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PvP and wrecks

In Estelar Online, PvP (pilot versus pilot) is optional. Nobody attacks you just because you flew past: combat between players only applies in clearly defined situations. And outside matches, only those with a war license in force enter PvP: no license, no war.

Outside matches, both pilots need a war license in force (valid and covering the value of the ship in use). Without one, the ship doesn’t enter any of the wars below: not a planet’s war zone, not a corporation war, not the Fortress War. With it, two pilots can exchange fire when one of these situations applies:

Situation Who’s in
War mode Both with war mode on (DIPLOMACY panel; requires the license)
A planet’s war zone Anyone with a license flying near a planet whose colony declared war (see Colonies)
Corporation war Licensed members of corporations at war, even without war mode: it’s enough for one of them to have declared
Fortress War Licensed members of different corporations in a fortress system, during the daily war (see Fortress War)
PvP matches Opposing teams in Arena, MOBA and Siege, with or without a license (see Arena, MOBA and Siege)

Even so, nobody can hit:

  • someone from the same corporation or from a corporation yours considers an ally;
  • someone who is docked, landed, in idle mode (auto tour) or with the shop garage open;
  • someone who just came out of warp (protected arrival of 15 s, which ends if they fire);
  • someone within 50 km of a kiosk.

Missiles follow the same rules: against a pilot, only when PvP applies between you.

Being destroyed by another pilot outside matches means the ship is lost for good (only those with a license in force get into that PvP). That goes for any ship, including the starter one, and for any of the situations above except matches: in Arena, MOBA and Siege, dying only costs a respawn at the team’s base.

Without a license in force, your ship simply doesn’t enter PvP outside matches: nobody can hit it and it can’t hit anyone.

When the ship is lost:

  • it becomes a wreck and goes into your fleet history as destroyed, with the date, the place and who took it down;
  • the license’s insurance immediately pays part of the class price;
  • half of the cargo in the hold goes into the wreck, and the rest is lost;
  • the equipment you have on stays with you, as do the backpack, credits and experience;
  • you respawn in a ship rented from the Stellar Authority.

Your other ships stored in garages aren’t affected. The all-pilots chat announces who destroyed whom.

The insurance pays the price of the destroyed ship’s class multiplied by that class’s coverage (the PvP insurance column):

ClassWhat it is forPriceLevelSpeedHullShieldWeaponsHoldWarpTankPvP insuranceWar license
MultipurposeDoes a bit of everything without excelling at anything.not for sale1——————100100%400 ¢
Mining shipMines twice as fast and carries lots of ore; slow and lightly armed.25,000 ¢5−15%+10%−10%−30%+150%−10%14080%2,500 ¢
ExplorerFast, long warp and a strong scanner; fragile, with a small hold.30,000 ¢5+25%−20%−10%−30%−40%+50%20080%3,000 ¢
FreighterHuge hold and a strong hull for trade; slow.45,000 ¢10−20%+40%—−40%+300%−10%16070%4,500 ¢
FighterWeapons and agility for combat; minimal hold.50,000 ¢10+15%−10%+20%+40%−60%−20%9060%5,000 ¢
BattleshipHeavy weapons, hull and shields for fortresses and bosses; slow and thirsty.90,000 ¢20−25%+80%+50%+60%−30%−30%15050%9,000 ¢

The more a ship is built for war, the lower the coverage, so that losing an expensive ship still hurts. A rented ship has no insurance.

The wreck stays at the battle site for 30 minutes, named “Wreck of” plus the ship’s name. Any pilot in the system can select it as a target, warp to it ([G] by default) and, within 40 km, press [F] to collect the cargo.

From the lost ship’s hold, half of each stack of materials goes into the wreck, and each unique item (stored equipment, artifact, blueprint) with a 50% chance. Whoever collects takes whatever fits in their hold; the rest stays for the next one. That’s what makes escorts and ambushes worthwhile: a valuable cargo crossing war territory draws a crowd.

Anyone who loses their ship in PvP respawns in a basic ship (the starter class) rented from the Stellar Authority for 3 days, with a full tank. It’s your right to space access: nobody gets stuck on the ground. Community missions add rental days, up to 7 days ahead. Once the rental expires, the ship can’t warp until it’s renewed. To have a ship of your own again, buy another one at the SHIPYARD or switch to one stored in your garage.

Destroyed ships stay in your fleet as history: name, class, date, where and to whom they fell, kills and distance traveled. They also appear on the SHIPS tab of the pilot’s public page.