Fast, free and loud: hot drops and tactical burns
Published
In short: a ship with a jump drive can fall between height bands at 2.5 km/s, Top to Low in about 10 seconds. Its sideways twin, the tactical burn, crosses an area in a straight line. Both are free, but once started there is no turning back, and everyone sees you do it.
At a glance
| Speed | 2.5 km/s |
| Top to Low | about 10 seconds |
| Who | ships with a jump drive: the carrier and the Hawkeye |
| Hot drop | press a band key twice quickly, or double-click a band button |
| Tactical burn | B, or Burn on the command card |
| Fuel | none |
The hot drop
A fast fall, or climb, between height bands. The drive spools first, as for a jump, and the ship noses over as it spools. Then it falls at 2.5 km/s and eases onto the new band. A group goes together.
- Committed. Any other order during the spool calls it off. Once falling, the ship ignores every order until it arrives.
- The path must be clear. If something blocks the column, the drop is called off, or the ship pulls out short and goes back.
Why still go the slow way
- The escort can’t follow. Fighters have no jump drive, so a hot drop arrives alone. Docked craft ride along.
- It can’t fight back on the way down.
- It is loud. The hull glows and leaves a streak. Anyone looking at that sky sees where and when you came down.
The tactical burn
Pick a spot in the area you are viewing. Each ship’s footprint and path, a corridor as wide as the ship, is drawn before you confirm.
- Ships turn to face the spot and go once they are spooled and lined up within 2°. Nose first.
- A group burns together, each ship on its own parallel line.
- Not at Low, where a straight line that fast would hit the hills.
- A path blocked by enemy or big friendly ships is refused.
No fuel
Jumps cost fuel; hot drops and burns cost none. While the carrier is hot dropping or burning, nobody starts through its hangar bays: the line waits.
More: hot drops and burns devlog.