There are some older ship class guides out there, but the game has changed a lot since then. Also, I'm not sure that mass is the best basis for classifying warships, since mass is no indicator of function or relative ability. Function (i.e. drone carrier) could be a means to determine relative class, but classing by function gives no indication of firepower or shield capacity (a fighter can be 50 mass or 50K mass, serve a similar role in battle, and have an impact upon battles that is worlds apart, so knowing the function is not irrelevant, but more... secondary than knowing a ship's power).
Power regen is a pretty good indicator of relative ability, IMO, since firepower, shield regen, thrust, and other abilities are at least indirectly limited by this number (it can be offset with large power storage, but if you redline it you'll eventually be limited by it and it affects time to charge, etc).
So I've started classing my ships based on power gen within the 2M single entity cap, and for now this is the initial approach I'm taking to my fleet planning.
>=2M Dreadnought
1.5M-2M Battleship
1M-1.5M Cruiser
500K-1M Destroyer
250K-500K Frigate
100K-250K Corvette
<=100K Fighter
I've excluded adjective-classes (i.e. battle-cruiser) since I feel they are essentially sub-categories of another class.
I've also excluded the common "carrier" class, since in Starmade even a small ship can carry, and dedicated carriers can come in any shape or size.
I've not scaled to include docked-power ships because 1) I think that once fleets are fully integrated they will become obsolete except in special cases, 2) they tend crash clients and servers and therefore aren't properly "functional" ships that can legitimately engage in group battles, IMO. They just hump AI rats or jump onto players and lag them into paralysis while automated turrets shred everything in range... and I strongly doubt that such a mode of gameplay is the long-term goal.
This classing method seems to fail for stealth ships, since they require absurd amounts of power while dealing relatively small damage and mounting only light shields. Of course their stealth ability if properly used can cause major changes to the outcome of a battle, so in terms of indicating the ship's impact on battles, I think it may be arguable whether or not it works for stealth ships.
Power regen is a pretty good indicator of relative ability, IMO, since firepower, shield regen, thrust, and other abilities are at least indirectly limited by this number (it can be offset with large power storage, but if you redline it you'll eventually be limited by it and it affects time to charge, etc).
So I've started classing my ships based on power gen within the 2M single entity cap, and for now this is the initial approach I'm taking to my fleet planning.
>=2M Dreadnought
1.5M-2M Battleship
1M-1.5M Cruiser
500K-1M Destroyer
250K-500K Frigate
100K-250K Corvette
<=100K Fighter
I've excluded adjective-classes (i.e. battle-cruiser) since I feel they are essentially sub-categories of another class.
I've also excluded the common "carrier" class, since in Starmade even a small ship can carry, and dedicated carriers can come in any shape or size.
I've not scaled to include docked-power ships because 1) I think that once fleets are fully integrated they will become obsolete except in special cases, 2) they tend crash clients and servers and therefore aren't properly "functional" ships that can legitimately engage in group battles, IMO. They just hump AI rats or jump onto players and lag them into paralysis while automated turrets shred everything in range... and I strongly doubt that such a mode of gameplay is the long-term goal.
This classing method seems to fail for stealth ships, since they require absurd amounts of power while dealing relatively small damage and mounting only light shields. Of course their stealth ability if properly used can cause major changes to the outcome of a battle, so in terms of indicating the ship's impact on battles, I think it may be arguable whether or not it works for stealth ships.