diff --git a/src/en/monolith/shipyard/largeThrusterRuling.png b/src/en/monolith/shipyard/largeThrusterRuling.png index 03e2d99006..78f1a3b45f 100644 Binary files a/src/en/monolith/shipyard/largeThrusterRuling.png and b/src/en/monolith/shipyard/largeThrusterRuling.png differ diff --git a/src/en/monolith/shipyard/relaxedThrusterGuidelines.png b/src/en/monolith/shipyard/relaxedThrusterGuidelines.png new file mode 100644 index 0000000000..86bdb30bea Binary files /dev/null and b/src/en/monolith/shipyard/relaxedThrusterGuidelines.png differ diff --git a/src/en/monolith/shipyard/ship_guidelines.md b/src/en/monolith/shipyard/ship_guidelines.md index 0fd32dd816..c0fa959059 100644 --- a/src/en/monolith/shipyard/ship_guidelines.md +++ b/src/en/monolith/shipyard/ship_guidelines.md @@ -177,60 +177,97 @@ colornetwork [Pipe ID (you can see it by right clicking the pipe)] Pipe [color h * If the ship's components present any hazard such as radiation, the ship must provide corresponding protective gear and, if applicable, shielding. *External ship components* -* Exterior walls should be “reinforced” (plasteel) walls -* Follow the below example when placing walls under plating. For what is allowed, allowed on a case by case basis & forbidden - ![image](exteriorTileRuling.png) +* Exterior walls should be Reinforced Steel walls and above. * External airlocks & docking ports - Exterior doors should either be docks or “external” airlocks - Directional fans under all external airlocks - Airlock intermediate space (Airlock doors should bolt each other when the opposite door is open!) +* Reinforced hull plating under ship guns & thrusters (necessary so they aren't shot off easily) + - Decal or catwalk on top for aesthetics + +*Thrusters guidelines* +* Follow the below example when placing walls under plating. For what is allowed, allowed on a case by case basis & forbidden + ![image](exteriorTileRuling.png) * Thrusters in all four directions - When placing them, make them look like they are part of the hull, not hanging out. See non-exhaustive example below ![image](thrusterPlacementExamples.png) - Unless the ship has a gimmick in mind (like strafing or omnidirectionnal), you should focus on main thrust. - - You can protected thrusters with grilles - - Keep the exhaust zone of thrusters except for the above scenario. 3 tiles of free space for regular thrusters & 7 for large thrusters. + - You can protect thrusters with grilles + - Keep the exhaust zone of thrusters except for the above scenario. + - **3 tiles of free space for regular thrusters & 7 for large thrusters.** + * *(optional)* Large thrusters (keep in mind their large power draw!) - Small ships: Only allowed for main thrust - Medium & below: Only allowed for opposing directions. I.E left/right or front/back. (See the RSC Scallywag, it's a great example of that rule.) - Large & above: All directions allowed * Integrate your thrusters properly into the hull ! Follow the below example for what is allowed, allowed on a case by case basis & forbidden ![image](largeThrusterRuling.png) -* Reinforced hull plating under ship guns & thrusters (necessary so they aren't shot off easily) - - Decal or catwalk on top for aesthetics + + +* **APPLICABLE FOR SMALL/MICRO SHIPS ONLY** Small ships and below have relaxed thruster guidelines to allow for more interesting shapes. See non exhaustive example below + ![image](relaxedThrusterGuidelines.png) *Meta* * Warp Point (for ghost spectator reasons) * Latejoin spawn point - Keep in a crew/habitable area! -* RoofComponent on your grid (done via F7 objects menu, same way you add BecomesStation. Add the roof enabled/disabled markers to all tiles you want to not be affected by planet lighting (such as desert planet).) -* No Roof markers on external areas (for expedition lighting namely) +* Add the **Roof** component on your grid + - To do so, execute the command "vv [gridID]" and in the "Server Components" tab press the Add Component button + - Add the roof enabled/disabled markers to all tiles you want to not be affected by planet lighting (such as exped planets). + - No Roof markers on external areas (for expedition lighting namely) * Vacuum markers on enclosed spaces that are meant to be spaced (like atmos burn chambers & fully spaced ships) # Combat guidelines -## Ship gun usage & gunnery server ruling -* **Keep the armament consistant**. Non exhaustive examples below: - - High tech ships use laser mounts, light and directionnal armor, shields - - Low tech ships use ballistic mounts, and heavy armor +These guidelines apply to all vessels. Combat requirements from other guidelines overule parts of these guidelines (such as carriers having lower power gunnery servers) + +*Mandatory for ships with ship mounts* +* Gunnery console, same orientation as Shuttle Console +* Gunnery server (see following section for more details) + +*Military supplies* +* Do Not Over-supply ships - keep personnel armament to a minimum, and at most provide basic equipment - players can kit out their ships themselves! + - An example is a beanbag kammerer, or a MK-58. + +*Non faction military ships* +* Dedicated combat ships should be filling a unique niche in combat +* Combat ships should also have some kind of “economy” purpose for downtime + - cargo bays, small R&D, chemistry, anything so long as it does not outvalue a vessel dedicated to such economy. + +## Gunnery server ruling + * Gunnery server (power of the server depending on ship size) - Small: low - Medium: medium & below - Large: high & below - Capital: ultra high & below by default. **Liable to exceptions on a case by case basis (discuss with maintainers).** +## Ship mounts +* All shuttles should have some kind of armaments (exception applies for (minor) factions hulls). + - A couple L-85s to act as point defense is fine for regular CIV ships. +* **Keep the armament consistant**. Non exhaustive examples below: + - High tech ships use laser mounts, light and directionnal armor, shields + - Low tech ships use ballistic mounts, and heavy armor * EMP gun mounts - should be used to fill specific niche (like a boarding vessel, interceptor police craft etc..) -## Combat requirements -*All Vessels* -* Gunnery console, same orientation as Shuttle Console -* All shuttles should have some kind of armament. For civ ships, a couple L85s is fine. -* Do Not Over-supply ships - keep personnel armament to a minimum, and at most provide basic equipment - players can kit out their ships themselves! (An example is a beanbag kammerer, or a MK-58.) - -*Non faction military ships* -* Dedicated combat ships should be filling a unique niche in combat -* Combat ships should also have some kind of “economy” purpose for downtime - - cargo bays, small R&D, chemistry, anything so long as it does not outvalue a vessel dedicated to such economy. -## Scrapyard Guidelines +## Armor & shields +In monolith, armor & shields are what define how long your ship can sustain damage before it's insides can be punched through. + +*CIV ships* +* Reinforced steel walls should be the privileged kind of armor +* Extras (pick one, keep in mind the addition of these when calculating the price !) + * Directional plastitanium shielding + * Energy shield (MS-100 only) + +*MIL ships* +* MIL ships are granted a single layer of plastitanium walls. +* External components (ship guns, thrusters, airlocks..) should be surrounded with plastitanium walls +* For extra armor, you may add additionnal layers of reinforced steel walls + +* Extras (pick one) + - Directional plastitanium armor (to cover weakpoints and possibly thruster blocks!) + - Energy shield (MS-100 only) + +# Scrapyard Guidelines Scrapyard ships are ships that are "flying shit boxes" in spirit. **This means that a ship not meeting guidelines, only to brand it as scrapyard later for it to pass review will get it merged. Scrapyard ships should be pretty shit boxes.**