Author Topic: Theories of Starship Design  (Read 7778 times)

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Offline Thor

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Theories of Starship Design
As a site that concerns it self with starships, there's not much of a consolidated source in the theories of designing ships.  even weirder is the lack of non-specific starship designs websites out there.

So.  I have a starship to design, but for the benefit for all, what are things to consider, what drives your designs, what do you do to make something a unique ship?

this is not solely for FS, so any thoughts will be appreciated
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Offline Fineus

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Re: Theories of Starship Design
Great question!

I used to design a lot of ships when I was a young teenager, after a while I did try and apply some design theory to it (even though it was all fictional).

1. What is the ship for? As much as we'd love it.. freighters do not have huge lasers bolted onto them. They're traditionally slow, ponderous but have vast cargo space and have a bit of a rugged feel to them. Someones private shuttle or transport (like Queen Naboos ship in Ep1) are stylish, fast, totally unarmed but certainly look expensive and no doubt have some decent shields for protection. AWACs or sensor vessels will have large exposed sensor equipment (as having it all hidden in the hull is boring - gotta love sci-fi).

Establish what the ship is for and you've made a good start already.

2. Another tradition is to do everything the way it already is in the real world. Engines go at the back or sides, the bridge/cockpit goes at the front and depending on the size the weapons are mounted on the top/bottom/sides/front). Sometimes simply breaking these conventions can make a vessel more interesting. Put the engines at the front (though off to the sides - assuming they're not pushing the ship backwards)... or put the bridge at the back or in some blister that leads off from the main body.

3. Are there any inherent laws from the universe that ship comes from? If it's a Federation Star Trek ship then the saucer + nacelles thing is damn near essential. TIE Fighters have solar panels and a little round cockpit body - though the arrangement of these is quite dynamic these days. Terran ships of FreeSpace are usually large and bulky with a universal beam coverage.

Those are the sort of pointers I run on. Then there are questions of capabilities such as how large the engines are etc. - you don't want huge starship engines on a fighter so that immediately dictates one design choice.

 

Offline Flipside

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Re: Theories of Starship Design
4) Who is the ship for? As well as each different race having a unique design, that design ethos must be kept up to some degree throughout the fleet, panel shapes etc all have a massive impact on the final 'look' of the ship.

 

Offline Thor

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Re: Theories of Starship Design
these are great tips guys, thank you.

Anyone else? :p
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Offline TrashMan

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Re: Theories of Starship Design
Plan it's strengths and weakneses ahead.

Pay attention to fire coverage and what weapon you plan to mount on which turret (a BGreen coming out of a little laset turrets jsut seems so ..wrong)
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Offline Eishtmo

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Re: Theories of Starship Design
I base most of my designs on what Legos I have.  I am not kidding, I've designed most of my best ships with Legos.

That said, form follows function should take precidence, but when I design, I modify the function so the form can work (I designed a ships with giant claws, so I had to figure out how to make the claws viable).  Thoughts about fire coverage need to be brought up too.  What kind of weapons are we dealing with?  Do you need turrets?  Should they be computer controlled or manual (I go manual most often)?  What kind of drive system, etc, etc?

But really, the big thing is what is the ship for?  Not it's mission, but what, in a given universe, is the ship supposed to do?  An unbreakable warship could look a lot like a wall with guns.  The underdog should be fast and slender, the ship with the biggest gun should be designed to focus on the biggest gun.  What's the story?  That's the important question, everything else is secondary.
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Offline Flipside

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Re: Theories of Starship Design
And following on from that, avoid Uber-ships, they might seem great at first as they eat their way through enemy after enemy, but it soon actually gets pretty boring. Remember that, if for nothing else than gameplaying purposes, ships either tend to be average at everything or strong at one at the cost of increased weakness at another. A Pegasus with multiple helios would be awesome in real life, but not so good for a game unless used very carefully indeed.

 

Offline asyikarea51

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Re: Theories of Starship Design
Pay attention to fire coverage and what weapon you plan to mount on which turret (a BGreen coming out of a little laset turrets just seems so ..wrong)

I tend to do this, but only if the ship involved is a specific "hero" ship (fighters usually remain a no-no).

:lol:

 

Offline Thor

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Re: Theories of Starship Design
So the SS Uber-Awesome A$$ Kicker is out then...

j/k...I'll post the UES Spartan when she's done.  Its for my own epic sci-fi stuff.  Its a destroyer class ship that draws from historicaly inspired design shapes...


These are great....how about getting inspired?  what do you use to come up with the shapes, other then the aforementioned lego?
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Offline Flipside

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Re: Theories of Starship Design
Some people draw doodles of the ship they want to make, though a lot of my ships use the 'Michelangelo' technique, which basically means you create a central 'core' of the ship and let the shape of it grow around that (Michelangelo always used to say that his sculptures were always in the rock, he just removed the bits that weren't needed). This has the disadvantage that 'modellers block' can set in quite quickly, often designing it first on paper or with lego may seem long-winded, but more often results in a finished model.

All sorts of things are inspiration, often simply thinking about what sort of image you want the ship to portray, for example, a 'GTVI Elite Strike Cruiser; suggests to me a lightly armoured, sleek ship with good hitting power, it'd probably be pretty dark in colour, quite manouverable and probably have at least one prototype/non-issue anti-cap weapon on board. I bet you're already getting an image in your head about what such a ship would actually look like, and it'll be a different image for every person ;)

 

Offline aldo_14

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Re: Theories of Starship Design
Take inspiration from natural sources, too.  After a while it gets hard to make box-combinations and still be interested. This was inspired by a mixture of a dolphin, a dragon, and a dropship from that Final Fantasy movie.  I've also done Vasudan, etc, ships inspired by things like plants or (cliched for Shivans) insects.  sometimes it's very easy to find truly alien looking stuff in nature.

I always concept stuff; even if you can't draw (like me :) ), it helps to capture specific parts or 'feelings' you want to convey in a design.  sometimes you want to just have a straight blueprint - sometimes you want to snag an 'idea' and confine it to paper.

and don't be afraid to rip stuff off; but IMO it's better to draw inspiration rather than flat out copy.  Both this and this were mainly inspired by the Viper Mk.VII (with a mix of other inspirations, some more obvious than others), but rather than do a copy I just used the basic 'principles'; long nose, central guns, 'barrel' body, and soforth.

I'd also always think of trying to concept things on a functional level, at least if they're meant to be human.  I've made mistakes before with ships that need a little, um, 'mental flexibility' in certain areas of design. from the size of things like fighterbay 'connectors' to the scale of windows (the latter is of course really hard).  One thing that I find helps for alien designs, though, is to envisage how the player will see them; for an enemy fighter, for example, consider the pattern of engine flares on the back and the top silhouette, as that's likely how the player will be recognising that ship.  Similarly, try and play on emotions for certain designs.  Make big ships intricate to enhance scale; a hexagon looks less visually striking than a ship bristiling with control towers, turret platforms, etc.  Fast ships look sleek and perhaps have exaggerated engine size.  Civvie ships can look old, chunky, slow - and vulnerable.

And, of course, make it look cool :D

 

Offline asyikarea51

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Re: Theories of Starship Design
Crap, just about all of my fighters are designed in such a way that they generate rather big engine flares... (usually several small engines close to each other to make one big flare, I have yet to draw a ship that has engines in different locations ala SJ Sathanas or SODn Solaris...)

And those same fighters tend to be overgunned and big and long. :lol: Dunno if I still have an old sketch I can post up... :nervous: Kinda honed myself on fighters, very rarely do I draw a capship. Never drawn a cruiser or a corvette before (bad bad bad habit of not knowing when to stop while drawing :lol:)

I can draw, but I can't model/texture/map/blablabla. XD

 

Offline Colonol Dekker

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Re: Theories of Starship Design
I just take inspiration from other designs although my ideal uniformed Fleet is WC3/4 cond from Wing commander. Some starlancer caps are cool...........
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

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Offline asyikarea51

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Re: Theories of Starship Design
I never actually played WC or Elite or any of those old games. Not even Freelancer. I did play Tachyon [Bora campaign only, (TOOOOT) Galspan] and Starlancer [stuck at mission 21] though. :lol:, Tachyon and Starlancer were rivals in the same genre back then).

Come to think of it, I don't remember what was the first game I ever played involving combat spacecraft. I'd like to say FS1 or Descent 2, but...

:doubt:

 

Offline Colonol Dekker

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Re: Theories of Starship Design
You KNOW it was either starwing or x-wing :)
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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Offline asyikarea51

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Re: Theories of Starship Design
Uhh no. The only Star Wars game I've played was Dark Forces II. Since then I've been somewhat anti-Star Wars.

Reason? Don't know it myself, :lol:.

:blah: :)

 

Offline Turnsky

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Re: Theories of Starship Design
i've always liked to design my ships to be either slightly, or completely non symmetrical
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Offline Flipside

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Re: Theories of Starship Design
I would make more non-symmetrical but they take longer to UV map because I tend to UV map on an almost poly-poly basis where possible, which can be slow and painstaking on occasion, but worth the effort :)

 

Offline At

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Re: Theories of Starship Design
Make more fighters with the pilot sealed off from the outside.  And capships with the bridges NOT on the outside.

And more DNIs.  (This may not require external changes, but it could influence it.)
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Offline Thor

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Re: Theories of Starship Design
that is a good concept, makes sense in space to protect you Command Centre.

stupid question of the moment...whats DNI?
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