Posts tagged ‘ship design’

Ship hulls

A ship’s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew of officers to fly.

There are two main types of hulls. Standard, mechanical hulls are the most basic option, while it is possible later in the game to create biological ships if the proper technologies have been researched. Biological ships, while leaving slightly less internal space available, are more robust and possess natural regenerative properties; they also include a basic power generation unit.

In addition, it is possible to categorise ship hulls according to their size. Indeed ship hulls come in all sizes and shapes. The size of a ship hull determines how the ship will be used.

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Hangar bays

LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship’s design. These hangar bays allow to carry various smaller ships which don’t have hyperspace engines through hyperspace.

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Generators (2/2)

As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.

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Mechanical generators

LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship’s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades.

In this first post we introduce the mechanical generators - which are of course specific to mechanical ships. A second, later post will present the other generator types.

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Missile countermeasures

Missile countermeasures come in various types and shapes; some will disrupt a missile’s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles.

Missile countermeasures come in three different types. Continue reading ‘Missile countermeasures’ »

Missiles

Missiles are projectiles containing both a propulsion system, a guidance system and some explosive materials. While they inflict quite a lot of damage, missiles are usually bulky, and they can be stopped using appropriate countermeasures.

Some missiles exist in different variants, depending on their guidance and propulsion systems. This is not the case for all missiles, as some of them really require advanced automation or powerful engines, while others are really too basic to be worth an upgrade.

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Ship design

In Beta 5 we only considered four predefined types of ships: Ground Assault ships, fighters, cruisers and battle cruisers. Moreover, any technological advance which improved ship characteristics was immediately available on all ships once the technology was implemented.

This system is very simple and easy to manage, both for game internals and players. However it lacks a great deal of flexibility and it isn’t very realistic. We’ve also had a lot of requests around new types of ships to be added in the game, to increase interest.

Since we are very attached to designing a realistic game universe, we thought a bit more of the concept of ships. A ship is mainly a hull inside which and on which are installed various categories of equipment. The different types of ships we were proposing so far were mainly predefined sets of hull and equipment.

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