Following a lengthy discussion with @robject (still ongoing as if this message) I'm going to update the ship mission code article, the starship navigation bar, and a number of related articles to use a smaller list. This is to support the T5 mission classification scheme. The smaller list of broader categories is easier to explain and therefore process for the ship designs. And there will be, over time, an effort to update over 2000 ship designs to used these (mostly compatible) missions.
The selected mission of the ship informs the design of the ship. The design of the ship determines the mission. The ship size, shape, internal components like armor, weapons, crew, cargo, sensor setup, drive potential and so on determine the purpose and role of the ship. The lengthy and varied set of modifier codes are meant to more accurately describe the details of the ship design and its mission.
It is a universal truth that no ship spends it's entire career performing the mission it was designed for. Ships are upgraded, rebuild, sold, and repurposed with great frequency. The mission codes are a description of original design purpose, and attached to the ships using the design. Some ship compilation databases note the current use mission in addition to the original design mission, as a way of tracking what work is being done where. Ships papers rarely carry a "type" or "mission" code and re-applying a new mission is mostly a matter of self-description by the captain and crew.
There are three broad roles for any craft:
There are 14 codes here which seem (to me) to cover everything in the ongoing discussions, the T5 book, and the many examples wiki. Did I miss anything? Is there enough variability in one or another of the missions it should be split into two (or more) missions.
The selected mission of the ship informs the design of the ship. The design of the ship determines the mission. The ship size, shape, internal components like armor, weapons, crew, cargo, sensor setup, drive potential and so on determine the purpose and role of the ship. The lengthy and varied set of modifier codes are meant to more accurately describe the details of the ship design and its mission.
It is a universal truth that no ship spends it's entire career performing the mission it was designed for. Ships are upgraded, rebuild, sold, and repurposed with great frequency. The mission codes are a description of original design purpose, and attached to the ships using the design. Some ship compilation databases note the current use mission in addition to the original design mission, as a way of tracking what work is being done where. Ships papers rarely carry a "type" or "mission" code and re-applying a new mission is mostly a matter of self-description by the captain and crew.
There are three broad roles for any craft:
- Navy: These are warships designed for combat operations. Their design includes weapons, armor, shields, and the crew to support these operations.
- Commercial: These ships support profit making enterprises like resource extractions, manufacturing, and trade.
- Non-commercial: Ships for performing missions not directly related to war or profit making like science experiments and private vessels.
Code | Mission | Description | Examples |
---|---|---|---|
A | Trader | General purpose mixed mode trade and passenger carriers. Designed for independent and unscheduled operation for opening new markets | free trader, orbital or far port, courier, packet, colony ship, launch |
B | Naval Fleet | Primary combat ships designed to operate in a task force or fleet supporting each other. | battleship, dreadnought, destroyer, corvette, sloop |
C | Naval Independent | Combat ship used for independent operation and mobility operating alone or in small groups. Quick Reaction forces, operations behind enemy lines and supply line disruptors. | cruiser, frigate, raider, corsair, marauder, intruder, privateer |
D | Naval Defenders | Ship for defending assets like worlds, bases, and supply lines. | Defense boat, monitor, sentinel, escort, picket, orbital fortress |
E | Naval Auxiliary | Armed ship to support military operations other than the previous groups | Ortillery, planetary assault, mine-layers/sweepers gunships, fighters, customs enforcement, Patrol. |
G | General Commercial | A catchall category for commercial/non-commercial ships not covered by other codes. | mobile repair facility, tugs, barges, agricultural ships, factories, search / rescue ships, tenders, smallcraft |
J | Resource Extraction | Ships to gather and process resources. | gas giant skimmer, mining, prospector, salvage, refinery |
L | Science | Lab and science research vessels. Detail survey vessels | Sensor platforms, lab ship, Beagle, Survey |
M | Commercial Liners | Ships designed to transport people as comfortably as possible. Commercial are on scheduled routes. Navy liners are guarded by naval defenders. | Passenger liner, troop transport, prison, medical, cutter |
R | Freighter | Ships for carrying cargo or freight other than people. | container cargo, bulk cargo, tanker, military resupply, military ordinance, transport |
S | Scout | Long duration, independent operation missions away from known civilization to explore new territory. | scout, explorer, military spy, diplomatic, first contact, system surveillance |
V | Carrier | Ships designed to carry other ships, with launch and recovery capability | Battle rider carriers, fighter carriers, LASH freighter |
Y | Private | Private, non-commercial ships with unclear missions | safari ship, charter vessels, yacht, private habitat |
Z | Special | Experimental designs or unclassified ship |
There are 14 codes here which seem (to me) to cover everything in the ongoing discussions, the T5 book, and the many examples wiki. Did I miss anything? Is there enough variability in one or another of the missions it should be split into two (or more) missions.
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