o
On one hand, some think we can use our own ships and hire escort NPC pilots, on the other hand we can only hire NPC to help on a multi crew ship. Anyone know which it is? Or is it still up in the air right now?
Edit: Here is my dilemma, I have 5 of each of Defender, HeartSeeker, Santok, Sabre, Hurricane, Eclipse, and 12 Vanguards. I don't like the light ships like Aurora/Mustangs/Cyclones in my game packages so I upgraded them. Now, if there is never any need to have more than 2 of the same ship then I have to redo my fleet :(
Reasons that I can think of for the game in the past or as it is right now:
-
Skipping the insurance timer: fly one, claim one, store one. Beware when "Death of a spaceman" comes along there will be no infinite respawns, this is short-term before that mechanic comes in. In the final game the intention is once you've had too many close shaves, you dead and your gear goes to your next-of-kin in your will (you have to make a new character and loose reputation gains etc).
-
Spare parts 1: If a ship had a component you wanted in all of your rides and it was not available anywhere else, buying lots of the same ship was the only way to get it e.g. the SuckerPunch guns off the Avenger.
-
Spare parts 2: With misfires coming, having a boneyard of parts and hulls that aren't going to let you down could be an advantage.
-
Multiple component setups on the same ship: You feel like mono-boating the Omnisky IV? Suddenly change your mind and want all Panthers? Either spend ages shuffling guns around or just take out that version of your favorite ride.
-
Setting up your own Org: Orgs need ships, good ships. Having 12 Vanguard would make a decent Defense Force Org if you all rode out in the same instance, it would just take ages to spawn all the craft.
Reasons that I can theorycraft for the game as it may eventually be:
-
Have NPC's crew as wingmen for you: If you have no friends NPC's may be the only way to form a possee to go slap that moron who's been pad-camping Olisar. (Not confirmed as being possible in the final game, only theorycraft.) But you're in TEST so you'll always have bods ready to roll out with you!
-
Sell the hulls: in the finished game get down Crazy Bobs Used Ship Sales for a phat stack of UEC and become hyper rich over night. (Not confirmed as being possible in the final game, only theorycraft.)
-
Hireing your ships to other players: Rent your spares for a cut of their profits, imagine a new player takes a mission that is too much for their crappy Mustang so they need something with more muscle. You have a mighty Vanguard so hire it to them for 20% of their earnings + repair costs. They get the rep and at least 50% of the pay depending on how bad they ding your ship, you get free money off the back of someone elses play time. If you have LTI there is little to no risk, especially if you have 12 of that ship. (Not confirmed as being possible in the final game, only theorycraft.)
In regard to your fleet build, it has been hypothesised that pooling your pledges into some Capital Ships may be a better plan, as it is going to take longer to earn them in game. I took that on board and now have an Endeavor with hangar to cart my other ships around in.