Fifth, the game system is richly detailed and demanding of the players in terms of what might be called "situational awareness", particularly in directionality and proximity. Every ship/unit must maintain a definite "facing" (heading on the game map's hexagonal grid) which can only be changed sixty degrees or less at a time under strict rules (turn modes and the "sideslip" move). There are more drastic movement options available (Warp Tactical Maneuvering and the High Energy Turn or HET) but they are limited by restrictions and risks of mishap (such as the always-dreaded Breakdown penalty). Adding complexity is the fact that the defensive shields of starships are spread around their six hex sides, most usually in an uneven pattern with the front (or number one) shield having most of the ship's shield boxes. Each hexside around the ship towards its rear usually has fewer boxes for absorbing damage before incoming weapons fire begins scoring "internal hits" on the starship proper. Furthermore, all weapons (except drones) have a prescribed arc of fire and each type of weapon (except the drone) has its own peculiar "bands" of effectiveness within which its hit probabilities and damage ratings vary. This last feature of the game system is particularly stark with its provision for "overloaded" torpedo weapons, in which hit probabilities for targets at ranges greater than 8 dwindle to zero (overloaded torpedoes burn out past this range) and the damage scored becomes decisive (overloaded torpedoes score double damage, except for Hydran torpedoes and the ISC plasmatic pulsars which score half-again damage).