(To Be Continued)
Destroyers-What they lack in speed, they make up for in fire power. Once you have completed the first wave of attacks, Destroyers make great second
waves. And third waves. And so forth. They can take a beating but not forever. But the amount of fire they can produce makes surrendering a great
option.
Planetoids-These take generations to move but if you want to special order a metal planet, it's time to eat metal. This IS the last thing a hostile
planet wants to see. It's the last thing a friendly planet wants to see to. This thing can actually bump a planet right out of orbit! Generally,
not a ship of a good guy's choice (but a good guy could make it work). Surprisingly, it's the nano class ships that a planetoid fears most.
City Ship-A nice compliment to a flag ship (and vice versa). This is a civil ship, not a war ship. Beings live their; it's a cradle to grave ship.
Staying way in the back (ideally), it supports war ships rather nicely.
Star Holes-These are late game ships. They can do one of two things and that's about all they can do; they can destroy a star - resulting in
"some" issues with the locals. *OR* they can transverse through a black hole. Since you don't know what the other side of the black hole has
waiting for you, traveling through it sounds insane. But if you bare bones the ship down, you can carry a very small amount of beings and product to
start a very tiny colony. That's IF you aren't destroyed on the other side. Big if. Or is it?
Atom Ship-Painfully slow and painfully defenseless, these ships can actually destroy a neighboring star system. A late game ship, of course.
King Ship-Only afew of these can be built in the entire universe. These are ships that have an effect by merely showing up to say hello. They are
capable of destroying almost every ship in the sector with the push of a single button. Only the very best and very worst will have a ship like
this.
Divinity-Only two in the entire universe can be built. But a Divinity Class ship only works properly when it is the only one that exists. When it is
the lone ship in it's class, it can power down any other ship in it's sector. At that point, Divinity can have it's way. When there are two
Divinity ships, upkeep cost more for both of them and they are the only ships that can attack a fellow Divinity class.... Because all the other ships
are sleeping. When these two ships meet in the same sector, LEAVE! Because the ripple effects will destroy EVERYTHING in the sector, including
(maybe) the resident star.
Escape Class-It is what it sounds like; an escape option. The first version holds only one person per pod; captain first? The second version allows
for more people per pod.The third class is an escape ship. This entire class is designed to move beings, not care of them. Be happy you even get
air! They travel a short range, have no defenses whatsoever, and are easy to capture or destroy. Have a nice trip!
Shield Ship-It usually has only one weapon, a very big shield. Big enough to protect a number of ships but only on one side and only for a limited
amount of time. A shield ship can only protect so much mass. Shield ships are a temporary fix to a permanent problem. Enough of them can protect
all sides in a fleet and even more could do for a sustained amount of time. Meanwhile, more bad guy ships show up. What now?
Wave Motion Ship-Another ship with only one weapon and no serious defense; this ship is capable of sending a wave motion from the safety of a sector,
through a star gate, and into the next sector. The effect would be horrific. It is known to severely effect it's primary star gate and it may cause
problems in other star gates to. Which could upset your FORMER friends.
Flying Dock-The docked ships support the dock and the dock supports the docked ships. A nice option in war but otherwise, an expensive waste.
Power Ship-If you need to "gas up" and there is not a local option, the Power Ship comes in handy. They make a nice target to. BOOM!
Concept Ship-Can't find your hull of choice (seriously???)? Throw your money and research points into a concept ship. It's a random shot in the
dark, like it or not. If you like it, build them and good luck with them. If you don't like it, destroy all of them and then re-research it (with
penalties). You may get lucky with such a ship. Or you may not.
???-There are some that say it's possible to over take a Divinity class ship without another Divinity. The legend/prophecy goes something like this;
only one can be built but only with the help of many empires. And then, total control must be given to only one empire despite the resource efforts
of all. It's abilities are unknown but if it can kill a Divinity.....
My next message will get into space probes, beacons, commercial traffic, and space stations (as well as other objects that might orbit a planet and/or
moon).
I'm just doing this to kill time. Your all welcome to chime in. If a programmer wants to turn my idea into something, be my guest!
[edit on 9/3/2007 by Genfinity]

