Well, if you do it that way, then there will be no reinforcement fleets, period, unless the player specifically calls them. For friendly systems, this makes little sense. Why should the player be the only one with a beacon, and not the other ships? For enemy systems, this would have the undesirable effect of bringing more enemy ships down on the player's head.
Perhaps a second mission would be better. When the player hits Abort, it starts a silent mission. OnStart would contain a Qxxx bit to display a message like "Sensors detect reinforcement fleet approaching." The special ships would hyper in after a delay, and then they either defend the player or just attack their enemies, take your pick. Then, set TimeLimit to 1 to get rid of the ships when you land or jump. If the mission is silent, you shouldn't see the fail message.
PBoat
EDIT: Oh, and set OnFail to restart the mission that you originally aborted (reset the beacon).
This post has been edited by PBoat101 : 29 April 2005 - 07:31 PM