Difference between revisions of "Ship Design"

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This article describes basic and intermediate ship design.
 
This article describes basic and intermediate ship design.
  
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==Weaponry==
 
==Weaponry==
  
Weaponry is often
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Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:
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*[[Cannon Computer|Cannons]] - Standard projectile weaponry
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*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact
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*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range
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*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area
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Certain [[Weapons|Weapon Systems]] can be slaved to others to have varying effects:
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*[[Cannon Computer|Cannons]] increases weapon's fire rate
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*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)
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*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)
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*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot
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Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)
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Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:
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*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage
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*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull
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*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage
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*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture, while reducing raw block damage
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*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture, but decreases shield damage
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*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output
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*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output
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*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output
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*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption
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Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].
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==Utility==
 
==Utility==
  

Revision as of 07:46, 9 July 2016

This article describes basic and intermediate ship design.

The Basics

For a ship to be considered a ship, it must have the following components


While a ship can technically consist of just a Ship Core, this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a Ship Core, a single Power Reactor Module and a single Thruster Module, which is more commonly made to serve the same purpose as just having the Ship Core.

Hull and Armour

Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:

  • Basic Hull with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)
  • Standard Armour with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)
  • Advanced Armour with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)
  • Crystal Armour with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)


The cost of the armour increases as the quality does, with Basic Hull requiring only Alloyed Metal Mesh and Crystal Composite to be made, with Standard Armour requiring the Basic Hull and a Standard hardener, Advanced Armour requiring Standard Armour and an Advanced Hardener and Crystal Armour requiring Advanced Armour and a Crystal Block.

Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times Standard Armour is used for the primary armour shell that covers the majority of the ship, with Advanced Armour claiming the interior and the central systems and Basic Hull being used for details, while Crystal Armour is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.

Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured Basic Hull, a player must run both Grey Hull and the Paint of their choice through a Basic Factory, producing the Basic Hull of that colour. To attain coloured Standard Armour, a player must run the coloured hull of their choice and a Standard Hardener through a Standard Factory. To produce coloured Advanced Armour, a player must run the coloured Standard Armour of their choice and an Advanced Hardener through an Advanced Factory. To gain Crystal Armour, a player must run the coloured Advanced Armour of their choice and the corresponding Crystal Block of that colour.

Weaponry

Weaponry is necessary for any ship to attack or defend in a battle. There are four primary Weapon Systems:

  • Cannons - Standard projectile weaponry
  • Missiles - Missile weaponry that explodes on impact
  • Damage Beams - Beam weaponry that does instantaneous damage at a limited range
  • Damage Pulse - A pulse that damages anything in a small area


Certain Weapon Systems can be slaved to others to have varying effects:

  • Cannons increases weapon's fire rate
  • Missiles increases projectile count per shot (when slaved to Missiles, fire mode is set to heat-seeking)
  • Damage Beams increases weapon's range (when slaved to Missiles, fire mode is set to lock-on)
  • Damage Pulse increases weapon's raw damage output per shot


Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of Cannon/Cannon (Machine Gun), Missiles/Damage Beam (Standard use Missile/Lock on Missile) and Damage Beam/Damage Pulse (Anti-shield beam.)

Along with the ability to slave Weapons to one another to create new types of Weapons, there are also Effects which further increase the customization possible for a ship's weaponry. There are nine Effects in total:

  • EMP - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage
  • Ion - Puts damage into shield damage, causing more damage to shields but less to hull
  • Explosive - Adds additional AOE damage, while reducing the primary impact damage
  • Punch-Through - Ignores a % of armour and grants puncture, while reducing raw block damage
  • Pierce - Increases block damage and grants puncture, but decreases shield damage
  • Push - Converts damage to momentum which pushes the target, but reduces the raw damage output
  • Pull - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output
  • Stop - Converts damage to momentum which stops/slows the target, but reduces the raw damage output
  • Overdrive - Increases damage but greatly increases power consumption


Using these Effects a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of Damage Beam/Damage Pulse/Ion, and a common anti-hull cannon would consist of Cannon/Cannon/Explosive.

Utility

Other considerations

  • Multiple people on a single ship
  • Damage and repair

Instructional Videos

The following YouTubers are known to make high quality builds and instructional videos for building ships.