The T.R.Ue Ship Classification System:

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    Other creators have classified ships based on their mass or block size, which doesn't accurately reflect the capabilities or functionality of a ship. I use the T.R.Ue method (Total Reactor Unit). This method bases ship classification on:
    - Reactor block count
    - Equipment loaded to ship
    - Critical Design features

    --------------------------------------------------------------
    Light Fighter:
    • 1-99 Reactor blocks
    • Designed with a cockpit
    • at least one weapon system

    Heavy Fighter:
    • 100-199 Reactor blocks
    • Designed with a cockpit
    • at least one weapon system

    Corvette:
    • 200-999 Reactor blocks
    • Designed with a cockpit
    • at least one weapon system
    Frigates:
    • 1,000-4,999 Reactor blocks
    • Contains a bridge.
    • Equipped with at least 1 weapon system.
    Destroyer:
    • 3000-5,999 Reactor blocks
    • Designed with a cockpit or Bridge
    • multiple weapon systems
    • Designed to be fast and agile with a focus on weapons over armor.
    • They fill the role of anti fighter escort for capital ships.
    • Destroyers bridge the Gap between Frigates and Cruisers.
    Cruisers:
    • 5,000-9,999 Reactor blocks
    • contains a bridge
    • Equipped with at least one weapon

    Battlecruiser:
    • 10,000-15,000 Reactor blocks
    • contains a bridge
    • Equipped with multiple weapon systems.
    • Ship is designed with boosted velocity, with lighter armor/shields and more firepower over battleships. Battlecruisers bridge gap between cruisers and battleships.

    Battleships:
    • 10,000-49,999 Reactor blocks.
    • contains a bridge
    • contains at least 1 functional weapon system.
    • must have over 1 mil shields.

    Dreadnoughts:
    • 50,000-99,999 Reactor blocks
    • contains a bridge
    • must contain at least one function weapon system.
    • must have shields in excess of 1m.

    Titan:
    • 100,000+ reactor blocks
    • contains a bridge
    • contains at least one powerful weapon that together draw at least 10% of the Reactor's power.
    • Has power shields in excess of 10m hit points and that draw at least 10% of the Reactor's power.

    -------------------------------------------------------------
    the following categories are based on function and can have any Reactor size.
    -------------------------------------------------------------
    Drone:
    Anything Designed without a cockpit, crew compartment or bridge, but is equipped with an A.I. module is a drone. they can be a "light drone fighter" of a "Drone Titan" or anything in between.

    Carrier:
    Any ship designed to launch and recover smaller ships/drones that are stored PRIMARILY internally. The ship does not need to be armed. Carriers can be for combat or mining. (must have a minimum of 3 craft)

    Jump Carrier:
    Any Ship designed to launch and recover smaller ships/drones that are docked primarily externally. These kinds of carriers tend to be smaller and lack internal bay to store internally. (must have a minimum of 3 craft)

    Tugs:
    An unarmed ship designed with the full FTL tree and with external docks to facilitate much larger ship docking to them. Tugs do not have a minimum reactor size, but do require that ALL of their systems only require less than 20% of their reactor output. Their reactor size far exceeds their ships needs because it is required to jump the additional mass of the docked ships they service. They differ from jump carriers because jump carriers CAN be armed and dock only smaller ships.

    Blockade Runner:
    A cargo transport with MAX FTL range, auto FTL charge, 4 charges of FTL, and are equipped to store a minimum of 40K cargo storage and maintain a 5. thrust ration when full loaded.

    Cargo Transport:
    an unarmed ship designed around the ability to store cargo

    Covert Ops/Black Ops:
    Any Combat ship listed above equipped with a cloak. Example: Covert Ops Cruiser, Black Ops Frigate

    Scout:
    Any combat ship designed with boosted FTL, primarily basic armor, light weaponry, and boosted mobility.
     
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    There is no practical reason to call your 200k mass combat ship cruiser or dreadnought or whatever. I would just call it 200k + role. With numbers, you can estimate the power much more accurately. Names are just extra steps. Nobody will be impressed if you said you brought god-slaying-star-killing titan to a battle yesterday, in one system that would be equal to 1 million mass, in the other to 3 blocks. That doesn't mean anything, and not a single one of those classification systems will ever be true. Well, unless schema decides to make his own system and implement it in the game for real. But that is unlikely to happen.

    Reactor size is not a very precise metric, because some ships use 100% of their power generation, some use 130% when firing and not accelerating, and some use 70% to give some power to docked entities or to resist the power drain beam better (if it's still a thing).

    Total block count heavily depends on the aesthetics of the ships, and if 30% of the blocks are dirt and plants it's not even comparable to even slightly optimized ship of similar role.

    Mass is not a good criteria either, but a certain rough expectation for a given mass + role already exists. Example why it's not good: carrier ship that is mostly empty inside and carries hundreds of fighters that can't do shit against a single ship of equal mass. However, when the player sees a hostile ship marker, what is the very first thing they will do? – They will check its mass via navigation menu or targeting system.

    In the end you can use any IRL ship classification names for the sake of fun, even if it doesn't follow the rules of any actual classification system; bonus points if shipname/classname sounds nice; and if the combination of name/role/class/size/looks is somewhat plausible from IRL perspective - additional bonus points from guys who actually know sometheng about history and actual military fleets.
     
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    There is no practical reason to call your 200k mass combat ship cruiser or dreadnought or whatever. I would just call it 200k + role. With numbers, you can estimate the power much more accurately. Names are just extra steps. Nobody will be impressed if you said you brought god-slaying-star-killing titan to a battle yesterday, in one system that would be equal to 1 million mass, in the other to 3 blocks. That doesn't mean anything, and not a single one of those classification systems will ever be true. Well, unless schema decides to make his own system and implement it in the game for real. But that is unlikely to happen.

    Reactor size is not a very precise metric, because some ships use 100% of their power generation, some use 130% when firing and not accelerating, and some use 70% to give some power to docked entities or to resist the power drain beam better (if it's still a thing).

    Total block count heavily depends on the aesthetics of the ships, and if 30% of the blocks are dirt and plants it's not even comparable to even slightly optimized ship of similar role.

    Mass is not a good criteria either, but a certain rough expectation for a given mass + role already exists. Example why it's not good: carrier ship that is mostly empty inside and carries hundreds of fighters that can't do shit against a single ship of equal mass. However, when the player sees a hostile ship marker, what is the very first thing they will do? – They will check its mass via navigation menu or targeting system.

    In the end you can use any IRL ship classification names for the sake of fun, even if it doesn't follow the rules of any actual classification system; bonus points if shipname/classname sounds nice; and if the combination of name/role/class/size/looks is somewhat plausible from IRL perspective - additional bonus points from guys who actually know sometheng about history and actual military fleets.
    I produced a line of ships for the dock,.... I am naming these ships,... I needed a coherent system of classification and I don't like the one commonly used, because mass doesn't mean anything about power. in PVP i kill ships with much high mass than the ships I use to kill them. You don't need to use the system. You don't need to use any system, just keep naming stuff whatever you thinks sounds cool to you. I am explaining what I use. I am also offering as an option to other who may like.
     
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    in PVP i kill ships with much high mass than the ships I use to kill them.
    In pvp you run away at the first sign of a hostile warship and only target mining claims when the enemy faction is offline.

    I have a 30k that will wreck your 50/60k and am awaiting our duel on the CHF server.
     
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    In pvp you run away at the first sign of a hostile warship and only target mining claims when the enemy faction is offline.

    I have a 30k that will wreck your 50/60k and am awaiting our duel on the CHF server.
    Sounds like SOMEONE is a bit salty about losing their mining ship. The only times I've run from your group has been when your ships outclassed what I was flying's reactor size by 4 to 10 times, and/or i was outnumbered. Running from a fight that you had no chance of winning is smart, smart like when you jumped away when I attacked your now diseased mining ship.

    (21) ChF Starmade PCRN London Mark IV vs Eagle Eye Magnum Class Cruiser - YouTube
     
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    Sounding like a classic case of TrollMade ™ :LOL:

    ... did I just invent a new use for ™ ??? :giggle:
     
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    There is no practical reason to call your 200k mass combat ship cruiser or dreadnought or whatever. I would just call it 200k + role. With numbers, you can estimate the power much more accurately. Names are just extra steps. Nobody will be impressed if you said you brought god-slaying-star-killing titan to a battle yesterday, in one system that would be equal to 1 million mass, in the other to 3 blocks. That doesn't mean anything, and not a single one of those classification systems will ever be true. Well, unless schema decides to make his own system and implement it in the game for real. But that is unlikely to happen.

    Reactor size is not a very precise metric, because some ships use 100% of their power generation, some use 130% when firing and not accelerating, and some use 70% to give some power to docked entities or to resist the power drain beam better (if it's still a thing).

    Total block count heavily depends on the aesthetics of the ships, and if 30% of the blocks are dirt and plants it's not even comparable to even slightly optimized ship of similar role.

    Mass is not a good criteria either, but a certain rough expectation for a given mass + role already exists. Example why it's not good: carrier ship that is mostly empty inside and carries hundreds of fighters that can't do shit against a single ship of equal mass. However, when the player sees a hostile ship marker, what is the very first thing they will do? – They will check its mass via navigation menu or targeting system.

    In the end you can use any IRL ship classification names for the sake of fun, even if it doesn't follow the rules of any actual classification system; bonus points if shipname/classname sounds nice; and if the combination of name/role/class/size/looks is somewhat plausible from IRL perspective - additional bonus points from guys who actually know sometheng about history and actual military fleets.
    First, T.R.Ue is an acronym, not a value judgement.

    As you noted, if any classification system is arbitrary,... then I am going to use my arbitrary classification system, and you can use yours, or you can use none. My system can neither be "wrong" or "right", but it can be the system people choose to use.
     
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    In pvp you run away at the first sign of a hostile warship and only target mining claims when the enemy faction is offline.

    I have a 30k that will wreck your 50/60k and am awaiting our duel on the CHF server.
    another great example was when my 176K mass ship easily destroyed The Vaygr's Oppressor class Destroyer that was 184K mass. It was a complete blow out. The oppressor may have been larger but I assume it had far less reactor power, which resulted in far less power for the weapons and shields. The smaller ship never even got to 50% shields. I could have used my 166K version of that ship and it would have had the same result. Vaygr only seems to be able to win fights when they have ships that are 3 times the size of their opponent. It is hilarious that you can convince yourself you're a pro when only win fights when you have a huge advantage. The oppressor is a poorly designed ship that only could compete against much smaller ships. I bet your 30K ship is just as shit.
     
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    It is hilarious that you can convince yourself you're a pro when only win fights when you have a huge advantage.
    Modern PvP at its "finest"... why PvP when you can'T win?

    Its all about the META... gaming / fun = antique /oldschool

    Everybody so serious... some might say neurotic :LOL:

    Some might say friendly gaming = daedgame...
    no wonder why online PvP is on decline.

    Good ol board games with friends... no comparison.


    some pretty crappy advertising (SMD) here as well :LOL:
     
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    Modern PvP at its "finest"... why PvP when you can'T win?

    Its all about the META... gaming / fun = antique /oldschool

    Everybody so serious... some might say neurotic :LOL:

    Some might say friendly gaming = daedgame...
    no wonder why online PvP is on decline.

    Good ol board games with friends... no comparison.


    some pretty crappy advertising (SMD) here as well :LOL:
    that's it,... I'm going out and buying a bored game today!

    have I told you about my Monopoly classification system?
     
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    I saw your classification tends to stick to reactor size/power, mainly.
    But how should I name my ship categories? I am looking for a classification that can work both in Power 2 and Power 1, as other than reactor/chambers nothing is really different between them and similar sized ships should have more or less similar roles.
    My military ships currently are either:
    1) Too small to matter - I guess that is what you call fighters/drones. About 10% or less power put into thrust. They can reach any speed they feel like, in seconds.
    2) Enough shielding (both cap and regen) to withstand operating in fire range of a default station if that station is hostile to me. Can still turn by itself (size is less than 100 meters in any direction, maybe just a bit over) and has no turrets, not even anti-missile ones, just fixed weapons. Up to 30-35% power into thrust, can barely reach server speed limit in tens of seconds, if cargo bay is empty.
    3) No, it can't turn by itself and it needs turrets to do anything at all. 50% power into thrust, 50% power into shield regen, just like civilian ships, in Pow 1. 40-30-30% thrust-shields-turrets in Pow 2. Can barely or can not ever touch server speed limit. Maybe it could if it had no turrets attached, but then it would be as useless as an environmentalist.

    PS: By weaponry I tend to classify my military ships in other 3 categories:
    A) Isanth/pirate killer (Fighters, I guess? Anyway, previous category 1 )
    B) Station Killer (can fully destroy a default NPC station in less than one hour and has a devastating effect first salvo, like removing over 25% of station mass, starting with station shields at maximum.) Previous category 2, usually.
    C) Planet Killer (can theoretically fully eradicate a planet core in a single salvo if it could shoot all its weapons simultaneously at it.) Previous category 2 or 3.

    As a role, categories A and B are for PvE and could be used in PvP only if I am dirt poor/really desperate/terminally drunk in real, while C is for PvP only. Almost all my military ships (except my first 2-3 that are A and sometimes, late game, 1-2 ships that are C) are in category B and my personal ship is also an improved B-2.
    Mining ships are A-2s or even unturreted A-3s which I am frustratingly still turn manually.
     
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    Lecic

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    where does the e come from
     
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    From any type of reactor I feel like. Usually Power 1 types, you know, the 3d crosses or Ts, whatever you may call them. More power from smaller mass and at least, not blobs! I kind of hate blobs. Personal preference.
    And I also love turrets to be self-powered, not drawing power from the ship. This is also possible only in Power 1.
    So I would love to see some ship classification that makes sense in all game versions, not only in the latest.