Teams: Difference between revisions

m Changed formatting for better readability. Fixed markup errors.
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Crimes against non-Teammates remain personal. Other Teammates are not punished directly, though they may well commit crimes if they wish to help out.
Crimes against non-Teammates remain personal. Other Teammates are not punished directly, though they may well commit crimes if they wish to help out.


== Teammate Nav-Lock ==
== Teammate Nav-Lock ==
You can slave your ship's frame shift drive to a Teammate's vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Engage Teammate Nav-Lock."
Short for 'Navigation lock'.<br>
You can 'slave' your ship's Frame Shift Drive to a Teammate's ship.
 
The system is buggy since it's introduction and never been fixed. While some players claim it works or worked for them consistently, for may others it either works erratically or not at all.<BR>
It also has several harsh requirements for it to work:
* Both ships have to be inside a very small range, both in normal space and in Supercruise.<br>In Supercruise especially, it is basically impossible to maintain the range, as ship cannot fully stop there.
 
* When following a Plotted Hyperjump route, before each jump the leading and following ship have to meet in the same system, in Supercruise, in Nav-lock range or close, and again jump together.<br>This is hard to do in SC.<br>It is risky to do close to the star (where jumps usually occur on route).<br>It is very inconvenient, because follower ship always arrives with delay and leading one has to constantly wait.<br>If leading ship arrives in a system and instantly Hyperjumps to next before follower ship arrives, the Nav-lock won't follow.
For these reasons the system is largely unusable and unused.
 
=== Turning on and off ===
Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Engage Teammate Nav-Lock."
You will see a square marker appear on the Teammate's status element in the team interface.
 
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Cancel Teammate Nav-Lock."


You will see a square marker appear on the Teammate's status element in the team interface.<br>
When the nav-lock marker is cyan, you are within nav-lock range.<br>
When the nav-lock marker is cyan, you are within nav-lock range.<br>
When the nav-lock marker is red, you are out of range.<br>
When the nav-lock marker is red, you are out of range.<br>


When you are nav-locked, the following effects occur *automatically* if you are close enough to them:
When leading ship performs any kind of jump, and you are not in range to instantly follow, same looking square cyan Nav-lock marker appears at the point of jump. (Together with standard High / Low wake.)
* You will follow the Teammate into and out of super cruise
 
** Standard requirements still apply (retracted hardpoints and gear, etc.)
You can only slave your drive to a single Teammate at a time, but you can change the nav-lock target freely.
* You will follow the Teammate into a hyperspace jump
** Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)
* You will follow the Teammate's wakes
** Standard requirements still apply


Note, you can only slave your drive to a single Teammate at a time, but you can change the nav-lock target freely.
This table explains intended features / effects of Nav-lock and the actual broken behavior
{| class="article-table mw-collapsible" border="1" cellspacing="1" cellpadding="1"
|-
! scope="col" |Leading teammate action
! scope="col" |Intended follower teammate effect
! scope="col" |Bugged follower teammate effect&nbsp;
|-
|Jump from normal space to Supercruise
|Supercruise automatically starts charging<br>Pilot has to manually throttle up<br>Ship auto-follows into SC<br>(Standard requirements still apply: retracted hardpoints, etc.)
|SC charging doesn't start because follower ship is out of range<br>Nav-lock target then sometimes vanishes
|-
|Hyperjump from normal space
|Target system automatically locked<br>Hyperjump auto starts charging<br>Pilot has to manually align to jump target<br>Ship auto performs the Hyperjump<br>(Standard requirements still apply: retracted hardpoints, capable FSD, enough fuel, etc.)
|When charged, ship auto-jumps to Supercruise
|-
|Hyperjump from Supercruise
|Target system automatically locked<br>Hyperjump auto starts charging<br>Pilot has to manually align to jump target<br>Ship auto performs the Hyperjump<br>(Standard requirements still apply)
|A. When charged, ship drops to normal space<br><br>B. Ship does not auto start charging, with "Out of range" message.<br>Ship is unusually slow to reach the Nav-lock target, or the target is moving away
|-
|Drop from Supercruise to normal space
|Drops into same normal space instance<br>Does not have to lower speed to drop. Does not take damage if dropping at high speed.<br>If ships are initially far away, pilot has to 1st manually fly close to the lead's location
|A. Drops into their own empty normal space instance, far away from lead<br>Multiple follower ships can each end up in their own empty instances<br><br>B. Even when hundreds Ls away from lead, drop on the spot into their own empty normal space instance
|}


To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the "Team" heading and choose "Cancel Teammate Nav-Lock."


== Teammate Beacon Signal ==
== Teammate Beacon Signal ==