diff --git a/src/en/monolith/shipyard/faction_guidelines.md b/src/en/monolith/shipyard/faction_guidelines.md index 9770acafa4..af66fffab0 100644 --- a/src/en/monolith/shipyard/faction_guidelines.md +++ b/src/en/monolith/shipyard/faction_guidelines.md @@ -6,40 +6,36 @@ Those are the mapping guidelines dedicated to general design of ships of specifi ## TSF Ship Design #### Technology and design -- Higher-tech feel and general technology level. -- Tech is generally TSF-origin. +- Higher-tech feel and general technology level - near-future advanced navy vibe. +- Tech is generally TSF-original. - Ships that like to fly closer to the enemy and brawl while dodging, but will succumb to pressure once breached. #### Weaponry - Prefers energy weapons, some EMP, and fast-firing ballistics. Generally shorter range. -- Armament is almost entirely forward-focused, with few side and almost none, if any, backward firing arcs. +- Armament is almost entirely forward-focused, with few side and almost none, if any, backward firing arcs. Rare broadside ships. #### Internals -- Moderately but not prohibitively cramped on small to medium ships, not cramped on larger ships. -- Can have various non-vital luxury and bureaucracy rooms, especially on larger ships. -- Generally little to no redundant or backup systems on anything short of capitals. -- Good radar systems, good FTL, common shields even on smaller ships. -- Efficient power generation (Pinch, etc., as opposed to AME or similar). +- Centralized core systems +- Effective information technology (radar, elint, etc) and advanced FTL drives/shields +- Efficient, high tech power generation (Pinch, etc., as opposed to AME or similar). #### Defense and mobility -- Bad internal armor. -- Lower moderate to moderate exterior armor, good frontal armor. -- Moderate to high thrust even on larger ships. +- Less dense armor (not bricks) - reliance on shields +- Good speed and maneuverability in general. ## PDV Ship Design #### Technology and design -- Dated feel and general technology feel. -- Can use Syndicate tech, but sparingly. -- Rare or research-locked ships may have reverse-engineered high tech. -- Ships suitable for longer-range bombardment that can resist hull breaches, rotate to another side, and keep attacking, but are less convenient to operate. +- Outdated feel, with ships being largely repurposed industrial rigs. +- Rare or research-locked ships may have reverse-engineered high tech, like TSF ships. #### Weaponry - Prefers punchy lower-firerate ballistics and missiles. Common long-range weaponry. -- Armament generally has full or near-full firing arc coverage. Common broadside ships. -- Should have less guns be capable of facing any one direction at a given time. +- Spread-out armament with significant firing arc coverage. Common broadside ships. #### Internals -- Highly cramped even on larger ships. -- Common redundant or backup systems, such as supply rooms, backup power generation (can include solar panel crates with solar control console flatpack), redundant wiring, or a second bridge on large vessels. +- Multiple redundant or backup systems, such as supply rooms, backup power generation (can include solar panel crates with solar control console flatpack), redundant wiring, or a second bridge on large vessels. - Hull may have metal foam modules to automatically vacuum-seal itself on damage. - Little, but some, flavor rooms. -- Rare shields. +- Almost no shields - reliance on raw armor #### Defense and mobility - Good internal armor. - Moderate to high armor depending on ship class, distributed across the whole exterior. -- Lower to moderate thrust, lower rotation rate. +- Slow movement. + +## Visual guide +![image](shipsinspiration.png) \ No newline at end of file diff --git a/src/en/monolith/shipyard/shipsinspiration.png b/src/en/monolith/shipyard/shipsinspiration.png new file mode 100644 index 0000000000..8f7fb610dc Binary files /dev/null and b/src/en/monolith/shipyard/shipsinspiration.png differ