Attention All Pilots and Civilians!
A small group of Smuggler's are en-route from an unknown destination to a classified Planet in Sirius Space. They are carrying incredibly illegal Contraband (Coffee, H-Fuels) as well as unidentified weaponry. We need all law enforcement officers, mercenaries, pirates and lawful Smuggler's to track these guys down! A hefty prize will be paid to hunters. The Smuggler's will receive a large sum of money from their shady commodity dealer if they are successful. Smuggler's also recieve a large sum of money just by passing through bribed Security Personal at "Checkpoints". These guy's must be stopped at all costs!
HUNTERS:
Participation: 5 Million Credits
Hunter kills smuggler: 15 Million Credits
SMUGGLER:
Smuggler reaches checkpoint: 10 Million Credits
Smuggler Kills Hunter: 10 Million Credits
Smuggler reaches destination: 20 Million Credits
Hunter's are not able to Camp unless in a Capital ship guarding a specific Jump Gate or Jump Hole. Fighter camping is prohibited.
Hunter's are not able to Camp in the target system until the Smuggler is one system away. Hunter's are not allowed to camp near the target planet/base but may intercept the Smuggler there before the Smuggler docks.
Hunter's that are killed by Smuggler's cannot return to join the hunt. If Hunter's are killed by NPC's, then they can join back into the hunt.
Hunter's are meant to work as a team, so therefore focus your anger between one another onto those Smuggler's!
Hunter's may camp in a Checkpoint system as they may or may not know whether this is the system the Smuggler's were talking about.
Smuggler's are not able to enter target system until they've reached their checkpoint.
Smuggler's are able to work together as a team against the hunters. They can set traps for the hunter's and event fight them head on, risking their lives and their cargo. Smuggler's must not pvp between one another!
Smuggler's may not divulge their Checkpoint locations to the Hunter's. Otherwise Hunter's will use this advantage to their own will.
Smuggler's can trick Hunter's verbally (IE: Smuggler 1 says: Relenth is so far away. Checkpoint systems are Weth and Whyrr however allowing Hunter's to camp there and Smuggler's fly away with no worries.)
The Smuggler's are expected to leave their Unknown system at Friday 9:20am. All Hunter's must meet in California near Willard Station. All Smuggler's are heading there too to discuss business with Willard Executive, Lieutenant Knoxville. A Peace treaty is held for the smuggler's until they leave California, then the hunt is on!
Good luck Pilots and may the best Hunter Win