This rag-tag band of silly ships will be humanities last chance once the Thargoids totally destroys the bubble.



A long way from home, chased by the evil Thargoids, our heroes must protect the civilians, battle dangerous odds and solve mysterious puzzles on their way to their new home world.... ... a world the surviving Dr. Palin thinks is the best option to avoid the Thargoids forever.



Synchronous jumps is a must, because if you are left behind, you are easy prey. A new technology is being developed, that allows smaller ships to latch on to the hull of larger ships with greater FSD capability and therefore makes synchronous jumps easier and farther than before. It is also possible to refuel this way from larger vessels and to repair powerplants and hull.



It is a mini- ED game, where the silly ships are like systems in the old bubble, and we can do powerplay and trade goods between the ships in fighters, just as we did in normal ships back in the bubble between systems. Each capital ship is the base of one of the old-bubble factions. We can get military special missions in each of the new systems we encounter or we can do research missions to determine terraformable worlds and even leave small colonies behind if deemed a good spot. Each silly ship has a 'missions' officer, an 'trade' officer and a 'contacts' officer, just as bases had back in the bubble.