Dynamic Encounters

Space is dangerous because every contact can change the run.

Encounters create danger, opportunity, delay, repair cost, and reputation change. A contact may be a merchant with useful information, a patrol demanding inspection, a pirate demanding cargo, a distress call, a derelict, a hazard, or a raider that turns the route into a fight.
When an encounter appears, choose how to respond. Scan before committing. Hail to negotiate. Evade if the risk is too high. Go silent if hiding is possible. Submit to inspection if the cargo is legal. Power weapons if combat is likely. Surrender cargo if survival matters more than profit.

Roadmap note: The first release uses 2D command-based encounters, not manual FPS or PvP combat. Future phases may expand encounter types, faction conflict, and additional combat or social systems.

  • Scan unknown contacts.
  • Decide whether to hail, evade, fight, hide, or comply.
  • Resolve danger through 2D6 skill checks.
  • Protect cargo, passengers, shields, hull, and escape route.
  • Use Escape Burn when survival matters.

Player promise: Every encounter asks the same question: what are you willing to risk to finish the run?