Changelog

Public Changelog

Emergency Recovery Warp

New, weaker, and recently defeated captains can escape core death loops without erasing veteran defenses or gaining permanent immunity.

Aaron - Game Dev, TW 3002 AI featurenavigationrecoverypvp

Veteran fighters, mines, armed planetary Q-cannons, and hostile ships can turn the routes beyond protected space into punishing chokepoints. That territorial play should matter—but a new, weaker, or recently defeated captain also needs a credible chance to find some peace beyond the core instead of losing replacement ships in the same loop.

Emergency Recovery Warp is that chance. Every captain receives one binary, non-stacking grant per galaxy on first entry—including an initial rollout grant for captains who were already participating—and a genuine ship destruction refreshes it to one. Refits, archival, reactivations, and voluntary replacements do not issue extra grants. An available grant can be redeemed only while the active ship is in CHOAM Protected Space through the existing Warp To panel.

Stock up before confirming. The server privately selects a distant destination using current threat conditions, preferring a lower-threat sector with a lower-threat connected exit and randomizing among comparable choices. If no perfectly clear option exists, it may use a least-threatening eligible fallback. The destination cannot be selected, previewed, predicted, or rerolled, and its safety is never guaranteed to last. A failed or rejected redemption—including the absence of an eligible distant destination—does not consume the grant.

The direct recovery warp is free: no credits, turns, action points, route traversal, or intermediate encounters. The exact arriving ship then receives temporary recovery protection. Other captains cannot attack it while it is parked at the arrival sector, and its first successful outbound hop bypasses hostile fighters, limpet and armid mines, Q-cannons, hostile ships, and NPC encounters. That outbound hop still pays the normal movement cost. Protection ends after that successful hop or after 15 minutes, whichever happens first; rejected movement does not consume it.

This is recovery, not permanent immunity or strategic fast travel. Accepted combat or crime, planet creation or colonization, and fighter, mine, planetary defense, or patrol deployment break protection before the action takes effect. Existing defensive assets remain in place, their locations stay private, and normal danger resumes as soon as the narrow recovery window ends.

See Getting Started and Fighters & Mines for the complete rules.