Design: law, travel, debt and capture

Status: agreed design, not yet built. It belongs to the trading and galaxy milestone. Items marked (proposed) haven't been confirmed yet; please discuss them in GitHub Discussions before building.

This document describes how crime, punishment, travel, ship loss and debt fit together in Witchspace. It applies to Modern rules unless stated otherwise. Classic rules stay true to the 1984 original and are covered at the end.

The guiding principle

Every hard situation needs at least one way out, even if it's expensive or humiliating.

Being refused docking, running out of fuel, losing your ship or falling into debt should create hard choices, never a dead end where the only option is to stop playing.


1. Identity: transponders and police markings

Ship registry and flags

Like real ships, every ship is registered in a system: its flag. The registry is part of the transponder and shows as that system's crest beside the callsign.

2. The law and your record

Status Meaning Docking at lawful stations
Clean Nothing on record Allowed
Offender Minor crime Allowed; a fine is deducted automatically on arrival
Fugitive Serious crime (attacking police or stations, murder) Refused (see "Ways out" below)

3. Ways out when you're wanted

Option How Cost
Surrender Available anywhere in a lawful system from a comms key. Cut your throttle, take your weapons offline and wait. A police Viper flies out, scans you and escorts you in. Fine; contraband confiscated; record cleared in that system
Pay remotely Settle the fine over comms from outside the station The fine plus a premium
Bribe Corrupt systems only Cheaper; risky; may fail
Run Jump to another system, ideally an anarchy Fuel, time and danger

Scanned on the way out (idea, Mark, 29 October 2026)

Mark: "the station scans you on the way out and on the way in. So if you buy some dodgy stuff from the backroom and launch you immediately get flagged by the police don't you?" Not yet, and that's a loophole: the police's proximity scan happens once per visit to a system (scanned in main.ts, reset only when the system's scene is built), lawful stations inspect the hold on docking, and nothing checks on launch. So a commander can arrive clean, be scanned clean, buy contraband in the back room and fly out unseen.

4. Getting caught: what you lose

Handing yourself in is treated more leniently than being caught.

How it ended Fine Contraband Weapon upgrades Civilian equipment
You surrendered Yes Confiscated Kept Kept
Police disabled you Larger Confiscated Confiscated (used in the crime) Kept
You can't pay the fine (unpaid) as above as above Impounded until paid

5. Damage, disabling and capture

(Built so far: fitted upgrades can be knocked offline (Modern) or destroyed (Classic) by hull hits once the hull is below half, 1 in 12 per hit and at most one every 10 seconds, and are repaired at a station for 30% of their price.)

6. Fuel, rescue and never being stranded

The station fills your tank as you dock (Mark, 27 October 2026: "it's a bit tiresome having to always go to the station tab and refuel. If you forget you have to dock again!"). Under Modern rules docking refuels you as far as your credits go, and says so (Refuelled · +3.5 LY · 7 Cr). Fuel is 2 Cr a light year, a full Cobra tank 14 Cr at most, so the chore was the only real cost. (Built.) Classic keeps 1984's pump on the Station tab.

7. Losing your ship: insurance, loans and loan sharks

Insurance is a product you buy

(Built so far: everyone is insured, with no premiums yet. A claim costs an excess of a tenth of the kit's value (at least 250 Cr), but never takes you below a new commander's 100 Cr stake: whatever you can't pay is written off. The new ship comes with a full tank. Everything on the new ship works, even kit that was damaged before (a broken transponder must not follow you into the next fight), and your record stands. Stations that check transponders (everywhere but anarchies and feudal worlds) won't clear a ship to launch without a working one: a broken transponder is repaired before launch for the usual repair price, or free if you can't pay, and a switched-off one is switched on. Where nobody checks, you may launch with a broken one, and the station logs your hull so the police there don't hail you. Fugitives aren't covered and get a bare Cobra (pulse laser, no upgrades), unless an escape pod saves their kit; the Co-operative tops them up to the 100 Cr stake. Losing the hold is the real cost, and it's enough. Since shipyards build to order, you get your own hull back in its paint; a hull dearer than a Cobra adds a twentieth of the difference to the excess, and a Fugitive without a pod loses it (ships, classes and makers).)

When insurance doesn't pay

The bank The loan sharks
Where Stations in lawful systems Back rooms in corrupt and anarchy systems
Needs A clean record, good credit history No questions asked
Interest Modest Brutal
Missed payments Credit rating falls; eventually the ship is repossessed Warnings, then penalties, then bounty hunters

The safety net

8. Travel pacing

The aim: under a minute per jump, start to finish, and something worth your attention on arrival (proposed pacing).

  1. Charge the jump drive: about 10 seconds. Nearby ships block it (mass lock), so you can't jump out of a fight at point-blank range.
  2. The witchspace tunnel: a few seconds.
  3. Arrive a short way out, then use the J in-system jump (as in the original) to cover most of the distance to the station in seconds, unless you're mass locked.
  4. Arrival encounters keep it interesting: pirate ambushes, drifting cargo, distress calls, police scanning your transponder, ships fleeing someone. These are ideal community contributions.

A run to an outlaw system several jumps away should be a few tense minutes, not half an hour of cruising.

9. Power and protection

What happens when a heavily armed veteran arrives somewhere poor and low-tech? Against the locals (NPCs), let it be fun: pirates flee, traders ask for escorts, governments offer work. Against weaker players, the world pushes back, through logistics, law and response rather than invisible rules.

Two tiers of law enforcement

System Police Co-operative Marshals
Who Each world's own force The Galactic Co-operative's own law enforcement, everywhere in Co-operative space
Ships Vipers: cheap, fast, numerous Heavier advanced interceptors and patrol cruisers (original designs; a good community contribution)
Jurisdiction One system Every Co-operative system; their warrants follow you across the galaxy
Strength Varies with government and tech level Always strong
They handle Day-to-day crime High-threat ships, serious crimes, organised crime and pirate gangs, Thargoids

The response scales with the threat

Logistics: advanced gear needs advanced support

Weapons licences and no-fire zones

The station defends its approach (Mark, 27 October 2026)

After Mark was shot down by pirates at Raoror while his docking computer flew him in, unable to fire back:

Protected starter systems

The upside

A powerful commander in a poor system can be a force for good: escorting convoys, clearing out pirates, bringing in high-tech goods that sell at a premium. Their power becomes a story, not just a threat.

10. Classic rules

Classic stays true to 1984:


Open questions

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/law-and-travel.md on GitHub, open to pull requests.