Living

Flying together

Fleets, chat rooms, syndicates and contracts — including the escrow that makes strangers usable.

Fleets

A fleet is a group with shared targeting: the leader can call a target and everybody sees it. Assist is the shortcut — lock what a friendly is locking, in one act, from a right-click on their bracket.

Assisting is not a way past any rule. It takes the lock and stops one step short of firing, and if you were already engaged elsewhere that engagement ends rather than following you onto a target you never chose.

Chat

Every map has a local channel, and you can make your own rooms. A room can carry a password, it has moderators, and moderators can mute and remove people. The last member out closes the room.

Syndicates

A syndicate is a player corporation with a treasury: members can pay in, officers can pay out, and every movement is a ledger row. There is a per-member withdrawal ceiling, because a treasury one person can empty is not a treasury.

Contracts

A contract is how you pay somebody you do not know. Both sides put something in escrow before anybody flies, and the server holds it.

KindWhat it isBuilt
Couriercarry this there, and here is what it is worthyes, end to end
Mercenarya job with real escrow and four ways to endyes
Escortstay with somebody for a journeynot yet
Bountya price on a named pilotnot yet

The collateral on a courier run is derived, not chosen. It is set so that stealing the cargo is arithmetically worse than delivering it — a courier who runs off with the goods loses more than the run was worth. That is what lets you hand a stranger something valuable.

Standing

What you do to a faction is remembered. Standing decides whether that faction's patrols open fire on you, and it carries a military rank that opens forward posts in the deep. Factions are only formally at war in the Altum and the Abyssus.