General · guide
piloting
also: driving, flying, mechs, vehicle types
Bikes, VTOLs and mechs. You need to be level 20 to buy or pilot one, and a license: a driver's license to drive, a pilot's license to fly. Examiner Okafor tests you at the Driving School, north of the Proving Grounds hangar (help licenses). Three kinds, by how they get around: Ground bikes, cars, walkers: roads and landing pads Air VTOLs, gunships: fly anywhere there's airspace; take off from and land on any open ground (not indoors) Hybrid jump mechs, hovercars: drive the roads, and fly a few moves at a time on their thrust. Thrust drains a point a move in the air and refills on the ground. Run out in the sky and you crash: the higher you were, the harder you hit. Flying. takeoff climbs into the air over where you are. Then fly with directions: north, east... over the rooms below, and up and down between levels, from +1 (20 m) to +5 (1000 m). How high depends on the area and on your vehicle (jump mechs stay low). land sets you down on the room just below, from the lowest level of air: air vehicles on any open ground, hybrids on a road or a pad. Nothing lands indoors. Cities have no airspace: land at the port outside and go in on foot or wheels. Your map and HUD show your altitude. How far a move goes. Out over the open wilderness, the higher you fly the further each move takes you: a square at +1, your vehicle's most at +5 (a scout goes further than a gunship). Come down low to pick your way to something exact. On the ground it's gears: up and down (or gear up / gear down) shift, first gear a square at a time, top gear as far as your vehicle goes. Shifting doesn't change your height; hybrids take off with takeoff. Your HUD shows your gear or pace. Landing pads. Out in the wilds the ground is rough: landing there burns a little extra fuel and can knock the hull about. Pads are always a clean landing, and they have: service pay to refuel, recharge and rearm (no fuel cells or crates needed) fly to <pad> autopilot from a pad to any pad you've been to (air vehicles), for fuel by distance. fly to lists them. On the webclient's map world, click a pad (H) to fly there: it only offers trips you'd finish with fuel to spare You can't take a vehicle indoors, into the sewers or down an alley: disembark and walk. Some routes are gaps (a collapsed bridge, a wall) that only something flying can cross, and the sky can't be reached on foot at all. Buy one from a vehicle dealer. It's parked where you buy it, and that garage is its home. Wherever you leave it, your maps show it (V on map, a pink diamond on the webclient mini-map), even in places you haven't explored, so you can always find your way back. board climb in and take the controls (or embark) disembark get out (not in mid-air) takeoff, land hybrids only refuel fill up from fuel cells (every move burns fuel) repair at a mechanic, 2 credits a point of hull vehicles yours, and where they are hud your heads-up display (hud off: only when asked) specs everything about it on one screen: gauges, fight numbers, crew, parts, guns, ammo, cargo, top-up costs Parts and garages. In a garage, fit <part> bolts a part onto your vehicle and strip <part> takes it off; loadout shows what's on. Every vehicle has a Grid: how much it can carry and power. Each part uses some, and stronger parts use more, so a Grid of 10 holds ten small parts or one big gun. Every gun fitted fires each round (safe holds one); missiles fire when you say. See help vehicle combat. Smart parts (targeting computers, guided missiles) also use your Bandwidth: how much networked tech your mind can run. It comes from Tech, your level and neural implants (score shows it). Short on Bandwidth, and the smart parts fitted last stay offline. Ammunition. Every gun uses rounds each attack, hit or miss, and an empty one doesn't fire; with nothing left, you can't attack at all. Rounds fill the ammo bay, and big ones take more room: a round's caliber in mm over 10 (a 12mm round takes 1, a 55mm shell 5). Carry crates and load them (not mid-fight); unload takes rounds back out into a loose crate (vendors won't buy those). Lasers and sonic weapons drain the battery instead: recharge with power cells, or pay to plug in at a garage. loadout and the HUD show what's left. While you pilot, the vehicle fights for you: its guns replace your weapon (with half your Tech added), its handling adds to your Reflex, its armor and targeting count, and hits land on its hull, not you. At 0 hull it's wrecked: you're thrown clear and it's towed back to its garage for repairs. Your prompt shows hull, fuel and thrust. Examples: board kestrel bike takeoff fly to Outskirts Landing Pad land service all
In the game, help piloting shows this too.