveGameLab, CC BY-SA 4.0, via Wikimedia Commons
The archives of the Accord mention a lot of things: treaties, tech protocols, the fall of the old networks. What they don't mention is the stuff that actually keeps a squad alive past week two. That knowledge lives in Discord servers, in lobby chat, in the sigh a veteran player emits when someone pings the wrong beacon for the fourth time.
Consider this a field manual for the customs that never made it into the tutorial. In the machine age, the machines have protocols. So should you.
Rule 1: Mic Check Before the Mission, Not Mid-Firefight
Joining a squad voice channel and saying nothing for ten minutes, then erupting with a life update during a boss phase, is a war crime in every faction. Say hi, confirm you can hear everyone, then practice the sacred art of not talking.
Rule 2: The Loot Rule Is Simple — Need, Then Greed, Then Shame
Singularity's drop system gives you options. Abuse them and word travels. The community norm: if it's an upgrade for your current loadout and nobody calls it, take it. If you're hoarding for an alt build you 'might' run someday, say so out loud. Transparency converts greed into planning.
Rule 3: Callouts Use Compass Directions, Not Vibes
"He's over there, by the thing" has gotten more squads wiped than the AI ever has. Northeast. Second floor. Behind the reactor. Three seconds of precision saves thirty seconds of respawn timer.
Rule 4: Don't Join Faction-Allied Lobbies to Defect
If you queue into an Accord-heavy lobby as a Vessel operative and start shooting allies the moment the match allows it, you're not clever. You're the reason the block button exists. Play the objectives the lobby was formed for, or form your own.
Rule 5: Revive First, Loot Second
The bodies near the cache are your teammates. The cache isn't going anywhere. Every Singularity veteran has a story about the player who chose wrong, and none of those stories end with that player being invited back.
Rule 6: Ask Before You Bring a Plus-One
Squads of four have exactly four slots. Inviting your friend without asking is how 'open lobby' becomes 'somebody's getting kicked,' and kicking people is awkward for everyone, like firing a coworker at a potluck.
Rule 7: Comms Silence Is Not an Invitation to Fill It
Some players run with mics muted for focus, family, or sanity. Don't interpret their quiet as a problem to be solved. They'll ping when they need to. Trust the ping.
Rule 8: Own Your Mistakes Fast
"That pull was on me" takes two seconds and buys you infinite goodwill. "Lag" takes two seconds and marks you forever. The squad remembers the honest one. The machine remembers everything, but that's a different article.
Rule 9: Match End Trash Talk Has a Statute of Limitations
Victory screen banter is tradition. Following a defeated squad into their next lobby to continue the bit is stalking with extra steps. GG, then out.
Rule 10: Teach, Don't Gatekeep
Every veteran was the new player who didn't know the reactor vented at 60%. A thirty-second explanation in voice chat does more for the faction than a hundred elitist forum posts. The Singularity community is only as welcoming as its worst lobby — don't be the worst lobby.
The Real Point
None of these rules are in the manual because they can't be coded. They're the human firmware running underneath the machine age — the customs that turn a random matchmaking queue into a fireteam you'd drop everything to run with. Follow them, and someday you'll be the veteran sighing knowingly at a new player's beacon pings. Then pass it on.