Why the numbers
Every number in Hostile Flagship should have a reason. These pages are the record of those reasons: so that when a player, or we, wonder why a gun fires 25 rounds a second or a jump costs what it costs, there is an answer.
Under each number you will find:
- Why: the reason, in the developer’s own words where they exist.
- The anchor: the real-world figure it comes from, with its source, or how it was derived.
- When and where: the date it was decided and the setting in the game’s code that holds it.
The game is in development, so numbers change. When one does, its line here changes with it, and the page’s “Updated” date shows when.
- No waiting, but the real distance: why jump fuel works as it does
Why jumps in Hostile Flagship cost fuel from the rocket equation, at 1 g with a 10,000 km/s drive, and why hot drops cost nothing: the reason, anchor and date behind each number.
- Fixed circles, one link per jump: why travel works as it does
Why the places in Hostile Flagship are fixed circles 800 km across in space and 200 km near the ground, and why a jump moves one link and never through a planet.
- A crewed scout on a real aircraft: why the Hawkeye is built as it is
Why the Hawkeye scout in Hostile Flagship is crewed, 17.6 m long, carries a 7 m³ tank, spools in 4 seconds and flies at 400 m/s: the reason, anchor and date behind each number.
- 4 seconds out, 6 in, 400 m hot: why the hangar works as it does
Why the carrier in Hostile Flagship has two side bays, launches in 4 seconds and docks in 6, goes hot on its own, and rearms in 20 seconds.
- 350 m, just above the longest ship ever: why the carrier is built as it is
Why the carrier is 350 m long, has 80,000 hull at Mk3, is disabled rather than destroyed at zero, and moves at 100 m/s: the reason, anchor and date behind each number.
- 25 drones, one brain: why the swarm comes in wings
Why the machine swarm in Hostile Flagship comes in wings of 25 with one brain each, spreads its fire over 5 targets, and loses a drone per drone of damage.
- Each tracer is three real rounds: why point defence works as it does
Why the carrier's point defence shows 25 rounds a second, carries 500 rounds, reaches 1,250 m and hides inside the hull: the reason, anchor and date behind each number.
- Every shot is a roll: why hits and damage work as they do
Why every shot in Hostile Flagship is rolled between 1 % and 99 %, why one Mark up is worth about five below, and how range comes from gun spread.
- Four bands, a 2.5 km/s drop, no fuel: why heights work as they do
Why Hostile Flagship uses four height bands near the ground, why hot drops fall at 2.5 km/s, why burns are banned at Low, and why neither costs fuel.
- Biggest in the middle, smallest close in: why formations work as they do
Why groups in Hostile Flagship form rings round their biggest ship, why small craft fly at their own speed, and why smaller ships give way to bigger ones.
- 10 g on orders, 5 g in a fight: why the Striker flies as it does
Why the Striker fighter is 18 m long, pulls 10 g on orders and 5 g in a fight, tops out at 500 m/s and climbs a steep Mark ladder: the reason, anchor and date behind each number.