Flight is arcade and responsive: there is inertia, but no Newtonian orbital mechanics. Strategic depth lives on the map, in the economy and in preparing an operation, not in simulating orbits.
Flight
| Parameter | Value |
|---|---|
| Maximum speed | 300 m/s |
| Fire range | 1,200 m |
| Weapon cooldown | 220 ms |
| Return to combat after death | 2 s |
| Mining range | 250 m |
| Mining rate | One unit of ore per 1.2 s |
Six degrees of freedom: fly backwards, sideways, up and down, and perform a full barrel roll or loop. Controls are mouse and keyboard on PC, two virtual sticks on a phone.
Cameras
| Camera | When to use it |
|---|---|
| Cockpit | Precise aiming, a sense of presence |
| Third person | Awareness, evasion, reading the fight |
Switch with V. In the cockpit the dashboard shows hull, shield, energy, thrust and radar.
Opponents
| Opponent | Hull / shield / damage | Behaviour |
|---|---|---|
| Sentry | 120 / 50 / 12 | Notices a target at 180 m, guards resources and nodes |
| Raider | 70 / 20 / 10 | Speed 210, fires at 500 m, up to three per system, returns after 15 s |
| Frontier patrol | 90 / 35 / 14 | Speed 230, fires at 620 m, up to two, needs two pilots |
The frontier patrol is not a solo target. It takes two pilots, and it leaves 180 cr and 2 ore.
Loot and boarding
- X inspects a target at 180 m.
- X loots and begins boarding at 120 m.
- While the escort ship lives, nobody gets aboard.
- A 40-unit hold limits how much you carry home in one trip.
Siege
From orbit you can damage a planet and its base, but it is not an instant win. A siege runs in rounds.
One orbital round strips from the shield:
- 25 base damage;
- +4 per warship, up to five;
- +3 per siege analyzer.
Rounds are 10 seconds apart. When the shield breaks, a vulnerability window opens for 10 minutes, after which the shield needs 2 hours to recover.
Then the capture maths takes over:
- Integrity damage: 5 minus defence/20, but never less than 2.
- Capture progress: 10 minus defence/12 plus 1 per warship, but never less than 4.
- Without a beacon capture stops at 99%.
- At system security above 50 capture is impossible.
A captured base keeps at least 65 integrity: the winner gets a working colony, not scorched ground.
Offline protection
- An offline defender’s integrity never drops below 25.
- Capture never rises above 75.
- Emergency relief costs 500 cr plus 10 cr per percent of capture, has a 30-second cooldown and gives +20 integrity and −20% capture.
- New pilots get 24 hours of protection after founding a colony.
There is no full offline wipe. A siege can take a base, but it does not erase progress.
Mobile combat
On a phone combat uses two sticks: the left for thrust and yaw, the right for roll and look. Fire and camera buttons sit on screen. Landscape gives more view; portrait is easier to hold.
What next
- Ships and the hangar — what to fight with.
- Base and command post — what to defend.
- Loot — what a fight leaves behind.