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''This section is [[Talk:Ship Classification|under discussion]]. '' |
''This section is [[Talk:Ship Classification|under discussion]]. '' |
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− | Power 2.0 is out. New system, new mass, etc. Here's an actual accurate list of |
+ | Power 2.0 is out. New system, new mass, etc. Here's an actual accurate but '''the most recent revised and accepted subjective list of ship size classification by the starmade playerbase.''' Although most people have a tendency to have different definitions of their own classification, here is a general guide for figuring out size class. For controversial classifications, here are the parameters I used: |
− | '''-Both Mass and Blocks are taken into account.''' |
+ | '''-Both Mass and Blocks are taken into account, but only Mass is listed.''' |
'''-Chambers are not taken into account on most classes. Chambers dictate the main usage / mode of the ship, not the class.''' |
'''-Chambers are not taken into account on most classes. Chambers dictate the main usage / mode of the ship, not the class.''' |
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'''-This list is assuming you're not being a dullard and not including the cargo mass in your calculations.''' |
'''-This list is assuming you're not being a dullard and not including the cargo mass in your calculations.''' |
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+ | '''-I didn't include "Frigate" as a class, because it's technically not a class, its a role. A Battleship can be a Frigate as much as a Corvette can.''' |
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+ | '''Another note: IF you happen to be a trolling meming internet dullard and DO include cargo mass in your calculations..... NEVER use "mass" to dictate a size class of a ship. Mass is the English system as quantity of blocks is the metric system. Aparts from Cargo contributing to mass, mass is far inaccurate and misleading, as each digit of mass change is a range of block quantity changes. Certain blocks also carry more mass than others, and so the same quantity of blocks for a ship entity composed of different materials would potentially result in different size of ships, whereas "block count" measures volume without the "mass" and "density" variables. Hence, it is highly recommended not to use "mass" as indicators for ship classification - as mass provides only a rough estimation of what one would constitute as a type of "size" or in layman's terms: the gist of the size of a ship.''' |
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+ | '''Aparts from the factors above, starmade's "mass" system is usable as a unit of measurement in starmade.''' |
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+ | Common Shields: 200-10k; Regeneration varies |
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⚫ | Drones are the smallest class of functional ships you can build in Star made. Usually given the name "Drone" because the most common use for extremely small vessels is AI jobs. This is because much smaller ships can be mass built or spawned, making it easier for whatever job has been assigned to the ship. |
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⚫ | Generally speaking, you will want to fleet several small drones in a fleet. Useful for mining, as well as swarming. Swarming is a technic where a large amount of small drones attack a large vessel, which each small drone usually not doing much, but fast, damage. Can be deadly if the target is overwhelmed. |
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+ | Weapons Quality: No weapons - A few modules |
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⚫ | Outside of the AI-piloted ships, Atom class can be used to define smaller manual-piloted ships like these. These ships usually are only for the purposes of travelling long distances quickly, scouting out new or enemy territory, or just shuttling people between two points faster than walking. Often Atom Class ships are built for there small reactors and chamber requirements, allowing for them to be made quicker or on the spot, especially for scouting or shuttle purposes. Some shuttles can tend to be very massive, but most will be contained within the average size listed. |
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⚫ | Drones are the smallest class of functional ships you can build in Star made. Usually given the name "Drone" because the most common use for extremely small vessels is AI jobs. This is because much smaller ships can be mass built or spawned, making it easier for whatever job has been assigned to the ship. Drones are usually armed with some kind of chamber system, but generally not anywhere using full RC. |
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− | <u>Shield capacity:</u> 220 to 436 (0 to 2 shield blocks) |
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⚫ | Generally speaking, you will want to fleet several small drones in a fleet. Useful for mining, as well as swarming. Swarming is a technic where a large amount of small drones attack a large vessel, which each small drone usually not doing much, but fast, damage. Can be deadly if the target is overwhelmed. |
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− | <u>Thrust capacity:</u> 10 max |
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⚫ | Outside of the AI-piloted ships, Atom class can be used to define smaller manual-piloted ships like these. These ships usually are only for the purposes of travelling long distances quickly, scouting out new or enemy territory, or just shuttling people between two points faster than walking. Often Atom Class ships are built for there small reactors and chamber requirements, allowing for them to be made quicker or on the spot, especially for scouting or shuttle purposes. Some shuttles can tend to be very massive, but most will be contained within the average size listed. Can contain 1-2 chamber types using little to most of their RC, usually FTL or Mobility. |
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− | <u>Energy regeneration:</u> 500e/sec |
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+ | ==Interceptor Class (Average Mass: 10 - 50)== |
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− | <u>Common roles:</u> Reconnaissance, Anti-Missle, Fodder, Anti-Fighter, Light Hangar Ships |
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− | Interceptor class ships are generally extremely small in size, often no more than 200 blocks, and are very often used as Fodder to take attention of turrets away from larger ships. This class of ship is very expendable and as such it is commonly used as fodder for turrets. |
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+ | Common Thrust: 5 - 20 modules; usually tops max speed very quickly |
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− | The design philosophy of interceptors sacrifices shields and mass for speed and battle power, so they generally make poor turret and scouting decisions, but cheap and expendable hangar solutions for a starbase or cruiser. |
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+ | Average Reactor Level: 0 - 3 |
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− | Despite a significant lack of [[shields ]]the interceptor proves valuable in being an nuisance in skirmishes and even large fights by distracting ships up to the corvette class, wittling down shields, taking turret fire, and distracting/destroying enemy missiles. |
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+ | Weapons Quality: A few modules |
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− | These ships have unbridled agility, and if used by a skilled pilot can engage multiple fighters due to their speed and maneuverability. These ships are seldom seen in service as a separate force due to their unreliability and woeful lack of firepower; but due to their speed are great at countering heavy fighters and anything using missles. |
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+ | Common Roles: Armed Scout, Explorer, Fighter Support, Bomber, Runner, Skirmisher, Fodder, Hunter, Racer, Saboteur, Anti-Turret, Fighter |
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− | Best fit with machine gun cannons for anti-missle/fighter roles or scatter missles to distract large ships turrets. |
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+ | Interceptor Class, or Super-Light Fighters, is the generally the smallest class of armed ships with any sort of cockpit. Very small, stealthy, and fast ships, focusing more on these attributes over shields or defense (partially due to their speed). The purpose and design of these ships is usually for their speed, being so small to avoid drag; Their maneuverability gives them preference to being used at airstrike runners, bombers, saboteurs, and even racers. Generally not seen with chambers, it would be better to carry interceptors and fighters inside a frigate of some sort, as to not be wasting space adding FTL chambers on your interceptors / fighters. |
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− | ==Light Fighter class (300 to 500 Blocks)== |
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+ | Can be used in swarms alongside drones, with the difference being that you may want to manually pilot an interceptor ship. Usually the design should allow for a small cockpit one or two players can fit in, the thing that really would classify an interceptor as 'an interceptor' would be the sleek design, and optionally, a thrust configuration that best suits the needs of the ship. Get the right pilot inside the cockpit of a well designed interceptor, and it could take down ships much bigger than itself. |
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− | <u>Shield capacity:</u> 330 to 2286 (1 to 20 shield blocks) |
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− | <u>Thrust capacity:</u> 15 max |
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+ | Common shields: 600 - 5000; regeneration varies |
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− | <u>Energy regeneration:</u> 1000e/sec |
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+ | Common thrust: 15 - 50 modules; usually top max speed quickly |
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− | <u>Common roles:</u> Reconnaissance, Fodder, Swarmer, Harassment, Light PvP |
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+ | Average Reactor level: 1 - 3 |
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− | Light Fighters tend to have few shields and weapons, instead focusing on maneuverability. These ships are capable of extreme and sudden acceleration, allowing a skilled pilot to evade almost all incoming fire. These ships sacrifice a little of the interceptors speed for shields and better weapon systems. |
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+ | Weapons Quality: Average; usually 10 modules or more |
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− | In large numbers, Light Fighters can easily overwhelm ships far above their weight class, as well as divert enemy turret fire away from heavier friendly ships. |
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+ | Common Roles: Runner, Saboteur, PvP, Light Aircraft, Frigate Support, Support, Air Strikers, Anti-Turret, Fighter |
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− | Radar Jammers and Cloaking Units are recommended for stealthy reconnaissance, However, Radar Jammers and Cloaking units require a considerable amount of power and thus a Heavy fighter is recommended for reconnaissance and stealth. |
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+ | Light Fighters are the first class where you can get more specific with the ships intention. As the older brother to the Interceptor class, light fighters are usually designed to gain top speed like its preceding class, but sacrificing it just a little to focus more on weaponry and small shields. As with the Interceptor, the pilot of said ship can determine how well the ship functions. |
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+ | Being slightly larger then its preceding class, and depending on the design, you may be able to fit a chamber inside the ship with your reactor. This opens the door to roles, a stealth fighter, a defensive fighter, a fast fighter, etc.. Generally speaking of course, light fighters will make more room and focus for shields and weapons. Most light fighters will be consuming most of their power when using them. |
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− | <u>Shield capacity:</u> 1100 to 7500 (10 to 70 shield blocks) |
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+ | Unlike an Interceptor, Light fighters are good for more than just quick runs back and forth. They can get down and dirty, and accurate. Whole Interceptors are good for hitting large targets, Light Fighters can comfortably fit a camera, or even a small turret in some cases, making hitting smaller targets much easier. |
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− | <u>Thrust capacity</u>: 30 to 50 |
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− | <u>Energy regeneration:</u> 3000e/sec |
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− | + | Common shields: 6k - 30k |
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+ | Common Thrust: 10 - 200 modules; Varies |
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− | A heavier version of the Light Fighter, the Heavy Fighter usually features improved shields and weaponry. The increase in weight does impact maneuverability, although not enough to stop it from tackling Light Fighters. |
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+ | Average Reactor Level: 1 - 6 |
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− | Missiles can be fitted to fill the Bomber role nicely. |
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+ | Weapons Quality: Varies; usually 30 or more modules |
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− | In large numbers, Heavy Fighters will devastate larger ships. However, their larger size makes them far easier to hit than Light Fighters. Turrets are often prime targets for Heavy Fighters due to their relatively weak shielding and importance to enemy ship defense. |
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+ | Common Roles: Fighter Support, Armored Fighter alternative, Defense, Fodder, Bomber, Tank Runner, Fighter. |
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− | Heavy and Light Fighters are often, if not always, the most common ship in many fleets due to their effectiveness against turrets, and their low cost. |
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+ | If the Light fighter is the older brother to the Interceptor, then the Heavy fighter is the father. Generally just considered to be larger or bulkier fighters, most Heavy Fighters tend to scrap the intense maneuverability of its preceding classes, and boosts its defense and/or weapons. Most Heavy Fighters will be well armed, capable of taking down much more than a Light Fighter. |
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− | It may be useful to install turrets on fighters of this size, to prevent dogfights with more agile vessels, but make sure the turret is not bigger than the actual ship. |
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+ | Typically, because of the smaller chamber size requirement, and the increase in average size, the usage and capabilities of Heavy Fighters makes them a versatile tool to have in your fleet, and an ability to even counteract the speed issue with Mobility chambers, increase defense or weapons. Heavy Fighter generally don't need to be carried by a Frigate, but if you are planning to have them in mass, it might be a good idea. |
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+ | Heavy fighters can be huge and bulky, or almost as small as Light Fighters. But they are usually defined by there intense weaponry, and relentless destruction against small targets. |
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− | <u>Shield:</u> 5500 to 22000 (50 to 200 shield blocks) |
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− | <u>Thrust capacity</u>: 100 to 200. |
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+ | Common Shields: 50k - 100k |
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− | <u>Energy regeneration:</u> 30000 e/sec |
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+ | Common Thrust: 100 - 1k modules; generally bulky and slow |
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+ | Average Reactor Level: 5 - 7 |
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− | The Corvette is designed to support bigger ships in battle. Corvettes strike a balance between shields, weapons and thrust, allowing one to whittle down enemy shields, take fire meant for allies and eliminate harassing fighters. |
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+ | Weapon Quality: Gets the job done; 100 or more modules |
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− | Homing missiles are strongly recommended if fighters are a problem. |
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− | Corvettes are useful ships to install with jump drives, due to their manageable size. |
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+ | The Corvette, a wide ranged class, compared to its predecessors. Corvettes are usually used for support or escort of much bigger ships, and are therefore usually built to be slow or in groups. Great for small fleets, Corvettes usually focus on weapon based defense and disabling. Rather than being armed with Auto cannons, a player might rather choose to arm a corvette with missiles or beams. |
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− | ==Frigate Class (7500 to 20000 Blocks)== |
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+ | Turrets can be installed, but the style of a Corvette more demands on-board weapon management. A turret or two can be places with no negative effects to the systems, but one might before to use the inner ship Remote Control function. |
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− | <p style="font-size:13px;"><u>Shield capacity:</u> 22000 to 110000 (200 to 1000 shield blocks)</p> |
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+ | Corvettes are not usually on there own, but will generally be more shielded when they are. |
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+ | ===== Common Shields: 100k - 500k ===== |
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+ | ===== Common Thrust: 5k - 10k Modules; Average speed for its size, versatile and easy to move ===== |
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− | <p style="font-size:13px;">Frigates are considerably larger than Corvettes and as a consequence are assigned to support bigger ships. Frigate-sized ships will struggle to bring their guns to bear on fast-moving ships and as such it's advisable to bring some anti-fighter support. A turret is advisable, or perhaps side-mounted guns manned by a second crewmember. Occasionally a light fighter may be stored in a small hangar aboard the Frigate.</p> |
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+ | ===== Average Reactor Level: 6 - 10 ===== |
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+ | ===== Weapon Quality: Usually Focused and Heavy; Anywhere from 500 modules upwards to 5000 ===== |
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+ | ===== Common Roles: Single Attack ship, Small fleet Flagship, Bombardment, Defensive / Armed travel, Battleship Support, Small-Scale Warship. ===== |
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− | <p style="font-size:13px;"><u>Shield:</u> 110000 to 550000 (1000 to 5000 shield blocks)</p> |
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+ | =====<nowiki/>===== |
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+ | ===== The Cruiser. The first Class that can be considered a proper 'warship'. Much like a Corvette, Cruisers are known for there defensive weaponry. Cruisers, however, are much bigger in size, and the weapons they carry are usually much heavier than a corvette's. Able to survive on it's own, a Cruiser can be defined as a large but fast ship, capable of taking down any class lower than it with ease. As for other Cruisers, or ships of a higher class than it, it can usually do some pretty serious damage, but is more effective when paired with a Battleship or a few other Cruisers. ===== |
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+ | Generally speaking, Cruisers are used as personal ships, as they tend to make for safe travel, while not sacrificing weaponry or defense for speed. This same feature is what makes Cruisers such brilliant support, there balance of speed and weaponry. Built right, Cruisers land right in that sweet spot, making them a great Class type to fly around in, and have at your beckon call. |
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− | <p style="font-size:13px;">Cruisers are very large ships, capable of dishing out a hefty main course of cannon fire that will drop the shields of most ships. Their maneuverability is poor, forcing them to either field turrets or rely on supporting ships when against fighters. Hangars are rare on cruisers.</p> |
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+ | <p style="font-size:13px;">Common Thrust: 10k - 100k Modules; Stronghold and rarely moving, but can be built fast</p> |
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− | <p style="font-size:13px;">Cruisers usually focus on weapons over shields, which means they may be lacking in tank relative to their weight. One weapon group only is recommended for Cruisers as they will generally not need to split fire between multiple targets.</p> |
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− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Weapon Quality: fast and Focused; Main weapons may get up to around 10k modules</p> |
− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Roles: Flagship, Assault Missions, Titan Destroyer, Dreadnought Support, Frigate.</p> |
− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;"></p> |
+ | <p style="font-size:13px;">Battleships make up the backbone of any fleet. Strong and burley, Battleships are usually designs to be chunky, but tend to harbour several weapons systems at a time, outside of turrets. Depending on your design, a Battleship can have upwards of 10 turrets on the main deck, though some players may prefer only a few large damage turrets. Due to reactor size and chamber requirements, a Battleship will rarely be using all of its RC, and will usually be very role specific to the players needs. Battleships can manage to maintain good speed and maneuverability, considering the wide open style most players use... </p> |
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− | <p style="font-size:13px;">Battleships |
+ | <p style="font-size:13px;">Battleships are great as a flagship for a fleet of corvettes and fighters, and the best built Battleship can easily match and overcome a ship of the same class.</p> |
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− | <p style="font-size:13px;">Battleships are very slow. An escorting Frigate or Corvette should focus on smaller ships, allowing the Battleship to rip holes in larger ships. A lack of an escort will often mean death as Battleships are sitting ducks when outmaneuvered.</p> |
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− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Shields: 1M - 20M</p> |
− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Thrust: 50k - 800k Modules; Varies widely, generally very slow</p> |
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− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Weapon Quality: Varies; usually slow, but extremely hard hitting. Up to 50k sized weapons</p> |
− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Roles: Planet Destroyer, Station Killer, Flagship, Dreadnought killer, Defensive hub.</p> |
− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;"></p> |
+ | <p style="font-size:13px;">Titans are to Battleships what Heavy Fighters are to Light Fighters. As The "Super Saiyan" version of battleships, A Titans two biggest advantages are it's ability to absorb damage, and its incredible ability to take out lower foes instantly. Usually packing massive shields, the main difference between a Battleship and a Titan (other than the size) is the main weapons. While Battleships may be versatile in there main weaponry, with few turrets, a Titan builder might choose to add one big and slow weapon; however, though it may be slow, these weapons can be planet and even station killers.</p> |
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− | <p style="font-size:13px;"><u>Common roles:</u> Heavy Assault, Carrier, Planetary/Station Destruction</p> |
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+ | <p style="font-size:13px;">Titans normally maintain a relatively average speed for there size, but the less thrust devoted to a Titan, the more shields it may have. Coming along another Reactor sweet spot, a titan may be using most or all of it's RC, making Titans very fluid versions of battleships. If you are looking to strike fear into your enemies, or a massive entity to flagship you to ultimate victory, a Titan is just what you need.</p> |
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− | <p style="font-size:13px;">Battleships are to Titans what Corvettes are to Frigates. Titans field a humongous amount of firepower, capable of reducing entire planets or stations to ruins in a short space of time. The shield generators fielded aboard a Titan can absorb ridiculous amounts of damage, making up for its lack of maneuverability (Titans are ''extremely'' slow).</p> |
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+ | == Dreadnought Class (Average Mass: 500k - 1M)== |
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− | <p style="font-size:13px;">Titans are expensive to built and are only found in fleets in small numbers. Titans can take the role of a Carrier, with a massive Hangar capable of holding Frigates. Alternatively, Hangar space can be swapped for more firepower if you really want to destroy everything.</p> |
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− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Shields: 100M - 1B</p> |
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− | <p style="font-size:13px;">For any ships this size or larger, "assault" turrets may be found that can exceed 100 m in length and blow holes in multiple ships on all sides of the vessel, to make up for the poor turning.</p> |
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− | == Deus Class (500000 to 1000000 Maximum Blocks)== |
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− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Weapon Quality: Hard, Fast, and Relentless: Module count per weapon may vary widely</p> |
− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Roles: Eater of Worlds, Super heavy Assault, Large Scale war, Mothership Destroyer, Faction Killer, Large Ship Frigate.</p> |
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− | <p style="font-size:13px;"><u>Energy regeneration:</u> 10000000 e/sec</p> |
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− | <p style="font-size:13px;">Deus class ships don't always mean GG, but usually. Their firepower can rival entire fleets and their shields can survive a supernova. Their speed is pathetic, but who needs speed when you have power?</p> |
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− | <p style="font-size:13px;">Turrets are very numerous. Side weapon batteries are advisable for taking down multiple ships in a short space of time, providing you have the crewmembers to man them.</p> |
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− | <p style="font-size:13px;">These ships are extremely rare and generally only one is fielded per fleet.</p> |
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<p style="font-size:13px;"></p> |
<p style="font-size:13px;"></p> |
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+ | <p style="font-size:13px;">Dreadnoughts. Not much to say here. Extremely massive, but rare, ships, it would be best just to run from these guys. An amazing feat, even the most exceedingly glorious Titan may seem like an unworthy opponent for the owner of a Dreadnought. Unlike Titans, Dreadnought weapons systems are a lot like a battleships, on a severely more massive scale. Dreadnought may boast many, many turrets, and can easily eat up entire fleet, destroy entire systems, and take down multiple stations before you even have a chance to properly react. Depending on the reactor size you choose, adding chambers to these beasts will make them even more fierce, and depending on the style built, they can be fast going forwards/backwards and left/right.</p> |
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− | <u>Shield:</u> 99000000 minimum (900000 shield blocks minimum) |
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− | <p style="font-size:13px;"><u>Thrust capacity</u>: 600000</p> |
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− | <p style="font-size:13px;"> |
+ | <p style="font-size:13px;">Common Shields: 1B - ?????</p> |
− | <p style="font-size:13px;" |
+ | <p style="font-size:13px;">Common Thrust: 1M - ????? Modules; Usually very sluggish and slow. best to rely on FTL instead</p> |
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− | Mothership Class ships are exponentially rare, chiefly due to the base cost of the materials needed to construct such a behemoth (Exceeding 2 Billion Credits). |
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+ | <p style="font-size:13px;">Weapon Quality: Varies Widely; Generally extremely versatile with ridiculous amounts of weapons and turrets </p> |
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− | Due to the way in which the physics for large ships in Starmade works, the higher the number of blocks, the slower the turn time. There is no way to combat this, and as such Mothership Class Ships are very unwieldy, and may take minutes to take a full rotation. |
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− | Mothership Class Carriers often make up the entire fleet of a faction(s), and despite their sluggish turning, the ridiculous number of turrets will deal with the smaller threats, like hordes of Fighters. |
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− | Some people refer to Motherships as flagships, and others convert some Motherships into massive "supercarriers." |
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− | Direct fire from a Mothership will decimate the shields and hull of nearly any class ship, excluding itself, and should a Mothership be spotted, immediate retreat is advised. |
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+ | Mothership Class ships are exponentially rare, chiefly due to the fact that building them is extremely expensive and time consuming, and the fact that you would need a Super PC just to be able to load the whole ship; Most servers won't allow you to build your ships this high. As Huge Mobile space stations, Motherships offer the ultimate answer to the question: "How do I destroy all of my foes in one fell swoop and take over the whole Galaxy?". If you manage to make a mothership, you'll definitely be wishing for factories on ships in the next update. Usually fitted with just as much defense as a well-fortified station... No one will be able to stop you... Except maybe a single X-wing fighter with proton torpedo's manned by one boy... Who knows? |
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− | == Beyond boundaries (Above 1000000 Blocks) == |
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⚫ | As |
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+ | == Googol Class == |
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− | The average shield value has been said to range over 1 billion; 1.9 billion or even 2.4 billion (21818181818 individual shield blocks) |
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+ | Common Shields: ??????? |
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+ | Common Thrust: ??????? |
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− | Some notable examples however can be seen as literal 'planet killers', ones which can destroy the entire surface of a planet in seconds, destroying all plates at a time. It's also been theorised that multiple Deus classes are unable to half the shield capacity. |
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+ | Average Reactor level: ??????? |
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− | Notable examples of unclassified ships may be referred to unofficially as: |
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+ | Weapon Quality: ??????? |
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− | .Planet bases, Often created using the old planet design, instead filled to the brim with shields and thrusters. |
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+ | Common Roles: Conqueror of the Universe. |
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− | .Planet crackers, the name derived from the game Dead Space, these are noted to wipe an entire planet plate in a second or two depending on the memory usage of a pc. These are mentioned to harvest entire systems in under 10 minutes. |
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⚫ | <nowiki> </nowiki>As Star made can only handle a specific amount of blocks at one time, there are very few instances of ships close to the breaking point or even going over the boundaries. With very few examples, some of which have never been uploaded for the public view, it is impossible to classify them and as a result. NASA is probably the only guys that could actually load such a behemoth. Such ships are in multiple sectors at a time, and thus can be extremely glitch. If you manage to make one in survival, you are a God... But everyone on your server will hate you, obviously. |
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− | .Stations, these include large plates composed of Advanced hull sometimes spanning from an up-wards of 1.5 km or more. |
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[[Category:Ship]][[Category:Building]] |
[[Category:Ship]][[Category:Building]] |
Latest revision as of 07:46, 28 December 2018
This section is under discussion.
Power 2.0 is out. New system, new mass, etc. Here's an actual accurate but the most recent revised and accepted subjective list of ship size classification by the starmade playerbase. Although most people have a tendency to have different definitions of their own classification, here is a general guide for figuring out size class. For controversial classifications, here are the parameters I used:
-Both Mass and Blocks are taken into account, but only Mass is listed.
-Chambers are not taken into account on most classes. Chambers dictate the main usage / mode of the ship, not the class.
-While yes, big ships can have smaller reactors and small ships can bigger reactors, I kept the range of levels between 1-3. That doesn't necessarily mean I'm saying only a dreadnought with X level reactor can be considered a dreadnought. This is just a guide to identifying and classifying ship.
-This list is assuming you're not being a dullard and not including the cargo mass in your calculations.
-I didn't include "Frigate" as a class, because it's technically not a class, its a role. A Battleship can be a Frigate as much as a Corvette can.
Another note: IF you happen to be a trolling meming internet dullard and DO include cargo mass in your calculations..... NEVER use "mass" to dictate a size class of a ship. Mass is the English system as quantity of blocks is the metric system. Aparts from Cargo contributing to mass, mass is far inaccurate and misleading, as each digit of mass change is a range of block quantity changes. Certain blocks also carry more mass than others, and so the same quantity of blocks for a ship entity composed of different materials would potentially result in different size of ships, whereas "block count" measures volume without the "mass" and "density" variables. Hence, it is highly recommended not to use "mass" as indicators for ship classification - as mass provides only a rough estimation of what one would constitute as a type of "size" or in layman's terms: the gist of the size of a ship.
Aparts from the factors above, starmade's "mass" system is usable as a unit of measurement in starmade.
Drone Class / Quark Class (Average Mass: 1 - 1k)[]
Common Shields: 200-10k; Regeneration varies
Common Thrust: 1-100 modules; usually tops Max Speed quickly
Average Reactor Level: 0-5
Weapons Quality: No weapons - A few modules
Common Roles: Auto-Miners, Swarmer's, Attack Drones, Security Drones, Patrol Drones, Small jump ship's, Shuttles.
Drones are the smallest class of functional ships you can build in Star made. Usually given the name "Drone" because the most common use for extremely small vessels is AI jobs. This is because much smaller ships can be mass built or spawned, making it easier for whatever job has been assigned to the ship. Drones are usually armed with some kind of chamber system, but generally not anywhere using full RC.
Generally speaking, you will want to fleet several small drones in a fleet. Useful for mining, as well as swarming. Swarming is a technic where a large amount of small drones attack a large vessel, which each small drone usually not doing much, but fast, damage. Can be deadly if the target is overwhelmed.
Outside of the AI-piloted ships, Atom class can be used to define smaller manual-piloted ships like these. These ships usually are only for the purposes of travelling long distances quickly, scouting out new or enemy territory, or just shuttling people between two points faster than walking. Often Atom Class ships are built for there small reactors and chamber requirements, allowing for them to be made quicker or on the spot, especially for scouting or shuttle purposes. Some shuttles can tend to be very massive, but most will be contained within the average size listed. Can contain 1-2 chamber types using little to most of their RC, usually FTL or Mobility.
Interceptor Class (Average Mass: 10 - 50)[]
Common Shields: 0 - 1000; Miniscule regeneration
Common Thrust: 5 - 20 modules; usually tops max speed very quickly
Average Reactor Level: 0 - 3
Weapons Quality: A few modules
Common Roles: Armed Scout, Explorer, Fighter Support, Bomber, Runner, Skirmisher, Fodder, Hunter, Racer, Saboteur, Anti-Turret, Fighter
Interceptor Class, or Super-Light Fighters, is the generally the smallest class of armed ships with any sort of cockpit. Very small, stealthy, and fast ships, focusing more on these attributes over shields or defense (partially due to their speed). The purpose and design of these ships is usually for their speed, being so small to avoid drag; Their maneuverability gives them preference to being used at airstrike runners, bombers, saboteurs, and even racers. Generally not seen with chambers, it would be better to carry interceptors and fighters inside a frigate of some sort, as to not be wasting space adding FTL chambers on your interceptors / fighters.
Can be used in swarms alongside drones, with the difference being that you may want to manually pilot an interceptor ship. Usually the design should allow for a small cockpit one or two players can fit in, the thing that really would classify an interceptor as 'an interceptor' would be the sleek design, and optionally, a thrust configuration that best suits the needs of the ship. Get the right pilot inside the cockpit of a well designed interceptor, and it could take down ships much bigger than itself.
Light Fighter Class (Average Mass: 50 - 300)[]
Common shields: 600 - 5000; regeneration varies
Common thrust: 15 - 50 modules; usually top max speed quickly
Average Reactor level: 1 - 3
Weapons Quality: Average; usually 10 modules or more
Common Roles: Runner, Saboteur, PvP, Light Aircraft, Frigate Support, Support, Air Strikers, Anti-Turret, Fighter
Light Fighters are the first class where you can get more specific with the ships intention. As the older brother to the Interceptor class, light fighters are usually designed to gain top speed like its preceding class, but sacrificing it just a little to focus more on weaponry and small shields. As with the Interceptor, the pilot of said ship can determine how well the ship functions.
Being slightly larger then its preceding class, and depending on the design, you may be able to fit a chamber inside the ship with your reactor. This opens the door to roles, a stealth fighter, a defensive fighter, a fast fighter, etc.. Generally speaking of course, light fighters will make more room and focus for shields and weapons. Most light fighters will be consuming most of their power when using them.
Unlike an Interceptor, Light fighters are good for more than just quick runs back and forth. They can get down and dirty, and accurate. Whole Interceptors are good for hitting large targets, Light Fighters can comfortably fit a camera, or even a small turret in some cases, making hitting smaller targets much easier.
Heavy Fighter Class (Average Mass: 300 - 3k)[]
Common shields: 6k - 30k
Common Thrust: 10 - 200 modules; Varies
Average Reactor Level: 1 - 6
Weapons Quality: Varies; usually 30 or more modules
Common Roles: Fighter Support, Armored Fighter alternative, Defense, Fodder, Bomber, Tank Runner, Fighter.
If the Light fighter is the older brother to the Interceptor, then the Heavy fighter is the father. Generally just considered to be larger or bulkier fighters, most Heavy Fighters tend to scrap the intense maneuverability of its preceding classes, and boosts its defense and/or weapons. Most Heavy Fighters will be well armed, capable of taking down much more than a Light Fighter.
Typically, because of the smaller chamber size requirement, and the increase in average size, the usage and capabilities of Heavy Fighters makes them a versatile tool to have in your fleet, and an ability to even counteract the speed issue with Mobility chambers, increase defense or weapons. Heavy Fighter generally don't need to be carried by a Frigate, but if you are planning to have them in mass, it might be a good idea.
Heavy fighters can be huge and bulky, or almost as small as Light Fighters. But they are usually defined by there intense weaponry, and relentless destruction against small targets.
Corvette Class (Average Mass: 2k - 10k)[]
Common Shields: 50k - 100k
Common Thrust: 100 - 1k modules; generally bulky and slow
Average Reactor Level: 5 - 7
Weapon Quality: Gets the job done; 100 or more modules
Common Roles: Reconnaissance, Escort, Light Support, Defensive Barricade.
The Corvette, a wide ranged class, compared to its predecessors. Corvettes are usually used for support or escort of much bigger ships, and are therefore usually built to be slow or in groups. Great for small fleets, Corvettes usually focus on weapon based defense and disabling. Rather than being armed with Auto cannons, a player might rather choose to arm a corvette with missiles or beams.
Turrets can be installed, but the style of a Corvette more demands on-board weapon management. A turret or two can be places with no negative effects to the systems, but one might before to use the inner ship Remote Control function.
Corvettes are not usually on there own, but will generally be more shielded when they are.
Cruiser Class (Average Mass: 10k - 50k)[]
Common Shields: 100k - 500k[]
Common Thrust: 5k - 10k Modules; Average speed for its size, versatile and easy to move[]
Average Reactor Level: 6 - 10[]
Weapon Quality: Usually Focused and Heavy; Anywhere from 500 modules upwards to 5000[]
Common Roles: Single Attack ship, Small fleet Flagship, Bombardment, Defensive / Armed travel, Battleship Support, Small-Scale Warship.[]
[]
The Cruiser. The first Class that can be considered a proper 'warship'. Much like a Corvette, Cruisers are known for there defensive weaponry. Cruisers, however, are much bigger in size, and the weapons they carry are usually much heavier than a corvette's. Able to survive on it's own, a Cruiser can be defined as a large but fast ship, capable of taking down any class lower than it with ease. As for other Cruisers, or ships of a higher class than it, it can usually do some pretty serious damage, but is more effective when paired with a Battleship or a few other Cruisers.[]
Generally speaking, Cruisers are used as personal ships, as they tend to make for safe travel, while not sacrificing weaponry or defense for speed. This same feature is what makes Cruisers such brilliant support, there balance of speed and weaponry. Built right, Cruisers land right in that sweet spot, making them a great Class type to fly around in, and have at your beckon call.
Battleship Class (Average Mass: 30k - 100k)[]
Common Shields: 100k - 1M
Common Thrust: 10k - 100k Modules; Stronghold and rarely moving, but can be built fast
Average Reactor Level: 10 - 15
Weapon Quality: fast and Focused; Main weapons may get up to around 10k modules
Common Roles: Flagship, Assault Missions, Titan Destroyer, Dreadnought Support, Frigate.
Battleships make up the backbone of any fleet. Strong and burley, Battleships are usually designs to be chunky, but tend to harbour several weapons systems at a time, outside of turrets. Depending on your design, a Battleship can have upwards of 10 turrets on the main deck, though some players may prefer only a few large damage turrets. Due to reactor size and chamber requirements, a Battleship will rarely be using all of its RC, and will usually be very role specific to the players needs. Battleships can manage to maintain good speed and maneuverability, considering the wide open style most players use...
Battleships are great as a flagship for a fleet of corvettes and fighters, and the best built Battleship can easily match and overcome a ship of the same class.
Titan Class (Average Mass: 100k - 300k)[]
Common Shields: 1M - 20M
Common Thrust: 50k - 800k Modules; Varies widely, generally very slow
Average Reactor Level: 15 - 25
Weapon Quality: Varies; usually slow, but extremely hard hitting. Up to 50k sized weapons
Common Roles: Planet Destroyer, Station Killer, Flagship, Dreadnought killer, Defensive hub.
Titans are to Battleships what Heavy Fighters are to Light Fighters. As The "Super Saiyan" version of battleships, A Titans two biggest advantages are it's ability to absorb damage, and its incredible ability to take out lower foes instantly. Usually packing massive shields, the main difference between a Battleship and a Titan (other than the size) is the main weapons. While Battleships may be versatile in there main weaponry, with few turrets, a Titan builder might choose to add one big and slow weapon; however, though it may be slow, these weapons can be planet and even station killers.
Titans normally maintain a relatively average speed for there size, but the less thrust devoted to a Titan, the more shields it may have. Coming along another Reactor sweet spot, a titan may be using most or all of it's RC, making Titans very fluid versions of battleships. If you are looking to strike fear into your enemies, or a massive entity to flagship you to ultimate victory, a Titan is just what you need.
Dreadnought Class (Average Mass: 500k - 1M)[]
Common Shields: 100M - 1B
Common Thrust: 500k - 1M Modules; Speed Varies widely
Average Reactor Levels: 20 - 35
Weapon Quality: Hard, Fast, and Relentless: Module count per weapon may vary widely
Common Roles: Eater of Worlds, Super heavy Assault, Large Scale war, Mothership Destroyer, Faction Killer, Large Ship Frigate.
Dreadnoughts. Not much to say here. Extremely massive, but rare, ships, it would be best just to run from these guys. An amazing feat, even the most exceedingly glorious Titan may seem like an unworthy opponent for the owner of a Dreadnought. Unlike Titans, Dreadnought weapons systems are a lot like a battleships, on a severely more massive scale. Dreadnought may boast many, many turrets, and can easily eat up entire fleet, destroy entire systems, and take down multiple stations before you even have a chance to properly react. Depending on the reactor size you choose, adding chambers to these beasts will make them even more fierce, and depending on the style built, they can be fast going forwards/backwards and left/right.
Mothership Class (Minimum Mass: 1M)[]
Common Shields: 1B - ?????
Common Thrust: 1M - ????? Modules; Usually very sluggish and slow. best to rely on FTL instead
Average Reactor Level: 30 - ?????
Weapon Quality: Varies Widely; Generally extremely versatile with ridiculous amounts of weapons and turrets
Common Roles: "Mobile" Space Station, Ultra heavy Assault, Game Ender, Destroyer of Galaxies, Super Carrier
That's no moon....
Mothership Class ships are exponentially rare, chiefly due to the fact that building them is extremely expensive and time consuming, and the fact that you would need a Super PC just to be able to load the whole ship; Most servers won't allow you to build your ships this high. As Huge Mobile space stations, Motherships offer the ultimate answer to the question: "How do I destroy all of my foes in one fell swoop and take over the whole Galaxy?". If you manage to make a mothership, you'll definitely be wishing for factories on ships in the next update. Usually fitted with just as much defense as a well-fortified station... No one will be able to stop you... Except maybe a single X-wing fighter with proton torpedo's manned by one boy... Who knows?
Googol Class[]
Common Shields: ???????
Common Thrust: ???????
Average Reactor level: ???????
Weapon Quality: ???????
Common Roles: Conqueror of the Universe.
As Star made can only handle a specific amount of blocks at one time, there are very few instances of ships close to the breaking point or even going over the boundaries. With very few examples, some of which have never been uploaded for the public view, it is impossible to classify them and as a result. NASA is probably the only guys that could actually load such a behemoth. Such ships are in multiple sectors at a time, and thus can be extremely glitch. If you manage to make one in survival, you are a God... But everyone on your server will hate you, obviously.