Game Mechanics

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

Speed2.5 km/s
Top to Lowabout 10 seconds
Whoships with a jump drive: the carrier and the Hawkeye
Hot droppress a band key twice quickly, or double-click a band button
Tactical burnB, or Burn on the command card
Fuelnone

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.

Why still go the slow way

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.

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.

Why these numbers →

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