Game features
Features that shape a match, whether you're playing or hosting.
Map size
A Map Size option scales the playing field — from tight knife-fights to sprawling campaigns. Pick it when you set up the game.
Repeatable maps and seeds
Terrain is built from phased, keyed seeding, so the same seed always lays out the same battlefield (no surprise spawns inside an asteroid). Each map exposes seed options you can set.
Shareable game codes, and saved setups
A game code captures the exact setup — map, size, seed, and options — so crews can replay an identical match. Share the code and everyone gets the same challenge. It does not carry your ship names: those are yours, not part of the match.
The same machinery is also a saved setup. On the server screen: build the setup you want, type a name beside the Presets dropdown, and press the save icon. It is there in the dropdown afterwards — including after restarting the mission. Presets are kept per map, and a saved setup does bring your crew's ship names and hulls back with it.
Loading one puts those ships straight on the picker, so helm can still change them and the change sticks.
If you would rather not press anything, RESTORE_LAST_SETUP brings back whatever the
last game started with, automatically. It is off by default; see
Settings.
Saved setups live in data/missions/common_data/game_codes/, outside the mission folder,
so updating the mission keeps them. A map chooses which options its code carries with a
GameCode: list in its metadata; leave that out and it carries everything on the Options
panel, plus the ships.
Bonus objectives
Optional bonus objectives give skilled crews extra goals to chase beyond simply surviving.
The Director console
The Director console (formerly Console View) lets you pair and rotate multiple views, with a cinematic mode for the big screen — great for spectating, streaming, or running a venue.
Game results & scorekeeping
The end-of-game screen is a tabbed results board, and it keeps score.
The tabs:
| Tab | Shows |
|---|---|
| Summary | Difficulty, enemies destroyed, tonnage destroyed, damage dealt, surrenders, game time. |
| Fleet | Each surviving player bridge ship: kills, tonnage, damage, hull remaining. |
| Air Wing | Each fighter/shuttle pilot by call sign: sorties, kills, tonnage, objectives. |
| Quests | Game and per-ship quests with their final state (secret quests stay hidden). |
| Enemies | Ships destroyed, broken down by race. |
How the score works:
- Kills — every destroyed enemy is credited to the ship (or pilot) that landed the final blow.
- Tonnage — flavor "tonnage sunk," scaled by the destroyed hull's size, so killing a capital ship is worth far more than a fighter.
- Damage dealt — raw damage, so a crew that softens targets for others still shows up on the board.
- Bridge-ship credit and fighter/shuttle (cockpit) credit are tracked separately, so the two never double-count.
Saved every game. Each result is written to a rolling history with an even denser per-ship / per-pilot / per-quest breakdown than the screen displays.
Running a tournament
The pieces above combine into a simple, fair competition format — handy for convention operators and league nights:
- Set up a match and share its game code (map, size, seed, and options), or just agree on a seed — every crew now plays the identical battlefield and enemy layout.
- Each crew plays the match; the Fleet and Air Wing boards give you kills, tonnage, and damage per ship and per pilot.
- Rank crews (or individual pilots) by whichever number you're scoring on. The saved result gives you the full breakdown after the fact.
Use the Director console for a spectator / big-screen view of the action while crews compete.