design config
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@@ -1,8 +1,26 @@
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# ships.toml
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#
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# First real-content iteration: ship ids and layout grids are the designed
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# content; stats, materials, and production times are placeholders until the
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# recipe and balancing passes.
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#
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# Size classes:
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# xs drone 1 cell — exactly one 1x1 module
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# s frigate, destroyer no 2x2 area anywhere: only 1x1/1x2/1x3/L modules fit
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# m cruiser, battlecruiser 2x2 areas (m guns, drone bays) but no 3x3 area
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# l battleship fits exactly one 3x3 l gun, at heavy opportunity cost
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# xl dreadnought, carrier dreadnought fits three l guns; carrier fits one
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# drone hangar (2x6) but no l gun (its deck rows
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# are broken up by elevator shafts)
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#
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# All new hulls have threat cost_formula = "0" so enemy waves do not spawn
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# them until the balancing pass gives them real stats and default loadouts.
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[[ship]]
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id = "drone"
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unlock_at_station_level = -1
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layout = ["O"]
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default_modules = [{type = "laser_cannon_xs", x = 0, y = 0, rotation = "east"}]
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default_modules = [{type = "laser_cannon_s", x = 0, y = 0, rotation = "east"}]
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[ship.schematic]
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materials = [{item = "iron_ore", amount = 1}]
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@@ -24,3 +42,272 @@ sensor_range_m_formula = "150"
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[ship.loot]
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scrap_drop = 2
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# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at
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# most one 1x2 support (every 1x2 placement crosses the center cell), or one
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# L-shaped weapon modifier, or an afterburner spanning the full center line.
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[[ship]]
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id = "frigate"
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unlock_at_station_level = -1
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layout = [
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"XOX",
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"OOO",
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"XOX",
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]
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[ship.schematic]
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materials = [{item = "frigate_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 10
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "30"
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[ship.movement]
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speed_mps_formula = "30"
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main_acceleration_mpss_formula = "50"
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maneuvering_acceleration_mpss_formula = "25"
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angular_acceleration_radpss_formula = "8"
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max_rotation_speed_radps_formula = "4"
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[ship.sensor]
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sensor_range_m_formula = "200"
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[ship.loot]
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scrap_drop = 5
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# Destroyer — 8 cells: a long gun deck with three turret bumps on top.
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# Still no 2x2 area, so it packs more small guns than a frigate but can never
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# mount medium hardware.
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[[ship]]
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id = "destroyer"
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unlock_at_station_level = -1
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layout = [
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"OXOXO",
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"OOOOO",
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]
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[ship.schematic]
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materials = [{item = "destroyer_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 15
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "50"
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[ship.movement]
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speed_mps_formula = "25"
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main_acceleration_mpss_formula = "40"
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maneuvering_acceleration_mpss_formula = "20"
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angular_acceleration_radpss_formula = "6"
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max_rotation_speed_radps_formula = "3"
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[ship.sensor]
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sensor_range_m_formula = "220"
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[ship.loot]
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scrap_drop = 8
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# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
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# (stacked through the middle), leaving the four side cells for small
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# supports; no 3x3 area exists for an l gun.
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[[ship]]
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id = "cruiser"
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unlock_at_station_level = -1
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layout = [
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"XOOX",
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"OOOO",
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"OOOO",
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"XOOX",
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]
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[ship.schematic]
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materials = [{item = "cruiser_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 25
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "120"
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[ship.movement]
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speed_mps_formula = "20"
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main_acceleration_mpss_formula = "30"
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maneuvering_acceleration_mpss_formula = "15"
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angular_acceleration_radpss_formula = "4"
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max_rotation_speed_radps_formula = "2"
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[ship.sensor]
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sensor_range_m_formula = "250"
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[ship.loot]
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scrap_drop = 15
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# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
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# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through
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# the middle) with small support slots left over; the split bow and tapered
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# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
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[[ship]]
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id = "battlecruiser"
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unlock_at_station_level = -1
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layout = [
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"OOXXOO",
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"OOOOOO",
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"XOOOOX",
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"XXOOXX",
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]
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[ship.schematic]
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materials = [{item = "battlecruiser_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 35
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "180"
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[ship.movement]
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speed_mps_formula = "18"
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main_acceleration_mpss_formula = "25"
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maneuvering_acceleration_mpss_formula = "12"
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angular_acceleration_radpss_formula = "3"
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max_rotation_speed_radps_formula = "1.5"
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[ship.sensor]
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sensor_range_m_formula = "260"
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[ship.loot]
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scrap_drop = 20
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# Battleship — 20 cells, 5 wide: at most ONE 3x3 l gun fits (the hull is too
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# narrow for two), and mounting it consumes nearly half the grid, squeezing
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# supports into the remaining strips. Without the l gun it flexibly fits
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# several m guns instead. Too narrow for a drone hangar.
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[[ship]]
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id = "battleship"
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unlock_at_station_level = -1
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layout = [
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"XOOOX",
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"OOOOO",
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"OOOOO",
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"OOOOO",
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"XOXOX",
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]
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[ship.schematic]
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materials = [{item = "battleship_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 60
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "350"
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[ship.movement]
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speed_mps_formula = "14"
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main_acceleration_mpss_formula = "18"
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maneuvering_acceleration_mpss_formula = "8"
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angular_acceleration_radpss_formula = "2"
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max_rotation_speed_radps_formula = "1"
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[ship.sensor]
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sensor_range_m_formula = "280"
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[ship.loot]
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scrap_drop = 35
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# Dreadnought — 42 cells: an 11-wide, 3-deep main battery deck that fits
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# three 3x3 l guns side by side with spacer columns left over, plus bow and
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# stern strips for supports.
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[[ship]]
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id = "dreadnought"
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unlock_at_station_level = -1
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layout = [
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"XXXOOOOOXXX",
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"OOOOOOOOOOO",
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"OOOOOOOOOOO",
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"OOOOOOOOOOO",
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"XXOOXXXOOXX",
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]
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[ship.schematic]
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materials = [{item = "dreadnought_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 120
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "800"
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[ship.movement]
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speed_mps_formula = "8"
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main_acceleration_mpss_formula = "10"
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maneuvering_acceleration_mpss_formula = "5"
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angular_acceleration_radpss_formula = "1"
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max_rotation_speed_radps_formula = "0.5"
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[ship.sensor]
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sensor_range_m_formula = "300"
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[ship.loot]
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scrap_drop = 60
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# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
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# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row
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# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit;
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# the lower decks hold supports and 2x2 point-defense m guns.
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[[ship]]
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id = "carrier"
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unlock_at_station_level = -1
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layout = [
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"XOOOOOOOOX",
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"OOOOOOOOOO",
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"OOXOOXOOXO",
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"XOOOOOOOOX",
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"XXXOOOOXXX",
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]
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[ship.schematic]
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materials = [{item = "carrier_hull", amount = 1}]
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player_production_level = 1
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production_time_seconds = 120
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[ship.threat]
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cost_formula = "0"
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[ship.health]
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hp_formula = "700"
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[ship.movement]
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speed_mps_formula = "9"
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main_acceleration_mpss_formula = "10"
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maneuvering_acceleration_mpss_formula = "5"
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angular_acceleration_radpss_formula = "1"
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max_rotation_speed_radps_formula = "0.5"
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[ship.sensor]
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sensor_range_m_formula = "350"
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[ship.loot]
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scrap_drop = 60
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