WARBIRDS.IO Dev Log

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One sky, one fight: the Brick Moon gets bigger and the war gets closer

The Brick Moon was a pebble. You could see the whole of it at once, and the war was smeared so thin across it that finding an enemy was most of the round. Not any more. The moon is fourteen times bigger, the fight now happens inside one combat zone that orbits with the stations, and the hardest lesson in the game — never point at what you want to catch — has been repealed by the moon itself.

The old moon was honest about being small. Two and a bit kilometres across, a horizon you could throw a wrench over, and the whole gray ball visible in a single glance. It was charming for about ninety seconds, which is roughly how long a lap took.

Now look down. The mare runs out to a horizon **three and a half kilometres away** and keeps going after that — ridges, crater rims, a highland mass standing off your shoulder that you can learn by name because it will still be there next orbit. A full lap of this world takes over a quarter of an hour. You will not be doing full laps. That is the point.

The war has an address now

Every round of the Brick Moon is fought inside **one combat zone**, ten kilometres across, and the zone is *in orbit* — it sweeps around the moon with the stations at its heart, carrying the whole war with it. Crimson arrives at one end, Cobalt at the other, and everybody is inside the same patch of sky from the first second of their first life.

You do not go looking for the war any more. You spawn in it. The nearest enemy is usually already a diamond on your glass, and the tally beside it is measured in *hundreds* of metres, not the empty side of a planet.

Wander too far and the ship takes itself home. Cross the boundary and the autopilot puts the nose on the fight and opens the throttle — a calm **⟲ AUTOPILOT — RETURNING TO THE COMBAT ZONE** across the glass and about twenty seconds of someone else flying. Straying out is a navigation mistake, and the price of a navigation mistake is a short ride back, not a funeral. Your guns are still yours the whole way in. The turret never hears about it.

Point at him and burn

Here is the part that changes everything about flying out here.

The old Brick Moon asked you to learn something genuinely difficult and genuinely true: to catch a ship *ahead* of you, you did not point at it. You went **down**, let a lower and faster orbit walk you underneath him, and came back up when the geometry said so. Point straight at a target ahead and you climbed, and climbing is slowing, and he pulled away while your instruments insisted you were accelerating toward him.

That was the correct answer on a pebble. On a world this size, with gravity this gentle, your engine simply out-argues the moon — by about **thirty to one**. The trick stopped being necessary, so it stopped being required.

Put your eyes on him, open the throttle, and you close. The panel tells you exactly how hard and exactly how long:

**TGT Cumulus Carl**   3.7 km   closing 41 m/s   pass 260 m in 44 s **▶ POINT AT HIM AND BURN — hold 60 m/s and he's yours in 67 s**

Then it counts down, and it is telling the truth — the clock it prints lands within a second or two of when you actually arrive in gun range. When you are holding the merge it says so. When he is pulling away it says that instead. And when you are coming in hot it gives you the one warning nothing else out here will: **· EASE OFF — you pay again to stop.** Nothing slows you down in vacuum for free. Arriving costs exactly as much as leaving did.

Orbits have not stopped existing. Your ship still flies a real one, the moon still turns underneath you, the terminator still comes around and the dark side still hides you. It is scenery and weather now instead of a toll booth on every single intercept.

Three stations, flying in formation

The prizes moved, all of them, and they moved *up*.

The great brick wheel is still the centrepiece — turning slowly on its shell, bubble glowing gold when nobody holds it, crimson or cobalt when somebody does. But the two radio relays that used to sit bolted to the regolith at opposite ends of the world have left the ground. They are **outposts** now: smaller stations, a girder spine and a brick pressure can with the old dish still swung out on the beam, and they ride the same orbit as the wheel, one ahead and one astern.

They fly in perfect formation, because they have to. Everything in the group shares one shell and one speed, so the three of them keep station with each other for the whole round — a little constellation strung two and a half kilometres apart down the track, sweeping around the moon together with the fight boiling between them.

Holding one still asks the one piece of orbital flying worth keeping: **match, don't pass.** Get inside the bubble and get your speed onto the station's, and it pays. Come screaming through at sixty metres a second and you get a nice view and nothing else.

What it feels like

It feels like a dogfight that happens to be in orbit, which is what it should have been all along. Three prizes close enough that a fight over one spills into the next. Enemies you can *see* and, better, enemies you can *reach*. A horizon far enough away to fly toward. And the constant, quiet knowledge that everything you do costs propellant twice — once to start and once to stop — so the pilot who wins the round is usually the one who spent the least getting there.

Crimson and Cobalt, one orbit, ten kilometres of sky, and no more homework.

Roll out.