Ship Assembly
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Assembly: The Unit Editor
The Assembly is the heart of the VoidVerse engineering system. Unlike many space strategy games with fixed unit tiers, VoidVerse features a modular unit editor inspired by the classic Sid Meier’s Alpha Centauri design. This system allows players to customize every ship and drone to fit specific strategic roles.
Design Philosophy
The Assembly allows for a "Total Customization" approach. You are not just choosing a ship; you are balancing physics and economics:
- Mass vs. Speed: Every module you add increases the Mass of the ship. A ship with heavy weaponry and thick hull plating will be significantly slower. Conversely, you can choose to build "Glass Cannons"—units with high-tier weapons but no armor—which can travel across the galaxy much faster due to their lower mass.
- Role Specialization: You decide the trade-offs. You can build expensive, high-durability tanks or cheap, mass-produced raiders.
🛠️ Ship Modules and Designations
When creating a blueprint, the modules you select determine the technical Model Code and the ship's functional role.
Specialized Modules
- eMod (Extractors): Used for collecting resources from asteroid fields and debris.
- Restriction: Cannot be combined with weapons or Transporters.
- tMod (Transporters): Maximizes cargo capacity for hauling resources between colonies.
- Weaponry: You can mix and match Projectile Weapons (Physical) and Energy Weapons (Shield Stripping).
Model Code Suffixes
The system automatically tags your design based on its primary function:
- E: Extractor (e.g., F-10000 E1).
- T: Transporter (e.g., C-20000 T3).
- R (Raider): This designation is applied to hybrid builds or specialized combat ships intended for secure raiding without suffering a civilian malus.
📏 Assembly Constraints
Assembly Slots
Your ability to maintain multiple blueprints is limited by your Assembly Slots.
- Base Capacity: All players start with a limited number of slots.
- Research Expansion: Upgrading Advanced Engineering increases your available slots by 1 per level.
Ability Points (AP)
Each chassis (Fighter, Cruiser, etc.) has a Base AP limit. Every module you install consumes Used AP. If you exceed the chassis capacity, the ship cannot be finalized. Better chassis skeletons generally provide more AP for complex builds.
📝 Blueprint Management and Retirement
Renaming
You can rename any model to give your fleet a unique identity. Note that renaming an existing blueprint requires a Credit cost (G.E.L.D.)
Scrapping and Retirement
VoidVerse maintains a strict "Active Service" policy for unit designs.
- The Scrapyard Rule: You cannot Retire a blueprint if there are still active ships of that model in the universe.
- Retirement Process: To delete a blueprint and free up an Assembly Slot, you must first fly all existing units of that model to the Scrapyard and scrap them. Only once the global count of that ship model is zero can the blueprint be retired.
Technical Summary: Stats Calculation
| Component | Impact on Mass | Impact on Speed | Primary Tech |
|---|---|---|---|
| Hull Plating | High Increase | Significant Decrease | Hull Plating |
| Engines | Moderate Increase | Major Increase | Engine Research |
| Weapons | Moderate Increase | Minor Decrease | Physical / Energy |