A vessel class is a ship type — the design. Missions place instances of
it. It is the largest record in the game and the one that decides what a crew's
consoles look like.
The sections
| Group | Sections |
| Core | General, Presentation, Model, Animations, NPC |
| Collections | Damage Teams, Cameras, Decks, Docks, Effects, Hard Points, Lights, Occupants, Roles, Statuses, Weapon Groups |
| Defaults | Cargo, Objects, Ordnance |
| Tools | Shipyard |
| Interface | Widgets |
Roles: the most important section
The roles a class declares are the seats it offers, and each one names the console
screen it opens. The flagship declares six:
<role id="Captain" screen="captain" abbr="CAP" commander="true" visible="false" />
<role id="Flight" screen="flight" abbr="FLT" visible="true" />
<role id="Tactical" screen="tactical" abbr="TAC" visible="true" />
<role id="Operations" screen="operations" abbr="OPS" visible="true" />
<role id="Sciences" screen="science" abbr="SCI" visible="true" />
<role id="Engineer" screen="engineer" abbr="ENG" visible="true" />
Each carries a short abbreviation and a colour used consistently across consoles
and GM displays. commander marks the command seat.
Nothing requires these six. A small craft can offer one role; an unusual hull can
offer a role that exists nowhere else, pointed at a screen your module provides. This
is the main lever for making a module feel different: give the crew different seats.
Hard points and the Shipyard
Hard points are the mounting positions on the hull — where a component can be
installed, and where it sits in space for aiming and for damage. The Shipyard tool
fits Components to them.
Hard points define the ship's capability envelope; components define what is
actually installed. Getting the hard points right first saves rework, because
everything else attaches to them.
Statuses: the alert conditions
A class can define its own alert conditions. Leave the section empty and it gets the
standard four — Blue for docking, Green standard, Yellow elevated, Red
battlestations — each restricting which component types may be brought up. Those
restrictions are what stop Tactical arming weapons below Red.
Define your own and you take on the whole job: a condition set needs a base, an
elevated, a docking and a critical condition for the rest of the game to reason about
it. This is a powerful place to express a faction's doctrine and an easy place to make
a ship that cannot fight.
Cameras
Cameras are named viewpoints with a position, a target and a field of view, and they
are what the Main Viewer and viewport panels show. Author them generously: a bridge
forward view, side views, an astern view, and a set of external cinematic angles.
<camera name="Forward" position="0 70 130" target="0 70 -70" mode="Perspective" fov="55" showvessel="false">
The main Bridge view
</camera>
showvessel decides whether the ship itself is drawn — false for a
view from inside it, true for anything outside.
Occupants and crew
Large ships are populated by generator rules rather than individual people: so many
officers of this rank, so many enlisted, so many marines, with health and efficiency
defaults and tags. Operations and the decks display read this. A warship with no
occupants authored is a warship where nothing internal can go wrong.
Decks and docks
Decks are the interior: the compartments that matter when boarders, fires or
atmosphere become the story. Docks are where other craft attach, which is what makes
a carrier a carrier.
Damage teams
The pool of repair teams Engineer distributes. The number is a real balance
decision — it sets how quickly a ship recovers from anything.
The class can push extra panels onto specific consoles, in addition to the ones its
components bring. See Widgets for what a widget is; the short version is that a
console is assembled from declarations like these rather than being a fixed layout.