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NPCs, shops, and services

NPCs are right-click interfaces. They handle vending, insurance, shipyards, quests, repair, and bounty hunting. They're an economic stabilizer: always-on, fixed-price, predictable.

Vendor NPC (Trader Terminal)

Right-click a Trader NPC to open the vendor UI. Three modes:

Prices are fixed by server config. The vendor is intentionally suboptimal vs efficient player markets; its purpose is reliable liquidity, not best price.

Catalog scoping

Different NPCs sell different things. A standard IPU vendor sells the default catalog. Specialized NPCs (e.g. "Hub-Prime Library") may sell higher-tier or themed items the default catalog doesn't carry.

What's never sold

Notable items that ARE sold

Shipyard NPC

Right-click a Shipyard NPC to open the shipyard UI. Modes:

Capital-tier hulls require capital blueprints, which only drop from specific high-end activities (raid quests, NULL-zone pirate kills). You can't skip the tech tree by paying credits.

Insurance Terminal NPC

Right-click an Insurance Terminal to open the insurance UI.

Ship insurance is per-ship, 7-day policies. A policy ends at whichever comes first: the 7-day window expires, or its claims run out. The claim cap is the real death penalty, since coverage is consumed by dying. Three tiers:

TierPremium (Frigate)Claims (deaths)Cooldown reductionRepair subsidyLoss reduction on destroy
BASIC10,000 cr150%25%25% modules saved
STANDARD25,000 cr2100% (waived)50%10% modules lost
PREMIUM75,000 cr3100% (waived)100% (all repairs free)No modules lost

Claim cap: each tier covers a fixed number of destructions before the policy terminates: BASIC 1, STANDARD 2, PREMIUM 3. The Nth death is still covered, then the policy ends and you must re-insure.

Premiums scale with hull class. The prices above are the Frigate base. The premium is multiplied by hull class:

Frigate ×1, Destroyer ×1.5, Cruiser ×2.5, Battlecruiser ×5, Colossal ×10

So a PREMIUM policy on a Colossal hull costs 750,000 cr.

Effects of an active policy when your ship dies:

One active policy per ship. You can change tier while a policy is active: buying a different tier upgrades or downgrades in place (re-buying the same tier is the only thing rejected).

Premium debits your personal wallet (not the faction treasury).

Station insurance

Separate product, on station hulls instead of ships. Tier values are in game.yml. Premium debits the faction treasury. On destruction, a fraction of installed modules are archived with INTACT state (saved from re-purchase on rebuild).

Repair Terminal NPC

Right-click a Repair Terminal to open the repair UI. Shows your docked ships + their module damage states.

You can queue several modules at once.

Bounty Hunter Terminal NPC

Right-click a Bounty Hunter Terminal to open the bounty board.

Personal bounties

You can post a bounty on any other player:

When a player kills the target, the bounty pays out to the killer. Multiple bounties can stack on the same target.

You can cancel an active bounty (10% admin fee).

Ship-recovery bounties

You can post a bounty on one of your own ships:

When the ship dies, the bounty pays out. The ship goes to AWAITING_REDEPLOY (your respawn obligation runs as normal). You then recall from a Shipyard.

Cancel

Cancel any active bounty you posted via the bounty terminal's "My Active Bounties" page. 10% admin fee.

Mission Officer NPC

Right-click a Mission Officer to open the quest board.

Some quests are story arcs (chained quest lines), some are SIDE (one-shot), and others may appear as daily/weekly/grinding offerings (see Quests).

Construction Arm: not an NPC, but ship-side

Your ship's Construction Arm console handles station deployment (see Stations). Not an NPC, but it appears in the same UI category for players.

See also