Ship Building Megaguide
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


