Wiki / Scenarios
Scenarios
A scenario places a world and wires its objectives. It is the same machinery whether it is a five-minute tutorial or a combat sandbox: some objects, and a reactive events-filters-actions script over a set of variables.
What a scenario places
A scenario spawns a handful of object kinds:
- Asteroids - mobile rocks with a radar signature. They feel gravity but never source a well. A rock has no health: it is carved away by what hits it, and how big it is decides how long that takes (see Shooting rock). Every rock can be shot apart.
- Planets - whole worlds, and the thing to place when you want a body rather than a big rock. A type and a seed draw the terrain, the biomes and the polar cap; the radius is the real size, not a designation the mesh reaches past. Nothing can destroy a planet - nothing carves one - and it carries a gravity well like any other body.
- Spaceships - multi-section builds under a player or AI controller, each spawn holding what the ship is permitted to do.
- Nav beacons - lockable waypoints visible to radar within 12 km by default, with authorable signatures for longer legs and optional trigger areas.
- Lights - the scene's own key/rim/fill lighting; a scenario that spawns none renders black.
Trigger areas - invisible volumes that fire on-enter / on-exit events - are created by an action rather than spawned as objects.
Objectives: events, filters, actions
Objectives are wired with a three-layer reactive system. An event fires under a named condition, a filter gates whether it applies, and an action runs when both match - all reading and writing typed variables (numbers, strings, booleans) with arithmetic and comparisons. This is the vocabulary Basic Training is built from - each beat is an event handler that grants the next capability, posts the next objective, and moves a beat counter forward.
What that buys you as a player is that a scenario reacts. Fly into a marked volume and something answers; neutralize the right ship and the objective completes on its own; clamp onto the hull you were sent to and the next leg is waiting when you let go; a won chapter plays a short outro of comms beats over the live world before any victory screen appears, so the moment lands before the overlay does.
The full construct catalog - every event, filter and action by name, with its fields - is the authoring contract and lives in the Create docs.
The shipped scenarios
- Open World - what New Game starts: a line warship (six PDC mounts on the trigger, a railgun on R, two torpedo bays on F) in a world generated from the seed you pick. The world's ships are generated from the civilizations that reach each place, each one siding Enemy, Player or Neutral: an intact ship flies an AI crew on that side, patrolling a loop near where it spawned, and a derelict wreck is still nobody's - its hull and docking ports are all that still work. Every one starts with role-specific goods and a credit balance scaled by its civilization's advancement; a wreck's is roughly half the goods and a fraction of the credits of an intact ship at the same standing, and it may hold no hull plates at all. Dock with a derelict, or a ship you neutralized, and Take its goods, or Take credits for its whole balance, in the Inventory pane - a calm ally or Neutral ship trades instead, and one that is Hostile, Enemy, or fighting refuses the dock. A ship that would appear where you stand waits until you move clear. Its asteroids can be carved and destroyed; its planetoids are planets and cannot be. Destruction and looting are not saved yet: fly far enough away that a sector unloads, and a destroyed asteroid or ship there is back, whole, when you return, and a wreck you emptied has its stock and credits again. There are no objectives yet. It is not listed in the Scenarios tab.
- Basic Training - the first-flight course: the Fleet gunnery range, where Range Control talks a cadet through a qualification card in an armed trainer, one gesture per beat (burn, STOP, the thrusters, a combat lock, the gun), then five target hulks and two range drones that go live and shoot back. No story; the reward is a posting.
- Menu backdrops - the living scenes behind the menus, in a shuffled rotation: each scene plays its act, then the menu cuts to another, and every scene plays once before any plays again. Torpedo Gauntlet (a gunship's six PDC mounts swat torpedoes streaming in from both flanks until its hard magazines run dry and the stand falls), Asteroid Weave (a cutter threading a dense rock band on real patrol waypoints, hugging its nav beacons), Duel Cycle (a gunship and a raider dogfight through the open center; a siege torpedo erases the winner), and Waystation Traffic (a hauler convoy circling a freight stop under amber dock lights). All of it is the real simulation, not a cutscene. Mods can ship their own by declaring a scenario
role: Backdrop.
The public Story archive presents campaigns as digital comics with page controls and a contents display.
Browsing and replaying scenarios
The Scenarios tab lists every scenario the installed content offers, and launches any of them directly - so a chapter you have already flown is one click away for a replay. The scenes that drift behind the main menu are scenery rather than levels and are never listed.
A campaign folds its chapters under a collapsible header - click the
[-]/[+] to expand or fold it - and lists them in play order, mid-story
chapters included. Scenarios that belong to no campaign list on their own below
the campaigns. A fresh install shows one of each: Season 1 with its first
chapter under it, and Basic Training on its own.
You can author your own scenarios and mods in RON - see the Create docs.