I'll spell it out for you: By playing in a clan, you have a pool of people ready to play with you. You don't have to waste time finding a bunch of random folks to play with when you are in a clan. Do you understand now?
Which still doesn't have anything to do in-game. You don't find a clan in-game. You find it out of game, and play with them. You're not prevented from doing this by not having the game somehow magically find you a clan. You just say "Hey, I play at around this time, who else that plays around there wants to start a clan?" on the forums or chat and yay? This is how it works in games that *have* clan support features.
It seems my sarcastic comment from before went over your head. Yes, it could be easily done outside of the game. But so can in-game chat. Should we take that out too? Or achievements? Maybe instead of Impulse tracking achievements the player should just have a piece of paper and write them down when he obtains them.
The purpose of a feature like clan support (or in-game chat, or achievements) is to augment and enhance the MP experience. Of course I can call up my friends with my phone and arrange a time to play Elemental on such and such a date. However, it would be so much easier if a framework existed inside the game that would facilitate and streamline this process.
But you already can. You can hit shift+tab and add your friends as friends on Impulse, then you can chat with them and send them PMs and all that sorts of fun stuff. What else do you want? A personal calendar in the overlay for you and your friends to mark a day and time for a game? That's pointless.
And again, why are you assuming Elemental will have tournaments, matchmaking and arena type play like other games? Nowhere did I or anyone else in this thread imply that Elemental would have the same kind of competitive scene like Starcraft 2. Elemental has the option of following its own path with regards to multiplayer. Match stats, ladders etc... may look completely different when applied to a game like Elemental.
It doesn't matter how match stats, ladders, etc "look" in Elemental. They exist for the sole purpose of competition. If competition doesn't exist ladders are irrelevant, and stats are irrelevant. Elemental following its own path doesn't mean shoehorning it into a system used by RTS games.
The whole point behind this clan support idea came from my experience playing Sins where online play simply died because the framework for a MP community wasn't there. How am I supposed to arrange and play a 5 hour match with a bunch of strangers? Clan support has an answer to that.
Sins was an RTS game. A much slower one, but an RTS still. It drew more RTS and competitive players. Elemental is a TBS, it draws from a different pool of gamers, with some overlap. The two are not directly comparable. Also, again, clan support has little to do with arranging games. That's what the friends system is for - which already exists.