There are at least two reasons for having a separate channel, and perhaps more than that. The first is so you don't clutter up any other channel with non-related information. The second is because you don't want everyone and their grandmother to hear what you're talking about (secrecy).
Right now, if someone else finds out the name and/or password to your "secret" channel, you can't stop them from getting in. You have to make a new channel, pass this out to everyone (again), have everyone join the new channel (again), and hope that no one spills the beans (again). ("Shared keys" are only as secure as everyone who knows the password; ie: not very)
If there were a built-in "super-group" channel (whatever name is chosen), membership in the channel results directly from membership in the group. If you do get a "spy", you can use the group mangement windows to see which group that spy is in, and kick that group out. The spy is gone, and the offending group is gone.
You can't have a secure channel without the ability to control who can join that channel. The current mechanics prevent this beyond anything simplistic, and "super-group" implementations in other games provide this, so I personally was suggesting any such similar "super-group" implementation in this game should also provide this. This also follows naturally from the existing Team chat built-in channel.
Now, if no one feels the need for this kind of control over channel membership, that's another matter and one of individual opinion where, most likely, majority rules =)
Right now, if someone else finds out the name and/or password to your "secret" channel, you can't stop them from getting in. You have to make a new channel, pass this out to everyone (again), have everyone join the new channel (again), and hope that no one spills the beans (again). ("Shared keys" are only as secure as everyone who knows the password; ie: not very)
If there were a built-in "super-group" channel (whatever name is chosen), membership in the channel results directly from membership in the group. If you do get a "spy", you can use the group mangement windows to see which group that spy is in, and kick that group out. The spy is gone, and the offending group is gone.
You can't have a secure channel without the ability to control who can join that channel. The current mechanics prevent this beyond anything simplistic, and "super-group" implementations in other games provide this, so I personally was suggesting any such similar "super-group" implementation in this game should also provide this. This also follows naturally from the existing Team chat built-in channel.
Now, if no one feels the need for this kind of control over channel membership, that's another matter and one of individual opinion where, most likely, majority rules =)