Operations Manual // Classification: Open

Command Briefing

Everything you need to know before taking your Mobile Shipyard to the frontier. Small fleets, deliberate combat, every ship counts.

Core Pillars

The four mechanics that define The Outer Line

//SYS-01

Gravity Wells

Strategic zones around celestial bodies. Each Gravity Well is a self-contained battlefield with asteroids, structures, and space to maneuver. The map is built from Gravity Wells connected by jump routes.

>>SYS-02

Mobile Shipyard

Your capital ship and the heart of your fleet. Produces combat vessels, installs modules for specialization, and can jump between Gravity Wells. Lose your last one, you lose the war.

<<SYS-03

Jump Drive

Every ship carries a destroyable Jump Drive. Charge up (5-20 seconds), jump to an adjacent Gravity Well, then stabilize with weapons offline. A vulnerable window that creates tactical depth.

++SYS-04

Tactical Pause

Pause the battle at any moment. Issue orders across multiple fronts without click-speed pressure. Every decision is deliberate. This is chess with warships, not a clickfest.

The Outer Line is a tactical space RTS built around deliberate decision-making. The map is a network of Gravity Wells connected by jump routes, where your fleet travels using the Jump Drive. At the center of your operations sits the Mobile Shipyard, a capital ship that produces your fleet, installs upgrades, and serves as both your factory and your most valuable asset.

With Tactical Pause, you can freeze the action at any moment to issue orders across multiple fronts. No click-speed requirements, no frantic clicking. Just clear thinking and hard choices. Matches last 1-3 hours, with small fleets where losing a single vessel changes the balance of power.

Operations

Every battle feeds a larger war

Every battle you fight shifts a global strategic map shared by all players. You are a faction commander - you pick operations from your faction, complete missions, and your victories push faction control across contested sectors.

Campaign seasons create narrative arcs with winners, leaderboards, and consequences. The map lives between sessions: autonomous simulation keeps factions moving even when you are offline, but player actions always outweigh the simulation.

//OPS-01

Game Modes

Skirmish, Strategic Campaign, Global War. Three ways to play, built on the same tactical battle engine.

>>OPS-02

Strategic Map

Fifteen sectors where faction control shifts with every battle. The war is always moving.

<<OPS-03

Military Rank

Rank up from Lieutenant to Fleet Admiral. Unlock equipment variants and earn your place in the faction hierarchy.

++OPS-04

Campaign Seasons

Periodic cycles with winners, leaderboards, and fresh starts. Every season is a new war.

Full Operations Briefing

Fleet & Combat

How fighting works in The Outer Line

>>CMB-01

Fleet Classes

Eight ship classes from fast Frigates to devastating Dreadnoughts. Light ships scout and harass. Heavy ships dominate. Every class has a role in your fleet composition.

//CMB-02

Hardpoint Targeting

Target specific subsystems: engines, shields, Jump Drive, sensors, weapons. Cripple a Battleship's engines to pin it down. Destroy a scout's Jump Drive to trap it in your Gravity Well.

<<CMB-03

Ship Abilities

11 energy-based abilities: Power to Shields, Overcharge Weapons, Evasive Maneuvers, Emergency Repair, Fortress Mode. Each drains from a shared energy pool that recharges over time.

++CMB-04

Shield Philosophies

Factions approach shields differently. NEC ships have superior shield HP and regeneration but weaker hulls. ORI ships are armored tanks with minimal shields. USF balances both.

>>CMB-05

Fleet Composition

Small fleets where every ship counts. A well-composed fleet of 15 ships beats a random blob of 25. Roles matter more than numbers.

//CMB-06

Fleet Positioning

Within a Gravity Well, ships use sublight movement. Asteroids block line of sight. Ambushes near jump arrival points. Flanking maneuvers around celestial bodies.

Early game
Light

Frigate, Destroyer

5-12 CP
Mid game
Medium

Cruiser, Heavy Cruiser

15-25 CP
Late game
Heavy

Battlecruiser, Support Ship, Battleship

30-50 CP
Endgame
Capital

Dreadnought

60-80 CP

Economy & Territory

One resource. Infinite strategic consequences.

++ECO-01

Supply Economy

One resource: Supply. Generated by Supply Nodes on asteroids at 20/min each. Spent on ships, structures, and modules. Simple to understand, deep to master.

<<ECO-02

Supply & Upkeep

Every ship costs Supply per minute to maintain. Larger ships drain more. Overextend your fleet beyond what your economy can sustain and it bleeds dry.

//ECO-03

Mining Stations

Build Mining Stations in resource-rich Gravity Wells to boost extraction rates. One of three Major Structure chains competing for each Gravity Well's single Major slot.

>>ECO-04

Economic Warfare

Raid enemy Supply Nodes. Blockade trade routes. A fleet without supply is just drifting metal. Chokepoints between Gravity Wells become critical strategic assets.

<<ECO-05

Territorial Control

Control Gravity Wells to control resources. Build Listening Posts for vision beyond your fleet's sensor range. Claim the frontier before your rivals do.

++ECO-06

Deep Space

The void between Gravity Wells. No construction, no hiding, no shortcuts. Ships must use their Jump Drive to cross it. Every jump is a strategic decision.

Structures & Progression

Build, upgrade, specialize

//STR-01

Major Structures

Each Gravity Well has one Major Structure slot. Choose between Military Station (defense), Mining Station (economy), or Shipyard (production). Your Mobile Shipyard assembles them from prefabricated modules. The choice defines the Gravity Well's strategic role.

>>STR-02

Capital Shipyard

The pinnacle of the Shipyard chain (Tier IV). Builds Dreadnoughts and new Mobile Shipyards. A game-changing investment that takes time and resources to reach.

<<STR-03

43 Modules

Your Mobile Shipyard installs modules across 13 upgrade chains. Only 30 slots at max tier but 87 needed for everything. Forced specialization: laser DPS vs. ion DPS, offense vs. defense.

++STR-04

Ship Production

Ships are built by your Mobile Shipyard or by completed Shipyard structures. Tier progression unlocks heavier classes: Light at Tier I, Medium at Tier II, Heavy at Tier III.

//STR-05

Sensor Coverage

Fog of War with three states: Unexplored, Explored (remembered), Active (live vision). Listening Posts maintain vision without ships present. Intel wins wars.

>>STR-06

Fleet Progression

Your Mobile Shipyard tiers up from I (14 module slots) to II (18 slots) to III (30 slots). Each tier unlocks new ship classes and deepens your specialization options.

Mobile Shipyard Progression

1
Tier I

14 module slots

100 CP base command points

Frigate, Destroyer

2
Tier II

18 module slots

200 CP base command points

+ Cruiser, Heavy Cruiser

3
Tier III

30 module slots

350 CP base command points

+ Battlecruiser, Support, Battleship

Victory Condition

Destroy All Enemy Mobile Shipyards

There is one way to win: eliminate every enemy Mobile Shipyard. Military Stations, fleets, territory - none of it matters if the enemy still has a Shipyard building ships. And if you lose your last one, a 120-second countdown begins. Build a new one from a Capital Shipyard before time runs out, or it is over.

Built to be Modded

Every number in the game lives in a JSON file you can edit

Ship stats, structure costs, weapon parameters, AI behavior thresholds, economy values, faction bonuses - everything lives in human-readable JSON files in the game's data folder. Open them in any text editor, change the numbers, and the game reflects your changes on the next launch.

No SDK required, no recompilation, no modding tools to install. If you can edit a text file, you can mod The Outer Line.

//UnitStats.json
//StructureStats.json
//HardpointStats.json
//ModuleStats.json
//CombatConfig.json
//BattleConfig.json
//AbilityStats.json
//BattleAIConfig.json
//Factions.json
//FogOfWar.json
//LoreConfig.json
UnitStats.json
{
  "frigate": {
    "hp": 180,
    "shields": 120,
    "baseSpeed": 220,
    "supplyCost": 40,
    "buildTime": 12
  },
  "destroyer": {
    "hp": 350,
    "shields": 200,
    "baseSpeed": 160,
    "supplyCost": 80,
    "buildTime": 20
  }
}

Change any value, restart the game, see the result