Map Size & Orbital Combat: Translating Arc Raiders’ Map Strategy to Space Combat Arenas
A technical guide to sizing space combat arenas: formulas, archetypes, hit detection, sensor tuning, and telemetry—apply Arc Raiders’ multi-size idea to orbital design.
Hook: Why arena size is the secret weapon every space combat designer is missing
Designers and modders: you want space combat that feels thrilling, fair, and informative — but you keep hitting the same blockers. Projectiles feel like lottery tickets at range. Players cluster or vanish into empty sky. Sensors either give perfect knowledge or nothing at all. If you can’t tune map size to ship kinematics, projectile times, and sensor bubbles, your space arena will break player spacing, pacing, and balance.
In 2026, Ark Raiders’ design lead teased that Embark Studios will ship “multiple maps across a spectrum of size” — and that’s a design cue we can reuse. This deep technical guide translates that multi-size plan into actionable formulas, metrics, and tooling for orbital combat arenas: hit detection, engagement envelopes, player spacing, and balance telemetry you can implement today.
"There are going to be multiple maps coming this year... across a spectrum of size to try to facilitate different types of gameplay." — Virgil Watkins, Arc Raiders design lead (GamesRadar, 2026)
Executive summary — what you should do first
- Pick an engagement archetype (dogfight, skirmish, fleet battle) and set a target time-to-contact (TTC) for that archetype.
- Derive arena diameter from ship speeds and desired TTC using simple physics: distance = speed × time.
- Tune projectile speeds so projectile time-to-target (TTT) aligns with intended reaction windows (0.5–4s depending on archetype).
- Set sensor ranges as a percentage of arena diameter to control encounter frequency and fog-of-war.
- Measure and iterate with telemetry: engagement duration, time-to-first-hit, hit registration rates, and player spacing heatmaps.
Core concepts you must quantify
Before diving into numbers, settle these terms as they shape design and code decisions.
- Engagement Envelope: The spatial window where two forces can meaningfully damage each other.
- Effective Engagement Range (EER): Typical combat distance where most hits land (meters/kilometers).
- Time-to-Contact (TTC): Time it takes for opposing players to close from detection to weapon range (seconds).
- Time-to-Target (TTT): Projectile travel time from firing to potential impact (seconds).
- Sensor Bubble: Detection radius at which players become aware of targets (meters/kilometers) and the update frequency for that info.
Simple formulas that drive arena sizing
These aren’t magic — they’re just kinematics and reaction-time budgeting. Use them to compute starting sizes.
1) Engagement distance from desired TTC:
arena_radius ≈ (player_speed_mean) × (TTC_target) × safety_factor
Example: fighters averaging 300 m/s and TTC_target = 10s → arena_radius ≈ 300 × 10 × 1.4 ≈ 4,200 m (~4.2 km).
2) Projectile speed from desired TTT:
projectile_speed >= engagement_distance / TTT_target
Example: engagement_distance 4,000 m and desired TTT ≤ 2s → projectile_speed ≥ 2,000 m/s.
3) Player spacing in 3D arenas (mean separation):
mean_spacing ≈ cube_root(arena_volume / player_count)
Example for a spherical arena: volume = 4/3 π r^3. For r=4km and 24 players, mean_spacing ≈ cube_root(268 billion m³ / 24) ≈ ~1,300 m between players on average.
Practical arena archetypes: numbers you can use today
Translate Arc Raiders’ “spectrum of size” into tangible blueprints for space combat archetypes. These are starting points: tune by playtests.
Micro dogfight (fast, frenetic, arena shooter feel)
- Arena diameter: 0.5–3 km
- Typical ship speeds: 250–600 m/s
- Projectile speed: 1,000–8,000 m/s (TTT < 1s preferred)
- TTC target: 3–8s
- Use case: 4v4 to 8v8, short engagements, aim-focused combat
Skirmish scale (balanced dogfights + tactical positioning)
- Arena diameter: 5–20 km
- Ship speeds: 200–1,200 m/s depending on class
- Projectile speed: 1,500–6,000 m/s (TTT 1–4s)
- TTC target: 8–30s
- Use case: 12v12 or mixed squads; allows sensors and flanking
Fleet engagement (capital ships, long-range missiles)
- Arena diameter: 30–200+ km
- Ship speeds: 500–5,000 m/s (higher for interceptors)
- Projectile speed: 5,000–50,000 m/s or ballistic missiles with propulsion (TTT 5–60s)
- TTC target: 30s–several minutes
- Use case: fleet tactics, logistics, long-range sensors and ECM
Hit detection and networking: how to avoid feel-broken combat
Hit detection is where design meets engineering. For orbital combat, long distances + high relative velocities make naive hit logic fail.
Hitscan vs Projectile physics
Hitscan (instant-hit) simplifies registration but breaks immersion for long-range and moving targets. Projectiles are realistic but need careful interpolation and anti-tunneling.
- Recommendation: Use server-authoritative projectiles for projectile weapons. Add client-side hit prediction visuals to maintain responsiveness.
- For short-range energy weapons that are functionally instantaneous, hitscan with server validation is acceptable.
Latency compensation & tick rate
Use a fixed-step deterministic simulation on the server (e.g., 60–128 Hz) and timestamped inputs. For high-speed projectile systems, move toward 128–256 Hz on objects that matter (missiles, missiles proximity fuses, turret tracking).
Implement interpolation and backwards reconciliation: when the server receives a shot, it replays target movement in the relevant window before resolving hit detection.
Prevent projectile tunneling
When projectile displacement per tick > target hitbox size, collisions are missed. Use continuous collision detection (CCD) or raycasts between previous and current positions on each tick.
Sensors and information design — how to control encounter pacing
Sensors are the throttle for engagement frequency. Tweak ranges and update rates to produce the desired flow.
- Sensor range as percent of arena diameter: For frequent skirmishes pick 20–40% of diameter. For long-range cat-and-mouse, set sensors >60% and introduce ECM or stealth modifiers.
- Set sensor refresh rates in sync with server tick. Fast sensors: update each tick; slow sensors: 0.2–1s intervals to create uncertainty.
- Design layered sensors: short-range active, medium passive, long-range radar with lower fidelity to encourage scouting roles.
Level flow & player spacing patterns
Flow is not just distance — it’s where players find cover, how chokepoints shape movement, and how respawn mechanics maintain tension.
- Density targets: Aim for mean player separation that matches combat style. Example: micro arenas target ~200–800 m mean spacing; skirmish ~1–2 km; fleet maps can be 5–20 km.
- Verticality: Space is 3D; use layered objectives (altitude bands) and deliberate Z-axis chokepoints (ion storms, gravity wells) to avoid flat dogfighting planes.
- Spawn spacing: Prevent immediate re-engagement by placing spawns outside immediate sensor range and adding invulnerable ejection windows (3–7s) near spawn points.
Balance metrics — what to track in playtests
Telemetry is your friend. Make dashboards that show:
- Average engagement duration (median & 90th percentile)
- Time-to-first-hit after spawn or detection
- Hit registration rate (server-validated hits / client shots)
- Weapon usage share and damage per second by range band
- Player spacing heatmaps and chokepoint density
Benchmarks (2026 gameplay trends): aim for median engagement durations aligned to archetype — micro (8–20s), skirmish (20–60s), fleet (60–300s). If engagements are an order-of-magnitude off, tune sensor ranges, respawn timing, or projectile TTT.
Case study: Translating Arc Raiders’ multi-size map plan to orbital arenas
Embark’s 2026 promise to ship maps “smaller than any currently in the game” and “even grander” is a blueprint. Here’s a direct translation into three arena templates you can drop into an engine and iterate.
Template A: Micro Skirmish (Arc-like small map)
- Diameter: 1 km
- Player count: 6–12
- Ship class: light fighters, high thrust
- Sensors: short (200–400 m), fast update (each tick)
- Projectile speed: ≥ 4,000 m/s to keep TTT < 0.25s at close range
- Expected engagement: 8–18s
Template B: Midfield Skirmish (Arc’s mid-sized vibe)
- Diameter: 8–12 km
- Player count: 12–32
- Ship mix: fighters + light bombers; one or two utility classes (scout, ECM)
- Sensors: medium (1.5–3 km), layered with passive/active
- Projectile speed: 2,000–6,000 m/s for TTT 1–4s
- Expected engagement: 20–60s
Template C: Grand Theatre (large fleet combat)
- Diameter: 50–150 km
- Player count: 32+ or mixed human+AI fleets
- Ship mix: capital ships, logistics, long-range missile platforms
- Sensors: long-range (10s km), multi-resolution; ECM and sensor denial are critical
- Projectile speed: missiles with acceleration/propulsion; TTTs measured in 10s of seconds
- Expected engagement: minutes to tens of minutes
Implementation checklist & engineering patterns
- Use spatial partitioning (octrees, k-d trees) for collision and sensor queries in large maps.
- Apply CCD or raycast-based collision for fast projectiles to avoid tunneling.
- Scale server tick rates or run prioritized micro-simulations for high-importance entities.
- Expose tuning variables (sensor range, projectile speed, spawn timers) in live-config systems for A/B testing.
- Instrument heatmaps (engagement density) and attach sessions to replays for UX debugging.
Common pitfalls and quick fixes
- Empty sky syndrome: Players rarely see opponents. Fix: shrink sensors or add objectives to pull players together.
- Spam lockdown: Long-range missiles end fights before counterplay. Fix: increase reaction windows, add countermeasures, or slow projectile TTTs.
- Tunneling & missed hits: Raise physics tick rate for critical entities or enable CCD.
- Unfair spawn death: Make spawns outside immediate sensor cones and give short invulnerability frames with displacement checks.
2026 trends & why they matter for your maps
Recent late-2025 and early-2026 developments shape how you design arenas:
- Hybrid cloud simulation: More studios use cloud instances for authoritative physics, letting you scale tick rates for high-intensity matches without client hardware bottlenecks.
- Better network middleware: Rollback reconciliation and deterministic replay are increasingly standard; design your hit systems to leverage server-side replays for accurate registration.
- AI-driven procedural events: Dynamic anomalies (ion storms, debris clouds) can reconfigure engagement envelopes mid-match — use them to make a single map support multiple tactical tempos.
Actionable takeaways
- Start by choosing your archetype (micro, skirmish, fleet) and setting a target TTC and TTT.
- Compute arena size from ship speed and TTC using arena_radius ≈ speed × time × safety_factor.
- Set projectile speeds accordingly and ensure your network & physics stacks can support the resulting TTTs without tunneling.
- Tune sensor ranges as a percent of diameter to control encounter frequency (20–40% = tighter, >60% = longer-range play).
- Instrument and iterate using engagement duration, time-to-first-hit, hit registration rate, and heatmaps.
Closing: build a map set, not a single map
Arc Raiders’ 2026 multi-size promise is the right move: delivering a set of maps that span tactical tempos lets you satisfy fragile player spacing and balance metrics without compromising variety. Ship classes, weapons, and sensors don’t live in isolation — they need arenas calibrated to their speeds and engagement times.
Start with the templates above, add instrumentation early, and iterate with real player telemetry. If you want, drop your arena parameters into a small simulation (even a spreadsheet or lightweight Unity/Unreal testbed) to visualize TTC, TTT, and mean spacing before full implementation.
Call to action
Ready to prototype? Share your arena blueprint or telemetry with the captains.space dev community. Upload a test map, post your tuning variables, or sign up for our upcoming 2026 “Orbital Arena” workshop where we’ll live-iterate a three-map set inspired by Arc Raiders’ multi-size plan. Let’s design space combat that feels right — one meter and one millisecond at a time.
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