Game Mechanics

Out in 0.8 seconds: hot launch and dock

Published

In short: in peace, craft slide calmly in and out of the carrier’s bays. With enemy craft near, it all goes hot: craft are shot out at full speed and come straight back in. It happens by itself and costs nothing.

At a glance

Calm4 s out, 6 s in
Hot launchstraight out 400 m at full speed: 0.8 s for a Mk3 Striker
Hot dockline up 400 m out, straight in, brake only inside
Squadron of 12about 6.5 s calm, 3.9 s hot
Goes hotby itself, when enemy craft are near

Calm and hot

The bays have no catapult and no arrestor wire: the speed is the craft’s own.

When it goes hot

When an enemy craft is close enough to matter: within its own reach, plus the carrier’s point defence reach, plus the 120 m approach. A craft coming home from a fight, or with an enemy on its tail, docks hot even when all is quiet round the carrier.

A dock order beats the stance: an evasive craft told to dock flies straight in. The hangar is the safest place.

Squadrons

A squadron of 12 goes through one bay as a stream: each jet starts when the one ahead is halfway through. The whole squadron is out or in in about 6.5 seconds calm, 3.9 seconds hot. Other craft wait their turn for that bay.

More: the hangar, the carrier’s hangar devlog.

Why these numbers →

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