- 1 Player's Design Suggestions
- 2 Specification and Roles
- 3 Ship Configuration
- 3.1 Broadside Configuration
- 3.2 Barrage Configuration
- 3.3 Diagonal Configuration
- 3.4 Square Configuration
- 3.5 Pincer Configuration
- 3.6 Anvil Configuration
- 3.7 Stick Configuration
- 3.8 Crystal Configuration
- 3.9 Composite Configuration
- 3.10 Morphable Configuration
- 4 Size
- 5 Weapons
- 6 Support System
- 7 Defense
- 8 Flight System
- 9 General tips
- 10 References
Player's Design Suggestions
Specification and Roles
First thing to do is to decide what is the design for. What must it be able to do? What are optional abilities?
Tactics and Strategies
- Bulleted list item
Kite ships keep out of range of the the ship, while keeping their own weapons in range. Kites normally use missiles because they have the longest range. However, the ring of death is a big problem for kites.
Multiple ships (or one ship that splits apart into more ships) that swarm the enemy. normally smaller than the enemy ship but can do more damage to different spots. However, this normally means less dps.
MP:Ring of Death - Pushers
These ships push enemy ships out to the ring of death, which does steady damage over time to each part in the ring of death.
Decide on the ship's design configuration:
Also known as Line of battle ships.
Also known as Bomb vessel ships.
Game building specific due to use of limitation of square tiles, giving rise to this extra configuration. The advantage is a relative more packed frontal surface for weapons. This naturally allows more packed or focused fire. First explored by Lafiel.
Usually a more angled version to reduce frontal size while merging the front and sides in order get rid of the corner weakness. Also called pine type by some players. First explored by Lafiel.
Plier / Crab Claw
A design which employs side armored covers for protection. It's a similar approach to hammers while allowing an opening in the center for spinal mounted or other weapons. Usually the center is a focused fire design which is either convex or concave. Also called Armadillo by some players. First explored by Lafiel.
W ship / M ship
A design which explores fire focus of diagonals combined with weapon firing range arrangement such that all weapons are firing. First explored by Lafiel.
The most costly and all-round design.
This variant is designed to rotate and bring all its weapon to bear. This allows the ship to efficiently put all its loaded weapon by constantly moving from used up weapons to fresh weapons. First explored by H4zard.
An offensive design using extended section to pin down and using barrages on the enemy. First explored by H4zard.
A defensive design using a section, usually front, for maximum protection against enemy fire.
A variant of the broadsider and anvil.
A pseudo symmetric cluster of smaller sections. It can be designed to rotate. It offers a larger surface area, hence, can bring more weapons into battle. The vanilla Beast is of this design. First explored by Lafiel.
A ship which is composed of many ships locked together. First explored by Lafiel reaching a record of 20+ km with Cosmoteer 0.9.13 to 0.10.x.
A ship with moveable parts or sections. First explored by Lafiel; inspired vanilla mechanical parts.
Drive section/Rammer Configuration
Mostly a square form build with only thrusters, crew compartments and reactors. Sometimes with armor for ramming and shields for protecting the rather vulnerable reactors. First expressively designed by Lafiel.
The size requires changes as construction progresses. However, for an efficient build the following should be considered: Theory on Surface, Theory on Surface line, Theory on Area, and Theory on Volume.
Based on the ship's role and mass decide on the appropriate amount of thrusters. At just ship size and configuration as needed. A ship's design and placement of thrusters influences a ship's handling and the AI's flight logic. Read on Theory on Speed, Theory on Thrust-control, Theory on Maneuverability.
The absolute most important thing about ship design is logistics. A ship with a good logistical design is cheaper, more effective, and more protected. The next important aspect is damage control. How is your ship going to take damage and how do you minimize it. A ship with bad damage control can be destroyed in only 8 standard cannon shots no matter how thick its armor is.