-Hull classes
Spinal Mount (Medium-large size, Generally for anti-capital ship. taxing for the budget.
Stealth (Size:Tiny,Small,Medium. Notes: Due toresource shortages, Incredibly expensive.)
Standard (Size:Small, Medium, Large. Notes: Second to the fighter in terms of easy production.)
Fighter, (Size:Tiny, Notes: Cheapest current hull design, Requires Carrier.)
Carrier, (Size:Large, Massive. Notes: Eighth most expensive hull design.)
[Further access required.]
-Weapon systems & Modifiers
-basic Summary of Modifiers: the larger the ship, the bigger the weapon it can handle, to a point. A modifier changes the weapon in some way, usually at the expense of something else, you can combine as many modifiers as one would like, as long as they are not directly conflicting (Light heavy Mass driver)
Laser (Slightly expensive, cheaper due to standardization and mass production.)
Slugger (Cheap, aging weapon, fires slugs or usually scrap metal via magnetic and chemical propulsion.)
Mass Driver (Can only be fitted on Medium and large ships, fires iron balls the size of cars, exactly as lethal as it sounds.)
Missile. (Can be equipped with EMP, Anti crew, Fragmentation and high-explosive warheads, however, expensive, but effective.)
Phase Lance (The lasers more advanced brother, often used to erase ablative plating for the missile system., Incredibly expensive.)
Torpedo( A large, slow, and incredibly deadly missile. Can be used for planetary bombardment. Very expensive, and cannot hit small and tiny targets.)
Automatic Machine gun. ( Anti fighter & Torpedo, acts as point defense, but weak, Cheap.)
-Modifiers
Cannon (Makes the weapon more lethal, slower to “reload”, and more expensive, but not as much as an upgrade from for example, Laser to Phase Lance.
Light (Retooled to use less tonnage, at the expense of everything else, Slightly cheaper.)
Heavy (Retooled to use more tonnage, being overall better at everything else, Expensive.)
Individual targeting computer (Given its own targeting computer, accuracy increased heavily, and expense just as much Computational devices are expensive.)
Cutting Edge ( increased lethality and everything else at the expense of credits and possible failures, inapplicable in certain situations.)
Point defense assisting (applicable to non-main weapons, assists as point defense. Expensive, less effective against ships.)
Slagged (Cheapens incredibly, with the quite real posibilty of failure, can be applied to anywhere.)
Spinal Mount (Clarify that this will be mounted on a spinal mount of the hull Spinal Mount, much larger, and much, much more deadlier.)
Sidenote: You can use adjective such as Large or tiny in weapons to clarify how much space they can take relative to the ship.
[Further access required.]
-Defensive
Steel plate (Cheapest type of armor, don't expect much protection or respect.)
Dura-Steel Plate (Average armor, average cost.)
[redacted] Plate (Expensive, Heavy, and incredibly protective, please do not examine the plate closely.)
Ablative Plate (Able to shrug off heavy blows and missiles, weak to laser fire, Slightly expensive.)
Chaf cannon (Anti-Missile/ torpedo, and occasionally fighter, On the cheaper side.)
Laser-point defense. (A dedicated laser system to pinpoint fire missiles, torpedos. Don't expect it to break a shield or anything even minorly armored.)
Ground point (Incredibly expensive, provides complete protection from EMP.
Power
Standard Fission (Cheap, somewhat reliable, but not quite up to the demands of more power hungry items.)
Standard Fusion (Expensive, but completely reliable.)
Hyperfusion (less expensive than Standard fusion, unstable and generates twice the amount of power.)
Zero-point (Incredibly expensive, effectively limitless run time, and very reliable.)
Shielded Antimatter (The holy grail of power, incredibly expensive, does not explode if a cascading situation occurs.)
Unshielded Antimatter (The holy grail of power, Very expensive, Does explode if a cascading scenario occurs. can cascade under EMP.)
Solar (Often used as a backup, slightly expensive.)
Engines
Stanford particle accelerator (The golden standard for engines, uses power systems “waste” as thrust. cheap, for an engine, the more “powerful” the engine, the more thrust it makes, the Zeropoint and solar engines are not compatible with the Stanford particle accelerator.)
Solar sail (Effectively unlimited thrust, Expensive, and vulnerable unless folded.)
Hyperdrive (The only way to reach faster than light speeds under the glory of the dominion, does not require fuel.)
[Further access required.]
-Misc
Drone core (Incredibly expensive, a many times more durable than crew, unable to repair it self.)
Repair beam (Able to repair allies out of battle and in certain situations in battle, expensive, and bulky.)
Annihilation core (Explodes violently upon death, Less safeties, so it makes the ship cheaper, Standard procedure is to not inform the crew of this design decision.)
(Mining division (Only available on large ships, but enables the ship to do on-site expansive mining operations for minerals to repair itself, Incredibly expensive.)
[Further access required.]
((This list can be added, if one discovers new weapons and such by themselves, by using actions, or by rising in access level as a team.
Below the ashy paper is what appears to be the request.
Looking over the supplies you have been given, it appears you have been given a large budget for combating the heavy capital ship, and a rather light budget for the new fighters. Overall, under your command are three sets of engineers ready to begin drafting, and a single set of researchers ready to begin experimentation on new things, along with anything you may require for testing. construction will be discussed later.
((this is my first time doing this type of thing, so if I screwed up somewhere please tell me, if you require information about IC parts, be glad to ask and you will receive an answer that you may, or may not like.))
The system it self is overall very simple, by using modifiers and "modules" to create parts of a ship. To start off you select a hull. this will be the biggest part of the expenses of both the budget and mass you can get, and then you decide how large it is. A tiny Fighter is about the size of four American SUV's welded together, and it only increases from there, as space-battles are expensive, large and fairly deadly if one is under equipped. From then on you add weapons, defenses and other parts, here is what the format of a "finished" ship looks like, however it is not set in stone, if you think you can create a better one, I'll be glad to take it.
"Stonebreaker" Heavy Cruiser
~Large Standard Hull
~Offensive
-Laser Cannon
-Laser Cannon
-Torpedo (Half EMP, half HE loadout.)
-Light Automatic Machine gun
-Light Automatic Machine gun
~Defensive
-Dura Steel plate
-Steel plate
-Chaf cannon
-Chaf cannon
~Power
-Backup Solar
-Standard Fusion
~Engine
-Stanford Particle Accelerator
-VASMIR Engines
~Misc
-Repair Beam
-Automated Repair Drones
First you list the name of the ship itself, and then what classification it has, I follow standard navy classifications for this game. The second thing is you list what type of things it has, preferably categorized and separated so I know what your talking about. For weapon systems, generally its a symmetrical pair and weapons are often the biggest part. In this example the ship will have two sets of laser cannons, a single torpedo system, and two sets of point defense machine guns, and so on. I am also open to improvisation off the list, as long as it is not something downright ridiculous, and sounds like it can be approved by management, it can be allowed. They wont allow a huge Antimatter-powered defenseless machine that absolutely bristles with weapons and expenses, and the more doo-dads and expenses you put on, the heavier the ship is in general. Having a cheap, simple ship can mean simpler designs, more able to be produced and happier superiors, even if they are less then effective then a complex war machine with all the back ups, that you can only build two of.