D-Pad Control

The D-Pad or joystick (depending on user settings) is displayed in this area. Pressing up on the control accelerates the ship forward relative to its current direction. The left and right areas turn the ship in their respective directions. Pressing down on the control accelerates the ship opposite of its current direction. The diagonals provide a combination of acceleration and turning. If you've ever played Asteroids, you know how this works. The D-Pad's buttons are not proportional; pressing the up/left diagonal provides the maximum forward and left output the ship can provide.

Joystick Control

The joystick functions similarly to the D-Pad, except that all inputs are proportional. The further the user positions their thumb from the center of the control, the more acceleration the ship provides. The further the thumb is placed to the right or left, the faster the ship turns. As a consequence of this, commanding the ship to both turn and accelerate at its maximum is impossible. Additionally, commanding the ship to turn without accelerating slightly, or accelerate without turning slightly, is nearly impossible.

Relative Joystick Control

This method allows the user to simply point in the desired direction of travel. The ship will automatically rotate and accelerate in the specified direction. While this method can complicate more advanced forms of movement such as strafing and moving backwards, its simplified approach may be preferable to some users.

Dual Joystick Control

As a fourth option, the user can select the dual joystick control scheme. This option enables two joysticks, one for thrust and the other for turning. The left joystick (in the traditional joystick control location) controls turning. The right joystick (located above the ship abilities panel) controls thrust. This control scheme suffers none of the limitations of the conventional joystick, as the user is able to fully thrust and turn at the same time, as well as accelerate without turning slightly, and turn without accelerating slightly. Its one drawback is, however, that the user cannot thrust and use the ship abilities panel simultaneously.

All control schemes enable the user to gradually bring their ship to a complete stop by pressing and holding in the center of the control.

Ship Abilities

This area of the HUD displays the ship's four abilities. All abilities fit into one of four categories: Projectile, AOE, Internal, and Point to Point. Projectile abilities are those that spawn a moving object, such as a missile or bullet. Every ship has a projectile ability and it is always on the right side of the Ship Abilities Panel. AOE abilities affect an area around the ship. In the case of the Orca's EMP Burst, for example, enemy ships in the vicinity of the Orca instantly loose a portion of their shields and energy. Internal abilities are localized buffs. For instance, the Hammerhead can activate the Overload ability which increases its rate of fire. Point to Point abilities go from one ship to another via the targeting system. The Swordfish can activate its webifier by first clicking on an enemy player's ship, and hitting the webify button. This decreases the maximum speed of the targeted ship.

Ship Status

The Ship Status Panel displays the HP, Shields, and Energy of the ship. HP represents the durability of the physical armor and structure of the ship. As HP decreases the image of the ship varies accordingly, displaying cracks and other damage. Shields are an energy field that protects the ship from enemy fire. When a shielded ship is hit by an attack it's shield momentarily becomes visible. This can be an excellent indicator for Orca pilots deciding on which ally to give their Shield Transfer. Finally, energy indicates the amount of power that remains in the ship's capacitor. All abilities use some amount of energy. It is good to note that not only do energy and shields regenerate, but their rate of regeneration varies. The amount regenerated is at its lowest when the value approaches its maximum, and also drops off below about 1/4. Regeneration is greatest at about 1/3 capacity.


The Objectives Panel displays the current status of the combat environment's control points. Blue bases are always on either the top or left of the map, while red bases are on either the bottom or right. For this reason, capture points in the Objectives Panel are always listed from the top of the map to the bottom, or from the left of the map to the right. Blue squares indicate points owned by the blue team, red squares indicate points owned by the red team, and gray squares indicate points owned by neither team. As a point is being captured, the capturing team's color will slowly fill the point's corresponding square on the objectives panel. When the capturing team's color completely fills the square, the point is captured.

When playing King of the Hill, the objectives panel contains only one capture point square, which is located in the center. To the left is the blue team's time required to hold the point, and to the right the red team's.