The Game

As with all games, this attempts to create an environment for conflict which is varied and enjoyable, but one that does not cling to reality in which space is BIG.

The galactic map is a flat, hex based map, showing all the stars that exist in RipSpace. Your ships can enter these systems if allowed (note that ship cost, ship class and rip currents may mean it cannot enter).

You can move your ships on the galactic map, positioning them upon systems that are open. When on the system the ship will automatically enter it if allowed. Obviously it is rare that a battle will only be between two players, and so dynamic alliances during the initial phases of combat are common. A system can be closed using lock down drones - this allows for private battles.

Each system that you have colonies in (or your homeworld) will be a source of currents which flow out in lines, North, NE, SE, S, SW and NW. These currents will open the first system they come to. This creates a grid of Rip Currents, flowing out from your colony systems to other systems nearby. The game client will show this to you.

Solar system maps are also flat. They show the planets within the system - the planets are actually moved in 3D and their shadow is cast onto a 2D disk. This means that not all orbits are circular, some are elipses cast as planets move through orbits at some angle to the ecliptic. The mass of the planets and their temperature (relative to the sun) are shown by the game. The match between a planets temperature, mass and volume and your races home planet will dictate the size of colony that you can have on the planet. Planets will move in their orbits, changing the map a little every turn.

Colony rules in RipSpace are very simple - you fire colonisation drones at planets to seed and grow them, and as the colony grows they generate goods. When you build a trade gate construct the goods are boosted from the system to waiting Nova shutlles which will then take some as profit and give you the remainder. Trade gates also allow colonies to automatically grow. You can reduce the size of enemy colonies by firing colonisation drones at them, or by killing their trade gate - colonies in systems without trade gates will shrink. Income from colonies contributes to your races 'fleet support' value, which determines the maximum fleet size you can build.

Each planet casts a gravity well, and these are colour coded to indicate the severity. Ships and drones will move slower in gravity wells. However, inside a gravity well your ships DarkLight will increase up to it's current maximum. DarkLight is spent to increase the performance of drones and movement in any given turn. DarkLight can often be the winning factor in a battle, more on it later.

The planets on the map remain static during a turn, moving in their orbits at the start of the next turn. Asteroid belts have a small gravity well, and do not move. Suns do not cast a gravity well - they are too massive and punch through the semi exotic space your ships occupy.

In flat space, outside of gravity wells your ships can scoop up combat mass (using exotic physics and the join from normal to exotic space in which the tide moves!). Combat mass is needed to create drones, repair systems and manufacture new ship units. Combat mass is held in your ships cargo hold and used by Drone racks, swarm generators and factories.

If your ship leaves the system its maximum DarkLight level is reduced by 1 and the closest enemy ship's DarkLight will increase by an amount dependant on the ships class (fighter, frigate etc). The gain is doubled if the ship is destroyed rather than simply jumping away from combat. If you jump away near your own trade gate then no DL loss or gain occurs.

Ships that leave a system are placed on the galactic map. If the ship is damaged then Nova repair shuttles will arrive from your home system to repair systems, habitat first and then other systems at a rate of 1 per galactic turn. You can also use repair drones and factories in system to repair ships. Additionally, if you win a victory, driving all enemies from the system then your ships that remain are all repaired by Nova shuttles from a grateful homeworld. You can also jump a damaged ship into an empty system, and it will fully repair instantly.

System with large numbers of planets are always open. Should several races have ships in open systems then an Epic Bloom will appear and start to grow. When it becomes enlivened the fleet with the ship closest to it will gain an Epic Level for their flagship.

This game is about your ships, and their history, more than creating a galactic empire. Successful ships will gain in DarkLight, making them very formidable. Epic levels will make these ancient vessels even more formidable. Each level of Epic status will make your ships DarkLight heart fill without being in a gravity well - so an Epic II ship will fill by 2 per turn even in flat space.

Over time, great commanders will have famous epic ships.

Players who play for free will not be able to increase their DarkLight by more than 2. These limits are removed for players who subscribe. It is possibly to play for free for as long as you like....the combat is the same, the only change is the DarkLight limit. Your vessels can still gain unlimited Epic Levels.