Interface

HUD & interfaces

The HUD groups chat, inventory, map, tasks, faction tools, and options so the player can stay in flow.

Overview

Chat and communication

Chat stays close to the action so players do not lose the flow.

Compact mobile layout

Small screens use simplified menus and modal access instead of a full desktop HUD.

Wiki access

The Wiki entry sits alongside the rest of the in-game tools.

Rules

Scan and intel

Scanning is the main way to make targets readable before committing to combat, gathering, or shared group decisions.

  • Scanning costs 1 AP and requires the correct probe module for the target type.
  • PC and NPC scans receive a difficulty badge from combat skill comparison.
  • A scan can be shared with a group for another AP if the scan is still active.
  • Moving through a warp invalidates scans that were tied to the old sector state.
Combat probe
Used for PC and NPC targets.
Drilling probe
Used for sector elements.
Scan skill
Detection receives XP from successful scans.

Ship interface

The HUD is built around the current ship state: AP, movement, modules, cargo, defenses, visible targets, and action feedback.

  • Movement feedback reports accepted path length, remaining movement, and maximum movement.
  • Inventory changes refresh local ship data after crafting, gathering, and module changes.
  • The interface exposes wiki access beside the rest of the in-game tools.
  • Mobile screens use compact access patterns instead of a full desktop HUD.
Primary state
Current ship, AP, movement, cargo, hull, and shields.
Feedback
Action results update the relevant local panel after the server confirms them.