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Wingmen License



Info:

This license will allow you to hire an escort wing from any faction. When in space, you will be automatically assigned a fighter wing from any nearby faction. These escorts will then accompany you as you pursue your duties, however must part ways if you decide to land at a base or jump to another system. These escort wings will not necessarily protect you from all hostile ships, either. The only ships your wing will fire upon are those which are hostile to the wing itself, not you. However, assuming your hostile targets are the same as the wing’s hostile targets, they will follow your lead in combat. If the need arises to flee, they will provide covering fire until you are a reasonable distance away from the fight, at which point they will attempt to flee themselves. If you and the wing are separated past scanning range, they will locate and re-join you further on. Standards for wing leadership: 1. Do not hail your escort wing. They will communicate with you as necessary, and hailing may run the risk of jamming their communications. 2. Jumping systems will cause an error with the Neural Net formation autopilot, and any escort wings you receive in the next system will not be able to form correctly on you. To correct this, simply log out of and back into the Neural Net interface of your ship (in other words, re-login using “Select New Character” in F1 menu). 3. Escort wings will replenish Nanobot and Shield Battery supplies off the field. Alternatively, you may also jettison Nanobots and Shield Batteries into space for your wing, should their ships suffer major damage. However, if there are Nanobots or Shield Batteries in space and a wingman’s cargo hold is full, they will hold position around the loot until it is either salvaged by another ship or destroyed. 4. Dropping this license into space or looting it is considered a serious offense by any faction, and you will be fired upon if caught.

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