flares
The dying star is not done yet. Every forty-odd seconds it draws breath and throws a flare down the system: five seconds of warning, then eight seconds of it.
flares
The dying star is not done yet. Every forty-odd seconds it draws breath and throws a flare down the system: five seconds of warning, then eight seconds of it.
A sunjammer's sails do not care that the light is killing you. Caught in
the open you take hull AND you take charge. Within shelterRadius of a
registered site — a station hull, a wreck, the Gate's arch — you take
neither. That is the whole decision: cross now and pay hull for a full
tank, or sit in the lee of the last place you scanned and wait it out with
what you have.
The wash is real, not a HUD message: the ambient light of the whole system swings warm and bright over a half-sine, and a wave of embers comes past the ship travelling away from the star.
Flares.trigger(seconds) brings the next flare forward — for a scripted
moment at a site, or for a test that will not wait forty seconds to see
one.
Emits flare(phase) and publishes
Drift.state.flare = { phase, t, timeToNext, sheltered, intensity }.
Scoped to this part · feeds back into the world's score.