The Ships and Loadouts

The Ships and Loadouts
We’re going to offer 8 initial ship hull classes: explorers, transports, industrial, cutters, scouts, frigates, cruisers, destroyers. Each of these ship hull classes will offer different slot options from different manufacturing blueprints, and will be fully customisable in terms of the modules that you want to put in the slots.

Slots fall into 5 categories – Offensive (projected), Defensive (internal), Utility (a variety of types such as sensors), Engineering (engines and damage control) and Software (scripts to further modify behaviors, or to replay, e.g. formation evasive manuevers).

The modules that can be put into these slots will depend on the skill level of the pilot (or pilots if more than one is operating different parts of the same ship) as well as the size fitting and power requirements of the module.

We plan on having capital ships – carriers and ships of the line – that require crew to fly. Crew will initially come from specially skilled NPCs, but as an early stretch goal we will allow multiple players to fly the same capital ship simultaneously, occupying different positions and working together, acting in positions such as skipper, navigator, shields and damage control, engineering and power, weapons systems, manning turrets and so on.