Custom Ship Design
The key to designing a good ship is understanding what you want out of that ship
before you begin designing. No one ship can do it all... you cannot have a ship
with great sensors, loads of weapons, impenetrable shields and armor, and fast
maneuvering.
In truth, the first question you should ask yourself is to design a fleet
concept. What type of fleet do you intend to use? Will it be a
generic fleet, with a number of ships in every class (scouts, fighters,
cruisers, and destroyers), or will it specialize? Do you want to just use
capital ships, capable of inflicting a massive damage very rapidly? Do you
want nothing but fighters, hard to hit and maneuverable. Do you want only
one or two ships, or do you want a massive fleet? will they need to be able to
travel quickly? Will they need to cloak?
Once you have answered these basic questions, you need to choose a race for your
fleet.
- Human: High Energy ships (useful for long-range attacks,
high-speed and maneuverability, and the ability to do more than one thing at a
time).
- Karpian: Combat Oriented ships (multiple, high damage weapons)
- Vortian: Maneuverable / Cloaking Ships (great for players who like
to take their time, scout the map, plan strategy, and get players to attack
THEM)
- Thonisian: Jack of All Trades (a flexible race, but dependent on
that flexibility. They should never go Toe to Toe with Karpians, Try to
over-power Humans, or out maneuver Vortian ships)
Pick a race in which best suits the strategy you already decided upon.
Then begin building the appropriate ships to fill out your fleet.
if you follow this procedure, you should already have a pretty good idea of how
big your ship should be, and how much you want it to cost. Always keep
ships size in mind as you design your ship. It is very easy to begin
adding weapons and let your ship expand the wildly out of control.
Power: The first thing you want to look at is your ship's power.
Start out by giving it a reasonable amount. We can always tweak this
number later, but it's a good idea to start here so that you know roughly how
much power you'll have to work with.

Grids: Next, fill out your grids. These you likely will not have to
tweak. Make sure you only have the grids you think you'll need or use. if they
ship is solely intended to be a scout, will it need a shield or weapons grid?
If it's a space station, intended to go it to one place and then stay there, do
you need a large warp grid? Remember, if you don't think you will be
needing the grid for the duration of the game, only put a couple of points into
it. Sure, a cloak grid with only three points and it may be destroyed very
quickly, but if you don't plan on getting the ship into combat, who cares?
Weapons: Now, put on your weapons. You need to decide whether or
not you're going to go for long-range weapons (in which case you will probably
want missile weapons with high power and low to moderate damage), or low range
weapons. If your ship is intended to stick around for awhile, make sure you use
beam weapons, or missile weapons with greater amounts of ammunition. If,
however, your ship is intended to be a "one shot wonder", give it a single
missile weapon with tremendous power and damage. With this technique, even
small ships can take out a single space station. Remember, the more
weapons you have, the less chance they will all be damaged and you'll find
yourself without weapons. One weapon in a single for it might be able to
hit every ship around you, but it can also be hit by every ship around
you. Consider whether or not you want you were weapons on multiple arcs,
or more weapons on fewer arcs.

Emergency Procedures: Consider these carefully. If your ship is a
command ship, you'll probably want a greater number of emergency procedures
available to you. However all the emergency procedures are used by
computer players as well. if your fighter runs out of ammunition, the
"self-destruct" procedure can turn him into a flying bomb. Keep in mind
that while most of these procedures do not take up a considerable amount of
space, there are space becomes greater when combined with cloaks and shields (if
you had an emergency became to a ship, you don't pay just for the space of the
Beacon, but for the space of the extra shields having to protect it as well).
Shields and Armor: While it is tempting to put Shields on first, this
isn't particularly effective. The size of the shields depends on the size
of the vessel, as to the maximum amount of shields you can put on. The
bigger your ship, the more shields they can support. If you put shields on
first, you won't be able to put on as many as you could later. You can have
shields totaling [2 x the square root of your ship size]. A ship of 100 size can
have 20 shields. A ship of 2000 size can have shields up to 89. And
remember, while you are adding shields, you're also adding ship size! Once
you get your shields up to pay high number, the chances are your ship will have
expanded amount that you can support even more shields. Just remember well
your adding shields that you did have a target size. While it may be
tempting to set your shields to the highest that they can go, remember that the
bigger your ship gets, the easier it is to hit. The more shields you have,
the greater the chance you'll need them!