Post by Nephill on Mar 2, 2013 2:00:35 GMT -5
Custom ships should follow along with this format. Some items, such as production line, can be omitted if the ship is unique, but otherwise the template should be followed. Direct ports from other sites outside of canon are not permitted unless you own the design in question.
As with character bios, remove the items in double-parenthesis before posting; they're only there by way of explanation of what we're looking for.
Class Name: ((The common name of the ship type. An example would be X-Wing for the T-65.))
Manufacturer: ((The company that built the ship, or its base model if the ship is a custom job.))
Production Line: ((The technical definition of the ship and what product line it's in. The X-Wing would thus be the X-Wing Starfighter, while the E-Wing Type B would be the E-Wing Escort Fighter.))
Technical Designation: ((The alphanumeric designation the manufacturer assigned the ship; T-65 for the X-wing.))
Affiliation/Ownership: ((If it's affiliated with an organization/the character who owns the ship.))
Composition: ((The hull, armor, and superstructure materials.))
Classification: ((Starfighter, Shuttle, Light Freighter, Corvette, etc.))
Role: ((What purpose the ship serves.))
Height: ((In meters.))
Width: ((In meters.))
Length: ((In meters.))
Power Core Generator/Reactor: ((Give the type of power supply the ship has. Examples include hypermatter reactors, fusion generators, solar ionization cells, energy cells, and batteries.))
Hyperdrive Rating: ((Give the class of the hyperdrive, as well as the class of its backup. The fastest something smaller than a corvette can have is Class 0.5, but anything faster than a Class 1 is prohibitively expensive and typically unique. The fastest something the size of a corvette can have is Class 1. The fastest something the size of a star dreadnought can have is class 2.))
Sublight Speed and Maneuverability: ((Give the ship's speed in megalights (MGLT), and if atmospheric-capable list its atmospheric speed in km/h. Most starfighters are limited to speeds of 150 MGLT, while interceptors can get up to 160 MGLT. Shuttles and ships smaller than corvettes can get up to 140 MGLT, while corvettes get up to 120 MGLT. Frigates are capable of up to 90 MGLT, cruisers and heavy cruisers up to 70 MGLT, star destroyers up to 60 MGLT, battlecruisers up to 50 MGLT, and dreadnoughts up to 40 MGLT.))
Crew: ((The minimum and optimal crew requirements.))
Passenger Capacity: ((The number of passengers the ship can carry.))
Cargo Capacity: ((Cargo capacity in kilograms or metric tons, whichever is more applicable.))
Consumables: ((The time the ship can go in between refueling, recharging, and replenishment.))
Armament: ((With each item, include not only the type of weapon but also its performance.))
Defensive Systems: ((With each item, include not only the equipment but also its performance. Shields, ECM, and stealth measures go here.))
Carried Craft: ((Typically only found on capital ships. List the number of carried craft by type.))
Other Systems: ((With each item, include not only the equipment but also its performance. Communications arrays, sensor suites, and anything else that doesn't properly fit under the above categories goes in here.))
Description: ((Describe appearance, applications, advantages and disadvantages, unique technology, etc.))
A note on upkeep: Ships often require tens of thousands of additional credits on top of initial price cost in upkeep. Ships are complicated pieces of machinery that often require extensive maintenance to remain running. Warships are even more expensive to maintain, as these ships must adhere to rigid standards and must run at optimal performance.
Just for regular maintenance and checks usually cost a tenth of the ship's original cost for a starfighter a year. However, you must compile additional systems such as stealth coating which require special attention and care. These are all in the abstract for this site, but are things you have to keep in mind when developing ships for a character or a smaller faction.
As with character bios, remove the items in double-parenthesis before posting; they're only there by way of explanation of what we're looking for.
Class Name: ((The common name of the ship type. An example would be X-Wing for the T-65.))
Manufacturer: ((The company that built the ship, or its base model if the ship is a custom job.))
Production Line: ((The technical definition of the ship and what product line it's in. The X-Wing would thus be the X-Wing Starfighter, while the E-Wing Type B would be the E-Wing Escort Fighter.))
Technical Designation: ((The alphanumeric designation the manufacturer assigned the ship; T-65 for the X-wing.))
Affiliation/Ownership: ((If it's affiliated with an organization/the character who owns the ship.))
Composition: ((The hull, armor, and superstructure materials.))
Classification: ((Starfighter, Shuttle, Light Freighter, Corvette, etc.))
Role: ((What purpose the ship serves.))
Height: ((In meters.))
Width: ((In meters.))
Length: ((In meters.))
Power Core Generator/Reactor: ((Give the type of power supply the ship has. Examples include hypermatter reactors, fusion generators, solar ionization cells, energy cells, and batteries.))
Hyperdrive Rating: ((Give the class of the hyperdrive, as well as the class of its backup. The fastest something smaller than a corvette can have is Class 0.5, but anything faster than a Class 1 is prohibitively expensive and typically unique. The fastest something the size of a corvette can have is Class 1. The fastest something the size of a star dreadnought can have is class 2.))
Sublight Speed and Maneuverability: ((Give the ship's speed in megalights (MGLT), and if atmospheric-capable list its atmospheric speed in km/h. Most starfighters are limited to speeds of 150 MGLT, while interceptors can get up to 160 MGLT. Shuttles and ships smaller than corvettes can get up to 140 MGLT, while corvettes get up to 120 MGLT. Frigates are capable of up to 90 MGLT, cruisers and heavy cruisers up to 70 MGLT, star destroyers up to 60 MGLT, battlecruisers up to 50 MGLT, and dreadnoughts up to 40 MGLT.))
Crew: ((The minimum and optimal crew requirements.))
Passenger Capacity: ((The number of passengers the ship can carry.))
Cargo Capacity: ((Cargo capacity in kilograms or metric tons, whichever is more applicable.))
Consumables: ((The time the ship can go in between refueling, recharging, and replenishment.))
Armament: ((With each item, include not only the type of weapon but also its performance.))
- ITEM
- ITEM
- ITEM
Defensive Systems: ((With each item, include not only the equipment but also its performance. Shields, ECM, and stealth measures go here.))
- ITEM
- ITEM
- ITEM
Carried Craft: ((Typically only found on capital ships. List the number of carried craft by type.))
- ITEM
- ITEM
- ITEM
Other Systems: ((With each item, include not only the equipment but also its performance. Communications arrays, sensor suites, and anything else that doesn't properly fit under the above categories goes in here.))
- ITEM
- ITEM
- ITEM
Description: ((Describe appearance, applications, advantages and disadvantages, unique technology, etc.))
[B]Class Name:[/B]
[B]Manufacturer:[/B]
[B]Production Line:[/B]
[B]Technical Designation:[/B]
[B]Affiliation:[/B]
[B]Composition:[/B]
[B]Classification:[/B]
[B]Role:[/B]
[B]Height:[/B]
[B]Width:[/B]
[B]Length:[/B]
[B]Power Core Generator/Reactor:[/B]
[B]Hyperdrive Rating:[/B]
[B]Sublight Speed and Maneuverability:[/B]
[B]Crew:[/B]
[B]Passenger Capacity:[/B]
[B]Cargo Capacity:[/B]
[B]Consumables:[/B]
[B]Armament:[/B] ((With each item, include not only the type of weapon but also its performance.))[ul][li]ITEM
[/li][li]ITEM
[/li][li]ITEM[/li][/ul]
[B]Defensive Systems:[/B] ((With each item, include not only the equipment but also its performance. Shields, ECM, and stealth measures go here.)) [ul][li]ITEM
[/li][li]ITEM
[/li][li]ITEM[/li][/ul]
[B]Carried Craft:[/B] ((Typically only found on capital ships. List the number of carried craft by type.)) [ul][li]ITEM
[/li][li]ITEM
[/li][li]ITEM[/li][/ul]
[B]Other Systems:[/B] ((With each item, include not only the equipment but also its performance. Communications arrays, sensor suites, and anything else that doesn't properly fit under the above categories goes in here.)) [ul][li]ITEM
[/li][li]ITEM
[/li][li]ITEM[/li][/ul]
[B]Description:[/B]
A note on upkeep: Ships often require tens of thousands of additional credits on top of initial price cost in upkeep. Ships are complicated pieces of machinery that often require extensive maintenance to remain running. Warships are even more expensive to maintain, as these ships must adhere to rigid standards and must run at optimal performance.
Just for regular maintenance and checks usually cost a tenth of the ship's original cost for a starfighter a year. However, you must compile additional systems such as stealth coating which require special attention and care. These are all in the abstract for this site, but are things you have to keep in mind when developing ships for a character or a smaller faction.