docs: establish official design documentation
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# Ships
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This document defines the intended role of ships in the simulation.
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Ships are mobile actors that operate across the spatial model in [SPACES.md](/home/jbourdon/repos/space-game/docs/SPACES.md) under the authority of commanders defined in [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md).
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## Core Principles
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- every active ship should have a commander
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- ships operate in explicit movement regimes
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- ships execute logistics, combat, construction, scouting, and transport roles
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- ship capability depends on hull, modules, and commander intent
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## Ship Roles
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Common roles include:
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- mining
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- hauling
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- construction
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- escort
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- patrol
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- combat
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- scouting
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- passenger or utility support later
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From a simulation point of view, the important distinction is not only hull category but also commander role:
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- self-directed industrial ship
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- station-assigned ship
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- fleet-assigned ship
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- faction-directed strategic ship
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## Movement
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Ships should move according to the layered spatial model:
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- thrusters in `local-space`
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- warp in `system-space`
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- stargate or FTL for inter-system travel
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Ships should not behave as if an entire system is one continuous local dogfighting field.
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## Command Requirements
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A ship without a commander should be severely limited.
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At minimum, it should not perform meaningful autonomous loops such as:
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- mining cycles
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- trade runs
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- route planning
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- combat patrols
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- logistics procurement
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Ship commanders should be able to receive work from:
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- player direct orders
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- a superior commander
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- economic opportunities exposed by the market
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Some ships should also specialize in worker transport, provided they carry the required human habitat module defined in [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md).
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Ship work selection should also obey policy restrictions such as allowed trade partners, regional limits, and station-serving constraints. See [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md).
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## Capabilities
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Ship capability should depend on:
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- hull class
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- fitted modules
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- cargo and storage compatibility
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- propulsion capability
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- docking compatibility
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- optional warp and FTL capability
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Cargo and movement capability should materially affect which market opportunities a ship can accept.
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This should eventually include item-class compatibility as described in [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md).
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Those capabilities should primarily come from fitted modules as described in [MODULES.md](/home/jbourdon/repos/space-game/docs/MODULES.md).
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## Relationship To Other Documents
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- [SPACES.md](/home/jbourdon/repos/space-game/docs/SPACES.md)
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- [COMMANDERS.md](/home/jbourdon/repos/space-game/docs/COMMANDERS.md)
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- [ECONOMY.md](/home/jbourdon/repos/space-game/docs/ECONOMY.md)
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- [STATIONS.md](/home/jbourdon/repos/space-game/docs/STATIONS.md)
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- [WORKFORCE.md](/home/jbourdon/repos/space-game/docs/WORKFORCE.md)
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- [ITEMS.md](/home/jbourdon/repos/space-game/docs/ITEMS.md)
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- [MODULES.md](/home/jbourdon/repos/space-game/docs/MODULES.md)
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- [POLICIES.md](/home/jbourdon/repos/space-game/docs/POLICIES.md)
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