How Mission Protocol works
Mission Protocol Simulator is not a bridge game with a starship painted behind it. It is a simulation of the whole ship โ every deck, every system, every job. Anything you can do on a starship is a console, every console runs in real time, and behind all of them is one crew of real people keeping her flying.
Flight operations
Two stations, one navigation computer. Navigation plots the course; Helm flies it. The navigator sets destinations on the system map, drops free waypoints, and can even plot courses for other ships โ and the helmsman sees every one of them live, because both consoles share the same navigation computer. Open the two demos side by side and watch them talk to each other.
The helm itself is a full flight deck: long-range and short-range scanner maps (SRS cannot scan while at warp โ learn that one early), attitude control with hull-safe turn ratings, impulse percent, and warp that never happens on demand. You select a factor, charge the warp coils, and only then can you engage โ assuming engineering actually has the power for you.
Even arrival is gameplay. Docking is a real procedure: braking, approach, auto-dock alignment, then moorings secured, clamps closed, umbilical connected. Four indicators, and the ship isn't docked until all of them go green.
The decks that keep her alive
Every point of power the bridge spends is generated, routed, and protected below decks. Engineering isn't support โ it's where half the mission is won or lost.
Reactor Control runs a compact fusion reactor with real knobs: fuel injection rate, coolant pressure valves, collector alignment angle, and magnetic confinement beam power. Keep plasma stability at 80% or better โ under- or over-power the confinement and energy capture drops while chamber temperature climbs toward damage. If it all goes wrong, emergency core ejection is a button someone has to press, and then the whole ship lives on battery.
Power Distribution decides who gets what: impulse, warp, sensors, weapons, shields, navigation, comms โ and life support, which always comes first. Each subsystem has its own relay and regulator, the hull bus has a temperature with a breach point, and the support battery carries internal systems and impulse when generation falls short. Never warp.
Scan a location, acquire targets โ personnel or mission cargo โ then dematerialize into the pattern buffer and materialize at the destination, watching buffer occupancy the whole way. Shields have to be down, the power budget is real, and if what you're transporting breathes, the destination's atmosphere and temperature matter.
Try the demo →Capture, tow, and hold objects with the ship's tractor emitters โ another engineering station joining the lineup, because dragging a disabled freighter into dock should be somebody's whole job.
Weapons are a supply chain, not a button
The tactical officer tracks contacts, scans enemy subsystems, and coordinates the firing solution โ but nothing fires unless the decks below deliver.
Torpedoes start at Torpedo Assembly, where each payload is built by hand: warheads, probes, and beacon payloads with their guidance and propulsion. Only then can Torpedo Launch Control load the tubes, arm, aim, and fire. When the captain calls for a full spread, someone in assembly is already three torpedoes behind.
Energy weapons split into two disciplines: the phase cannon throws traveling pulses you have to lead onto target, while the phaser array holds sustained beams across multiple emitter banks, coordinating arcs of fire with the helm's maneuvers. And shield control is its own fight โ angling and reinforcing quadrants as incoming fire shifts, with every point of shield power drawn from the same bus everyone else wants.
The ship talks โ inside and out
Communications is a full signals station. Passive monitoring sweeps a 30-light-year map, detected transmissions arrive sorted by medium โ subspace or RF โ and a standard frequency catalog is there to search when an unknown contact starts broadcasting.
Transmissions are deliberate: unicast, multicast, or point-to-point on a chosen channel, with encryption for the conversations other ships shouldn't hear, and a return channel you advertise so the universe knows how to hail you back. The universe answers, too โ AI-driven contacts carry dialogue, negotiations, and mission details, so what you say on a channel actually matters.
Internally the crew runs on voice โ hosted-universe ships coordinate through Discord. Half the drama of a mission is what's said between the decks: the chief engineer buying thirty more seconds while the captain decides which hail to answer first.
Try Communications →One ship, functioning as an entire crew
Internally, the ship works like a real vessel: five divisions with their subdivisions, duty shifts A through D, and a chain of command from the captain through division chiefs to every station. Orders flow down, status flows back up.
And it all happens in real time, on one live-connected ship. When the reactor engineer pushes output, power distribution sees it the same instant tactical starts asking for more shields. A torpedo isn't ready until assembly finishes it. The ship isn't docked until the clamps close. There are no turns and no pauses โ the simulation keeps running, and the crew keeps up.
Every station is just a browser. No special hardware โ a laptop or tablet per console is enough to crew a deck. Preview every published console right now with sample data: no account, no download, no live simulation connection.
Three ways to play
Your network ยท your crew
- Run the full simulator on your own hardware
- One-time license with a key you manage and rotate
- Private use only โ game nights with friends and family
- Starter mission library โ fewer mission types than franchise or hosted play
Your venue ยท paid public play
- Commercial rights for permanent locations or one-off events
- Operator tooling for staff: sessions, resets, multiple bridges
- Players keep their own identities and progress
Our ships ยท your posting
- Monthly membership โ we host the ships and the universe
- Train at the academy and qualify for divisions and duties
- Serve under a captain โ or earn the center seat yourself