Design: ship condition and servicing

Status: proposal, Modern rules only. Condition, symptoms and station servicing (sections 1–4) fit into the single-player game. Second-hand ships and engineering work (sections 5–6) come with shipyards and multiplayer. Please discuss in GitHub Discussions before building.

The idea

Ships wear out with use. Skipping a service saves money and costs you reliability. That should be a choice with consequences, never a chore. Nothing decays while you're away from the game, and a worn ship gets less dependable rather than suddenly dangerous.

Related designs: law and travel (damage, field repairs, rescue, power and protection), stations and worlds (what can be repaired where), economy and exchanges.


1. Condition

Every ship has a condition from 100% (fresh from the yard) down to 0%. It falls with use, never with real-world time:

Wear source Rough cost
Hyperspace jump Small, per light year
Running the engines flat out Slow and continuous
Overheating the lasers A noticeable step each time
Scrapes and hull hits In proportion to the damage

A careful trader flying steady routes should need a service every few dozen jumps. A combat pilot will need one far more often.

This is separate from combat damage (built), where a hull hit can knock out a specific piece of equipment, which is then repaired at a station. Condition is general wear; damage is a specific failure. A worn ship is a little more likely to lose equipment when hit.

2. Symptoms: gradual and readable

The ship always tells you how it's doing: a condition gauge, and a "Service due" note at docking. Symptoms get worse in steps:

Condition Symptoms
75–100% None
50–75% Shields recharge more slowly; lasers heat up faster
25–50% Occasional glitches: the scanner flickers, the throttle sticks briefly, or a drive misfire aborts the hyperspace countdown so you have to try again
Below 25% Frequent glitches, reduced top speed, and the risk of a system dropping offline until you run a field repair

3. Servicing at stations

4. The trade-offs

This is where servicing earns its place in the game:

5. Second-hand ships (with shipyards)

6. Engineering (multiplayer)

Classic rules

The 1984 game had no wear or servicing, so Classic rules leave it out entirely. Combat damage and repairs still apply as built.

Prior art

Later games in the series introduced regular servicing, with breakdowns if you neglected it. To be confirmed before we cite specifics. As always, we take the idea, not the implementation.

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/ship-condition.md on GitHub, open to pull requests.