Ship Building Megaguide: Difference between revisions

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this page exists as an index for build guides pertaining to anything you can really make a build choice in this game about as well as for containing short build guides when relevant
structure:
 
basic description of category under header
 
link to guide pages including short primer for guide pages with some exceptions
 
== Ships ==


== ships ==
practical notes for building *any ship at all in this video game* as well as:
practical notes for building *any ship at all in this video game* as well as:


ideally these are shortened versions of the advice given on each page with an overview of what the underlying hull can and can't do, further reading at each ship's page
ideally these are shortened versions of the advice given on each page with an overview of what the underlying hull can and can't do, further reading at each ship's page
=== link to guide pages by category ===
=== Links to guide pages ===
beginner's guide (basic shipbuilding)
beginner's guide (basic shipbuilding)


all ships
all ships


== mounts ==
== Mounts ==
why do you take mounts from some category? in each page:
why do you take mounts from some category? in each page:


what is each component good at? what isn't it good at? what are its advantages within its class? if its class is unique (masq) is it good at all?
what is each component good at? what isn't it good at? what are its advantages within its class? if its class is unique (masq) is it good at all?


=== link to guide pages by category ===
=== Links to guide pages ===
comms/ewar/sensors
comms/ewar/sensors


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integrated
integrated


== compartments ==
== Compartments ==
what does each compartment category broadly do? in each page:
what does each compartment category broadly do? in each page:


what does each compartment do? why do you take each compartment? where should each compartment be? are there any special considerations to make for this compartment?
what does each compartment do? why do you take each compartment? where should each compartment be? are there any special considerations to make for this compartment?
=== link to guide pages by category ===
=== Links to guide pages ===
command
command


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misc
misc


== modules ==
== Modules ==
the same as compartments, except talking about modules
the same as compartments, except talking about modules
=== link to guide pages by category ===
=== Links to guide pages ===
radars
radars


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integrated
integrated


== craft ==
== Craft ==
why do you take craft of each category? how many do you take? in each page:
why do you take craft of each category? how many do you take? in each page:


what do you take each craft to do? what is each craft good or bad at? why do or don't you take x amount of craft? why do you take some modules but not others?
what do you take each craft to do? what is each craft good or bad at? why do or don't you take x amount of craft? why do you take some modules but not others?
=== link to guide pages by category(?) ===
=== Links to guide pages ===
'support' craft
'support' craft


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strike craft
strike craft


== missiles ==
== Missiles ==
what can each missile body be used for? what defines a good versus bad tuning for some missile? what defines good versus bad seekers?
what can each missile body be used for? what defines a good versus bad tuning for some missile? what defines good versus bad seekers?
=== link to guide pages by category(?) ===
=== Links to guide pages(?) ===


== misc ==
== Misc ==
anything i forgot idk
anything i forgot idk

Revision as of 20:48, 24 October 2026

structure:

basic description of category under header

link to guide pages including short primer for guide pages with some exceptions

Ships

practical notes for building *any ship at all in this video game* as well as:

ideally these are shortened versions of the advice given on each page with an overview of what the underlying hull can and can't do, further reading at each ship's page

Links to guide pages

beginner's guide (basic shipbuilding)

all ships

Mounts

why do you take mounts from some category? in each page:

what is each component good at? what isn't it good at? what are its advantages within its class? if its class is unique (masq) is it good at all?

Links to guide pages

comms/ewar/sensors

flight support

missile launchers

pdts

projectile weapons

energy weapons

spinal weapons

integrated

Compartments

what does each compartment category broadly do? in each page:

what does each compartment do? why do you take each compartment? where should each compartment be? are there any special considerations to make for this compartment?

Links to guide pages

command

DC

flight support

misc

Modules

the same as compartments, except talking about modules

Links to guide pages

radars

powerplants

propulsion

weapon support

misc

integrated

Craft

why do you take craft of each category? how many do you take? in each page:

what do you take each craft to do? what is each craft good or bad at? why do or don't you take x amount of craft? why do you take some modules but not others?

Links to guide pages

'support' craft

ASF craft

strike craft

Missiles

what can each missile body be used for? what defines a good versus bad tuning for some missile? what defines good versus bad seekers?

Links to guide pages(?)

Misc

anything i forgot idk