Scenario 1: You are hired as an escort for various types of npcs (traders, miners, military, people transporters. etc)
Missions available to accept if you are equipped with a ship that has adequate jump range for the route the escort is taking.
Upon accepting the mission, you must meet your escort at a given position at a certain time (usually within 5-10 min) .
Once contact is made a series of high jumps and super cruise sequences will occur. You will have to maintain a certain distance and timing to jumps to succeed.
At any point during these sequences the escort may be attacked by npcs (or other human players).
Failure to defend your escort results in failure. Failure to maintain timing and distance to the escort results in failure.
Exiting the game results in failure.
Success results in opportunities for higher pay and more risky escorts.
Missions can only be taken individually (you can't be in a wing). Nav plots are loaded into your ships computer reaching initial rendezvous point. Only one escort mission can be active at a single time.
Escort missions can only be taken if you are allied with the faction giving them.
Missions will have an estimated total time (assuming no attacks) and include the destination and origin but not the path.
These missions are dynamically created for every user. Two different players will not get the same escort mission. The npc escort(s) are spawned by the player who took the mission and are tied to their client. Due to the nature of how this game does networking, this means combat logging could steal kills from another player - however the client will spawn a wing of hostile npcs if a human player is suddenly disconnected from the player's instance (or the escorter player blocks the other cmdr(s)). If a escorter disconnects from the fdev server (returns to main menu or etc) then they fail the mission.
You will get a bonus for every hostile ship you destroy that has attacked the ship you are escorting or any of it's escorts.
Scenario 2: You are hiring a varying number of npcs to escort you for a given time
Options for different lengths of time and jump distance limits will be available to hire similar to crew members but are temporary for the contracted time.
You can hire up to 3 escorts to be active at a given time. you will be limited to the jump distance of your escorts while they are active.
You cannot be in a wing while having hired escorts.
They will maintain in a defensive stance around your ship as you jump and supercrise and fly in normal space for the contracted time.
Your escorts will not fire upon ships you attack first - and they will disband if you do. Hired escorts are for defense only. They will respond to your ship being attacked or any of your other escorts.
Stations will not attack escorts if escorts are triggered to respond while in a nfz. NFZ rules still apply to human players.
Hiring defensive escorts is non-refundable. you pay up front. Your escort will not disband or abandon you unless you breach the contract. They will fight to the death if necessary and be far more skilled than your npc crew tend to be.
Different systems and stations will offer different varieties of loadouts of available hirable escorts. Your reputation as an escort yourself also plays into the quality of the escorts available for you to hire.
Hiring escorts would be helpful for community goal travels or mining in busy areas or simply trucking good thru populated systems in a ship that is otherwise not very great at defending itself. They will cost a certain base amount of credits, and any hostilities will incur a hazard fee that is determined by the quantity of enemies that open fire on the wing and combat ranking of them. Hazard fees can stack.
Missions available to accept if you are equipped with a ship that has adequate jump range for the route the escort is taking.
Upon accepting the mission, you must meet your escort at a given position at a certain time (usually within 5-10 min) .
Once contact is made a series of high jumps and super cruise sequences will occur. You will have to maintain a certain distance and timing to jumps to succeed.
At any point during these sequences the escort may be attacked by npcs (or other human players).
Failure to defend your escort results in failure. Failure to maintain timing and distance to the escort results in failure.
Exiting the game results in failure.
Success results in opportunities for higher pay and more risky escorts.
Missions can only be taken individually (you can't be in a wing). Nav plots are loaded into your ships computer reaching initial rendezvous point. Only one escort mission can be active at a single time.
Escort missions can only be taken if you are allied with the faction giving them.
Missions will have an estimated total time (assuming no attacks) and include the destination and origin but not the path.
These missions are dynamically created for every user. Two different players will not get the same escort mission. The npc escort(s) are spawned by the player who took the mission and are tied to their client. Due to the nature of how this game does networking, this means combat logging could steal kills from another player - however the client will spawn a wing of hostile npcs if a human player is suddenly disconnected from the player's instance (or the escorter player blocks the other cmdr(s)). If a escorter disconnects from the fdev server (returns to main menu or etc) then they fail the mission.
You will get a bonus for every hostile ship you destroy that has attacked the ship you are escorting or any of it's escorts.
Scenario 2: You are hiring a varying number of npcs to escort you for a given time
Options for different lengths of time and jump distance limits will be available to hire similar to crew members but are temporary for the contracted time.
You can hire up to 3 escorts to be active at a given time. you will be limited to the jump distance of your escorts while they are active.
You cannot be in a wing while having hired escorts.
They will maintain in a defensive stance around your ship as you jump and supercrise and fly in normal space for the contracted time.
Your escorts will not fire upon ships you attack first - and they will disband if you do. Hired escorts are for defense only. They will respond to your ship being attacked or any of your other escorts.
Stations will not attack escorts if escorts are triggered to respond while in a nfz. NFZ rules still apply to human players.
Hiring defensive escorts is non-refundable. you pay up front. Your escort will not disband or abandon you unless you breach the contract. They will fight to the death if necessary and be far more skilled than your npc crew tend to be.
Different systems and stations will offer different varieties of loadouts of available hirable escorts. Your reputation as an escort yourself also plays into the quality of the escorts available for you to hire.
Hiring escorts would be helpful for community goal travels or mining in busy areas or simply trucking good thru populated systems in a ship that is otherwise not very great at defending itself. They will cost a certain base amount of credits, and any hostilities will incur a hazard fee that is determined by the quantity of enemies that open fire on the wing and combat ranking of them. Hazard fees can stack.