Hi everyone,
I have recently come up with a relatively simple classification for the roleplay capabilities of a ship. Note that this is intended to be completely independent of ship class and size; it's purpose is to quickly show at a glance what level of roleplay support a ship has without dictating interior dimensions or similar. Note however that very small ships are unlikely to fulfill the higher classes' requirements.
Each class has a set of requirements; note that a higher class also contains all requirements of all the lower classes. All of this is purely of a suggestion nature and to give an overview; especially the ordering/prioritization of the features may differ from person to person.
* Crew does not need to necessarily have a function (like firing a turret or flying a ship in the hangar). All ships are pilot-centered due to their nature; "crew" in the context of this classification just means that it is possible to have that many people on the ship and still have enough of all the RP features listed for that class to use them as intended. A very large ship can easily accomodate far more crew that would ever realistically be on the ship at the same time.
(WIP - to be continued/changed/modified)
I have recently come up with a relatively simple classification for the roleplay capabilities of a ship. Note that this is intended to be completely independent of ship class and size; it's purpose is to quickly show at a glance what level of roleplay support a ship has without dictating interior dimensions or similar. Note however that very small ships are unlikely to fulfill the higher classes' requirements.
Each class has a set of requirements; note that a higher class also contains all requirements of all the lower classes. All of this is purely of a suggestion nature and to give an overview; especially the ordering/prioritization of the features may differ from person to person.
* Crew does not need to necessarily have a function (like firing a turret or flying a ship in the hangar). All ships are pilot-centered due to their nature; "crew" in the context of this classification just means that it is possible to have that many people on the ship and still have enough of all the RP features listed for that class to use them as intended. A very large ship can easily accomodate far more crew that would ever realistically be on the ship at the same time.
- Ship core access from the outside.
This class and higher ones denote ships that can believably let at least their pilot survive in empty space.
- Airtight hull. No airlocks needed.
This class and higher ones denote ships that can actually be "walked in", e.g. roleplay in gravity.
- Exiting the ship core will not dump you into space regardless of ship rotation state.
- At least one camera block to allow for a relatively clean outside view
- At least one gravity block on the ship or a thrust-based means of gravity simulation (no forced permanent zero-G environment for additional crew)
- Minimum supported RP crew* of 1 (the pilot)
- Small walkable area apart from core room.
- Basic furniture: at least 1 private bed or bunk (permissible to build into wall) and 1 chair facing any table per crew member.
- At least 1 storage chest/locker per crew member
This class of ships permits basic roleplay with a limited number of roles and possible activities.
- Minimum supported RP crew* of 2 (so that the pilot can take someone with them)
- Captain quarters are separated from the rest of the interior by a door
- Mess hall/table (simple long table sufficient for smaller ships). May double as meeting room.
- Accessible medical cabinet/supplies block
- Basic sanitary equipment: at least 1 toilet/sink combination + 1 shower total found on the ship
- Airtight hull w/ airlocks. Hangars may directly open into space and are then considered to be without life support, requiring airlocks to connect them to the interior.
This class of ship exhibits extensive interior features and facilities to support more complex RP scenarios and generally allow for a relatively "realistic" sci-fi setting.
- bridge and/or CIC (external or internal) with at least one display block showing power and shield status - may be combined with the core room/access
- Minimum supported RP crew* of 6
- Interior navigation supported by display blocks
- Dedicated captain and officer quarters are separated from the rest of the interior by a door.
- Dedicated captain quarters have their own sanitary equipment
- Dedicated meeting/briefing room.
- Dedicated (not shared-space) mess hall with table and sitting opportunities for every crew member.
- Dedicated medical room separated from the rest of the interior by a door
- Ships above 10k mass need at least one internal 7x7x7 shuttle dock. Hangar rules apply.
This class of ship is suitable for complex roleplay, enabling their crew to re-enact or live-play any generic sci-fi scenario. Diverse and complex interior to allow for a multitude of settings and scenes, and a truly "realistic" sci-fi feeling.
- For ships that have logic, state indicators of important blocks added to bridge or CIC
- Dedicated science lab (separate from medical room)
- Dedicated armory
- Dedicated surgery, biohazard isolation (with airlock), critical care and normal bedrooms instead of general medical room
- Dedicated engine/machinery room
- Dedicated bar and leisure facilities
- Ship-wide RED ALERT system
- Brigg / jail with at least one cell. The author prefers this cell to be linked to an "exterminate"- button somewhere on the ship, but that is up to personal preference (as is the method of extermination)
- Sufficient shuttle docks to allow all crew to escape. Hangar rules apply.
(WIP - to be continued/changed/modified)
Last edited: