Welcome to the guide to the space trading and combat game Flatspace. |
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Being attacked is at best, very annoying. If your vessel is scanned, you can normally expect imminent attack and a yellow alert is triggered. If a missile launch is detected, a red alert is triggered. A yellow alert will also occur if armour has been penetrated. The alerts do nothing in themselves but act as a warning. Press the Red Alert/Cancel Alert control (default A) to turn off an alert, or to turn on the red alert if no alert is currently active. There are many ways to evade an attack.
Armour A cluster of wedges in the lower right corner of the H.U.D. indicates your armour status. Each wedge corresponds to a side of your vessel. Wedges are transparent grey if armour is good, yellow if armour is depleted by more than fifty percent, and red if armour is totally destroyed.
Shields A glowing sphere appears over the armour display in the lower right corner of the H.U.D. to indicate sheild strength. The indicator is bright if shields are high and fades to transparent as shields are depleted.
Missile Counter Measures Press the E.C.M. control (default E) to activate any counter measures installed. Flares are an ancient form of anti-missile system. A flare launcher is mounted over the thruster port of a spacecraft so ideally the missile to jam should be behind your vessel when flares are deployed. If the missile is fooled, it will stop heading for your ship and head for the flare. Note though that a missile will be destroyed when it hits a flare even if it was not fooled. Some very skilled pilots use flares in this way to shoot down high level missiles but that kind of behaviour is very dangerous. Flares are sold in packs and can run out so use them sparingly. Electromagnetic pulse devices (E.M.P. devices) send out a powerful pulse of energy that destroys all missiles within a certain radius. These devices are heavy and powerful and cause a large energy drain as well as potential damage to ship systems, however there is no limit to their power. Larger units are needed to penetrate the thick shielding on high level missiles but ultimately, if a large enough E.M.P. unit is used, any missile can be destroyed. Remote reprogrammers are sophisticated black (and silver) boxes made exclusively by one manufacturer, Xox. A reprogrammer will hack into the electronic brain of a missile in pursuit and convince it to kill something else, usually your primary target. There is something deeply satisfying in destroying a ship with it's own missile. If both ships have reprogrammers, you may care to engage in rocket tennis but this extreme sport is not endorsed by Xox. There are many other ways to avoid missiles, including simple evasive action. |