Fun first, real numbers as flavour: how the game is designed

Published

The Moon sits 384,400 km from Earth[1], and in Hostile Flagship it sits exactly there, at its real size. The game is built on a short list of rules. The first one decides most of the others: the game has to be fun first, and real-world numbers are there as flavour.

This page lists those rules, with examples from what is already built. Everything is a work in progress, and the numbers are placeholders until they are tuned.

Fun first, real numbers as flavour

The design notes put it this way: real numbers where they make the game better, stylised where they would make it worse. “Silent space would be dull.”

Numbers are derived, not made up

Only what physics cannot give, such as a drive’s exhaust speed or how much acceleration a crew can live with, is a stated assumption. Everything else follows from it, and guesses stay marked as guesses.

No waiting, no busywork

The cheapest way through a fight

The best way through a fight is the cheapest one that gets it done: the least force committed, the least lost, the least noise. Brute force works, but it costs.

Commanding, not piloting

You command a fleet; you do not fly a fighter. “Orders win; the pilot is a turret on the way.” See orders, not joysticks.

One world, watched or not

A fight nobody watches plays out exactly like one you watch. Some space games run a simpler simulation for areas off screen, so players learn to look away to get a different result. Here there is one simulation, and the view only decides what gets drawn.

The full story is in one world.

A fair fight between equals should cost both sides

Going in alone, head-on, against an equal is a mistake. You win with support, a better angle or more ships.

Marks: steep and readable at a glance

Every ship has a Mark, its tech level. The rule a player learns once: one Mark up is worth about five of the one below, two up about thirty, three up and they cannot touch it. Few Marks, a big gap each. In the owner’s words: “oh, a Mk3 fighter: it just wasted 30 Mk1s, no worries.”

The ladder is still being tuned to that rule.

Physical limits, not points

There are no ordnance points (“too gamey”). The limits are physical: the mounts a hull has room for, its mass (a heavier fit accelerates and turns slower), and its ammunition. Mount sizes follow real naval mounts, from small guns up to a full Phalanx-sized mount. Every gun has a magazine and a reload.

Chill is peaceful, hot is dynamic

When no enemy is near, a fighter slides out of the carrier’s bay in 4 s. With an enemy near, it is shot out along the bay’s line at full speed in 0.8 s. When it turns “hot” is worked out from the enemy’s reach, not set by hand. It changes the look, not the cost. Its twin is the hot drop: a fall from 25 km to 300 m in about 10 s.

Real Earth, fictional politics

The stage is real Earth: its geography, cities and terrain. Everything political is fiction.

Every control has a key

The game is built to play on a trackpad, so every control has a key: height bands Shift+1 to 4, landing Shift+5, the node map F4, Simulate Shift+S. Features are built into the game itself, with its own controls, not into separate test screens. The in-game simulation is an example: it runs copies of your ships while the real world carries on.

Built for multiplayer from the start

Multiplayer is planned, so the game is built for it from the start: one simulation that decides everything, orders as the only way in, state kept as plain data, and seeded randomness for anything that changes an outcome.

Where realism was bent, and why

WhatIn gameWhy
Carrier top speed100 m/sSpeeds are compressed for fun. Slow for space, fast for a ship at sea.
Air and spaceOne top speed per hull, in space and near the ground alike; ships hover on thrustSame reason: one set of speeds to learn.
Jump drive1 g the whole way, 10,000 km/s exhaust1 g is a pace a crew can live with. The exhaust speed is near the Daedalus study’s figures[3].
Jump trip timeInstant once spooledNo waiting, but the trip still costs its real fuel.
Point-defence fire25 shown rounds a second from a 500-round magazineEach tracer stands for three real rounds; the 20 seconds of fire is real. A real Phalanx fires 4,500 rounds a minute from a 1,550-round magazine[6]. Every shown round’s hit is rolled, which keeps the fight readable and the simulation cheap. More in how the Phalanx defends a ship.
Crew g limit10 g on orders, 5 g in a fightKept to what a pilot could take in short bursts, for now.
Side thrusters30 % of the main engineEnough to sidestep; braking or turning hard still needs the main engine.
Weapon rangesThe real order kept: gun, then point defence, then missiles, compressedFights stay on screen. The top-Mark gun reaches 1,250 m; a real Phalanx’s effective range is 1,486 m[5].
Sound in spaceStylised, not silentSilent space would be dull.
LightingA soft fill light on a ship’s dark sideReadability, not realism.

What was not bent: the Earth, the Moon and the orbits are at real scale[1][2], and the carrier is 350 m long, just above USS Enterprise’s 342 m, the longest naval vessel ever built[4].

Self-imposed constraints

How AI tools are used in making the game is set out on the credits page.

Why these numbers →

Related

Sources

  1. Moon Fact Sheet, NASA Space Science Data Coordinated Archive. Volumetric mean radius (km) 1737.4 … Semimajor axis (10^6 km) 0.3844
  2. Earth Fact Sheet, NASA Space Science Data Coordinated Archive. Volumetric mean radius (km) 6371.000
  3. Project Daedalus, Wikipedia. producing exhaust velocities of 10,600 km/s and 9,210 km/s respectively.
  4. USS Enterprise (CVN-65), Wikipedia. 1,123 ft (342 m) (after refit) … she is the longest naval vessel ever built
  5. Phalanx CIWS: specifications, Wikipedia. 1,625 yd (1,486 m) max. effective range
  6. Phalanx CIWS, Wikipedia. The Block 1A and newer (pneumatic driven) CIWS mounts fire at a rate of 4,500 rounds per minute with a 1,550-round magazine.