Design: radio, the comms array and the emergency beacon

Proposed, October 2026; stages 0 and 1 built (see "As built" at the end). Change by pull request.

Commanders can't talk to each other yet. Shared space carries positions, shots, missiles and hits, and nothing else. This design adds a way to talk that belongs in the world: a radio every ship has, a comms array that reaches further and can be shot off, and an emergency beacon that nobody can silence.

It builds on servers and hosting (shared space, accounts, fair play), law and travel (transponders, hails, crimes), ship condition (damaged kit) and companies and contracts (the companies' messages). The idea started in ideas.

Principles

The three pieces

Radio (every ship) Comms array (upgrade) Emergency beacon (every ship)
Range Scanner range, about 12 km The whole system; news and distress calls from a jump or two away The whole system, and the station
Talks to Your target, ships in range, the station, police Everyone in the system: open broadcast, later guild channels Station traffic control, police, anyone in the system who can help
Type Text Text, voice later A short, fixed set of calls: Mayday, out of fuel, under attack, docking request
Can be damaged? No Yes: fragile, mounted outside the hull, shot off in combat No: armoured
Cost Fitted as standard Expensive, high tech Fitted as standard

The radio

Everything you hear goes into one radio log, a small panel that fades when it's quiet, so the flashes on screen today become things that were said by someone:

Range is real. Messages from ships beyond scanner range don't arrive; near the edge they arrive with gaps and static.

The wall of text: needs a better design (Mark, 26 October 2026)

Status: problem noted, to design. As built, every line anyone says goes into one list, and in a busy system it becomes a wall of text: station traffic, police, pirates, traders, company notes and news, all the same size, one after another. It's hard to read, the line that matters is buried among the ones that don't, and in flight there's no time to read a wall. It needs a more intuitive, elegant answer, not more lines. Directions to explore:

The test of a good answer: in the middle of a busy system, a glance tells you whether anything needs you, and what.

Answer cards (built, 27 October 2026)

Mark: "it's relatively hard to communicate back to a radio message." The first piece of the answer above: anything that wants an answer is a card, with its answers as buttons.

Over to the community (Mark). These are starting points, not the answer. If you have a better idea for the radio and the comms array, or improvements to any of this, we'd love it: a sketch, a mock-up, a prototype or a paragraph. Post it in Discussions or on the ideas board, and the best answer gets built, credited to you.

The comms array

An expensive, fragile, visible upgrade: a dish or mast on the hull that other ships can see and shoot.

The radio is where the companies talk to you

The radio isn't only for ships. It's the one place everything that talks to you in flight is heard: station traffic, the police, pirates, traders, and the companies and their contracts. "One jump left", "Running late", "Cargo reclaimed", "Delivered, with thanks", "Work on your route" and "Back on course" all arrive on the radio, from the company that sent them, in its colour. Messages that last (the ones on the Contracts tab) stay where they are; the radio log is where you hear them first, and where you look after a fight to see what you missed.

The comms array is how the companies reach you anywhere. Without one, a company can only talk to you through a station's traffic control, so you hear about work on your route as you come in to dock. With one:

The four companies use the array differently in flavour, not in rules; the Carriers' Mutual in particular listens for its own ships' distress calls and remembers who answered.

The emergency beacon

Armoured, built in and not chat. It sends only fixed calls, and always gets through:

Talking to other commanders

Who can transmit

Channels

Channel Who hears Needs Stage
Hail The ship you're targeting Radio 2
Local Ships within scanner range Radio 2
System Everyone in the system Comms array 3
Station mail One commander, delivered when they next dock anywhere Account 4
Guild Your guild, across the galaxy Comms array and a guild 5
Voice Ships in range, fading with distance and positioned left and right Comms array, opt-in, push-to-talk 6

Station mail is how commanders who aren't online together message each other. It's written at a station and waits at the recipient's next dock. In time it could travel at the speed of ships: a letter carried a few jumps arrives later than one sent next door.

Safety

The law (UK)

A service where users can send messages to each other is a user-to-user service under the UK Online Safety Act, whatever its size. Before player messaging opens we need to:

Ofcom publishes guidance and tools for small services. This is a list of what to do, not legal advice: it should be checked before stage 2 ships.

What's stored

How it works

While you're away: the array listens

Proposed, October 2026. Notifications shouldn't feel like an app nagging. In Witchspace they're your ship's radio reaching you: when you dock and close the game, your Cobra sits in its berth with the comms array still listening, and what it hears finds you.

As built (first part, October 2026): the ship's log runs by push notification for two kinds, each with its own switch under A · Account ("Your ship's log"), both off until you turn them on:

At most one log in about a day (20 hours, so it doesn't drift later each day), never between 10 pm and 8 am your device's time, and nothing is told twice. Not yet: the lanes, the galaxy's news, email, and the radio log on arrival.

Building it in stages

Stage What Server
0. The radio log Hails, clearances, police warnings and pirate threats move into a radio log; hail your target and get answers None
1. Array and beacon (single-player) The comms array as kit you can buy and lose: company offers anywhere and accepting them remotely, distress calls to answer, news at range, listening in. The beacon with its fixed calls None
2. Player radio Hail and Local between signed-in commanders, quick phrases, mute, block, report, the filter, admin review. The Online Safety Act steps done first The system server routes; reports in Accounts
3. System broadcast The array's open channel for players; the array can be shot off by players too Server-checked array
4. Station mail Messages to commanders who aren't online, waiting at their next dock Accounts
5. Guild channels With guilds (roadmap 4) Galaxy-wide fan-out
6. Voice Opt-in proximity voice, push-to-talk, off by default Peer-to-peer audio through a relay; needs its own safety review
Away The array listens while you're away: the daily ship's log, order fills, Legends and news by notification, switches per kind, quiet hours The hourly Accounts alarm, from save, seed and clock

Stages 0 and 1 make the game better on their own, and they don't depend on how many people are playing. Stage 2 is worth building once a few commanders are flying in shared space together.

Open questions

As built (stages 0 and 1, October 2026)

Single-player and Modern rules only; Classic flashes its messages as before. No server changes.

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/radio-and-comms.md on GitHub, open to pull requests.