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38 changes: 17 additions & 21 deletions src/en/monolith/shipyard/faction_guidelines.md
Original file line number Diff line number Diff line change
Expand Up @@ -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- Outdated feel, with ships being largely repurposed industrial rigs.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)
Binary file added src/en/monolith/shipyard/shipsinspiration.png
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