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85 changes: 61 additions & 24 deletions src/en/monolith/shipyard/ship_guidelines.md
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Expand Up @@ -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.**

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