Combat

1,753 words

Ship combat, which is a systems problem; and on-foot combat, which is deliberately scarce.

The design's success metric is not "is fighting fun". It is "is being hunted terrifying". Combat's primary job in this game is to put unbanked survey data at risk, which multiplies the tension of every other system. A player who escapes has had a good encounter.


What combat is for

There is no bounty economy, no loot, and no money, so combat cannot be a livelihood. It has exactly three jobs:

Job Where it appears
Threaten the return trip Piracy on inhabited routes; the reason banking data is a decision
Make the frontier feel unowned Rare hostile encounters far out, where help does not exist
Sport Consensual PvP in the persistent universe, opt-in, no reward

Escape is a legitimate and usually correct outcome. The design should make running away skillful and satisfying rather than a failure state — because a player carrying four hours of data should run, and a design that punishes them for it is a design that punishes correct play.


Ship combat

⬜ Designed, not built.

The shape of an engagement

   [ contact ]──→[ assess ]──→┬──→[ ESCAPE ]───→ mass-lock break → charge → jump
                              │      the usual, and the skillful, answer
                              │
                              └──→[ ENGAGE ]──→[ disable ]──→[ disengage ]
                                     pips · heat · subsystems

Everything mechanically distinctive happens in the two named systems that already exist for other reasons: power and heat. Combat adds almost no new machinery, which is exactly why a small team can make it good.

Escape — the primary skill

Four things stand between a ship and a jump out, and mastering them is the combat skill that matters most.

Obstacle Counter
Transit interlock — within 5 km of a hostile, transit power is refused Break to 5 km on maneuver thrust, which costs g
Charge time — 12 s of holding still-ish and aligned Pips to DRIVE; take the hits; hold alignment under fire
Signature — heat makes you trackable Silent running: radiators off, take the heat, vanish
Interdiction ⬜ A contested minigame; the escaping ship holds an escape vector against a pursuer

The heat gamble is the good one. Silent running drops your signature to near nothing but your heat rises with nowhere to go, and you have perhaps forty seconds before modules start failing. Running silent to break a lock, then venting at the last possible moment, is a genuine skill with a genuine cost and it uses no new systems at all.

Combat under burn

The situation the travel model makes possible, and the one most worth building well: an engagement while both ships are under acceleration.

What changes Why
There is a floor, and it is aft Maneuvering is fighting your own thrust vector as well as theirs
You cannot simply stop Cutting the drive does not slow you; it only stops you gaining
Felt g stacks Combat maneuver and transit acceleration compound. A hard turn during a hard burn is 5–7 g through the seat.
Heat is already high You arrive at the fight with the thermal budget half spent
The flip is a commitment Four seconds of freefall, no thrust, and a rotating ship
Anyone not in a seat is in danger See onfoot

The best encounters in the design are the ones where a pirate matches your burn and you have to fight, run and decelerate at the same time, with one drive and one thermal budget between the three.

Resolved: M6 opponents engage at rest or on maneuver thrust only. Matched-burn engagements need AI that can plot, hold and adjust a transit solution under fire, and that is the likeliest thing in M6 to overrun. The player can still be intercepted mid-burn — they simply have to decide whether to abort, which is already a good decision.

Weapons

Four classes. Deliberately few — depth comes from subsystem targeting and heat management, not from a catalog.

Class Behavior vs Shields vs Hull Heat Counter
Kinetic — railgun, autocannon Projectile, real travel time, must be led 0.6× 1.4× Low Range, evasion
Thermal — beam, pulse Effectively instant inside 3 km 1.5× 0.7× High Shields, distance, heat war
Guided — missiles, torpedoes Lock required, limited magazine 1.0× 1.2× Medium Point defense, chaff
Utility — EMP, disruptor No hull damage; disables modules — — Medium Hardening, distance

Travel time is the fidelity that matters. Kinetic rounds cross 3 km in about 1.2 seconds, which means leading a maneuvering target at range is a real skill and a fast, erratic ship is genuinely hard to hit — with no accuracy stat anywhere in the system. The physics is already there; the weapon just has to be an entity.

Parameter Value Notes
Kinetic muzzle velocity 2,400 m/s ~1.25 s to cross 3 km
Thermal effective range 3.0 km, falling to zero at 4.5 km Beam divergence, not a hard cutoff
Missile lock time 3.5 s Long enough that chaff is a real answer
Hardpoint deploy 1.2 s Deployed hardpoints raise drag and signature
Time-to-kill, evenly matched 45–90 s Long, on purpose — see below

Long TTK is a deliberate choice. A 60-second engagement is long enough for pips, heat, subsystem targeting and the decision to run to all matter. A 10-second engagement is a reflex test, and reflex tests are where a browser game's input latency and a solo team's netcode lose to the competition.

Defensive systems

System Slot Effect
Shields Optional Rechargeable buffer, recharges from SYS. Not mandatory.
Armor Hull property Flat damage reduction; heavy, so it costs jump range
Point defense Utility Automatic; engages missiles inside 800 m
Chaff Utility Breaks missile and subsystem locks for 6 s; 20 s cooldown
Heat sinks Utility Dumps 40% of current heat; 20 s cooldown
ECM ⬜ Utility Degrades a pursuer's lock quality; contested

No consumables anywhere — every defensive system is a module on a cooldown. See flight for why: one resource, no ammunition economy.

Subsystem targeting — why combat is about disabling

With a lock inside 8 km, individual modules on a target can be selected and damaged. This is the design's answer to "how is combat interesting with four weapon types":

Target the… To achieve
Reference Drive They cannot leave. The pirate's opening move, and yours.
Thrusters They cannot maneuver or evade
Sensors They cannot lock, target subsystems, or see you
Fuel Tank A leak. A countdown they have to solve instead of fighting.
Reactor Priority failover starts shedding their modules for you
Weapons The de-escalation option: disarm without destroying

Destroying a ship yields nothing. Disabling one ends the encounter. The design should make disabling the obvious, satisfying resolution and destruction the wasteful one, because that is the behavior a non-commercial persistent universe wants.

Opponents

Honest scoping: a solo pipeline cannot produce great AI, so the design targets readable AI rather than clever AI. Every opponent's intent must be legible from its behavior within three seconds.

Type Behavior Count
Scavenger Opportunistic; disengages below 40% hull 1–2
Pirate Targets your drive first, demands cargo, will accept it 1–3
Sentry ⬜ Static; defends an installation; will not pursue 1–4
Hunter ⬜ Persistent; follows through a jump. Rare and memorable. 1

The Hunter is the only one that should be genuinely frightening, and it should be rare enough that encountering one is a story. Resolved: a Hunter can follow one jump and only one, and the player sees a matching charge signature before committing. Being followed once is a story; being followed indefinitely is a punishment, and it would break the principle that escape is always viable.


On-foot combat

⬜ Designed, not built.

Scarce, lethal, and slow. See onfoot for the scoping decision and its reasoning.

The rules

Rule Value Why
Hostiles per encounter 2–4 Never an arena. Never a wave.
Time to kill, both directions 1–2 s of sustained fire Nobody is a bullet sponge, including you
Health Suit integrity One gauge. A breach is worse than the shot.
Regeneration None Repair at the ship or a station only
Cover Mandatory to survive Movement between cover is the skill, not aiming
Weapons carried 1 primary + 1 sidearm Rack space is mass, and mass is what you can carry
Encounters per hour ~0–1 Combat is an event, not a rhythm

The suit is the health bar, and it is the same suit that keeps you alive outside. A firefight that costs 30% integrity on a vacuum world is not a setback, it is an emergency — you now have a compromised suit and a walk back to the ship. That coupling is what makes scarce combat carry weight without needing gunfeel to compete with a dedicated shooter.

What is not built

No on-foot PvP in the MVP. No infantry AI beyond patrol, alert and engage. No melee. No cover system in the mechanical sense — cover is geometry, and the player's use of it is not a mechanic the game has to implement.

Resolved: environmental threats only, through M5. This removes humanoid rigging, animation and infantry AI from M5 entirely — the largest single scope saving available — and loses very little, because the environment is the more interesting antagonist. Hostile humanoids, if they arrive at all, arrive with M6.


  • ships — pips and heat, which are most of this page's depth
  • flight — flight assist off, which is where combat flying lives
  • onfoot — the suit, which is the on-foot health model
  • modes — PvP consent and where combat can happen at all