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Dreams Gate · World open · 250

Fleet

Flight and combat

6DOF, two cameras, opponents, boarding and sieges with shield vulnerability windows.

Updated November 11, 20263 min

Flight is arcade and responsive: there is inertia, but no Newtonian orbital mechanics. Strategic depth lives on the map, in the economy and in preparing an operation, not in simulating orbits.

Flight

Parameter Value
Maximum speed 300 m/s
Fire range 1,200 m
Weapon cooldown 220 ms
Return to combat after death 2 s
Mining range 250 m
Mining rate One unit of ore per 1.2 s

Six degrees of freedom: fly backwards, sideways, up and down, and perform a full barrel roll or loop. Controls are mouse and keyboard on PC, two virtual sticks on a phone.

Cameras

Camera When to use it
Cockpit Precise aiming, a sense of presence
Third person Awareness, evasion, reading the fight

Switch with V. In the cockpit the dashboard shows hull, shield, energy, thrust and radar.

Opponents

Opponent Hull / shield / damage Behaviour
Sentry 120 / 50 / 12 Notices a target at 180 m, guards resources and nodes
Raider 70 / 20 / 10 Speed 210, fires at 500 m, up to three per system, returns after 15 s
Frontier patrol 90 / 35 / 14 Speed 230, fires at 620 m, up to two, needs two pilots

The frontier patrol is not a solo target. It takes two pilots, and it leaves 180 cr and 2 ore.

Loot and boarding

  • X inspects a target at 180 m.
  • X loots and begins boarding at 120 m.
  • While the escort ship lives, nobody gets aboard.
  • A 40-unit hold limits how much you carry home in one trip.

Siege

From orbit you can damage a planet and its base, but it is not an instant win. A siege runs in rounds.

One orbital round strips from the shield:

  • 25 base damage;
  • +4 per warship, up to five;
  • +3 per siege analyzer.

Rounds are 10 seconds apart. When the shield breaks, a vulnerability window opens for 10 minutes, after which the shield needs 2 hours to recover.

Then the capture maths takes over:

  • Integrity damage: 5 minus defence/20, but never less than 2.
  • Capture progress: 10 minus defence/12 plus 1 per warship, but never less than 4.
  • Without a beacon capture stops at 99%.
  • At system security above 50 capture is impossible.

A captured base keeps at least 65 integrity: the winner gets a working colony, not scorched ground.

Offline protection

  • An offline defender’s integrity never drops below 25.
  • Capture never rises above 75.
  • Emergency relief costs 500 cr plus 10 cr per percent of capture, has a 30-second cooldown and gives +20 integrity and −20% capture.
  • New pilots get 24 hours of protection after founding a colony.

There is no full offline wipe. A siege can take a base, but it does not erase progress.

Mobile combat

On a phone combat uses two sticks: the left for thrust and yaw, the right for roll and look. Fire and camera buttons sit on screen. Landscape gives more view; portrait is easier to hold.

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