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space-game/docs/SHIPS.md

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