How to Play

Before you start: Pick a ship in the menu. Classes change:
- Speed/Acceleration (handling)
- Baseline Noise (how loud you idle/coast)
- Passive / Active base ranges (sensor strength)
Rule of thumb: Frigate = faster/stealthier (shorter base ranges). Capital = slower/louder (longer base ranges).

Objective: Sweep for Passive bearings, narrow your arc to refine, then Ping to confirm and intercept. If the prey reaches the green gate before time ends, you lose.

Visuals
  • Rings: reference Ambient/Passive/Active radii (thin). Real detection uses thresholds, so you can sometimes detect past a ring (loud target, narrow arc) or inside it (quiet target, cover).
  • Arc wedge: Passive field-of-view; detections occur inside the wedge when the signal crosses threshold.
  • Passive bearings: short blue rays from your ship showing direction, not range. Orange traces may indicate decoys.
  • Red circles: reveal bubbles — Active ping only.
Scanning & Detectability (Threshold Model)
  • Ambient (always on): hint appears when NI×size ÷ distance² clears a threshold. Ignores arc.
  • Passive (Arc): inside the wedge, a return appears when (NI×size×arc gain) ÷ distance² clears a threshold. Produces bearing-only intel with error that shrinks as SNR improves.
  • Active (Ping): exact positions when two-way strength (∝ 1/distance⁴) clears a threshold; large reveal pulse; cooldown applies.
  • Cover and noise: zones reduce NI (harder to detect); thrust/weapons/pings raise NI (easier to detect).

Tips: Sweep wide to find direction, narrow Arc to refine bearing, then Ping. Use zones (shadows/thermal/clutter) to cut NI and break locks.