Design: the Dragonfly

Design, 24 October 2026. Agreed: shape A, wings that fold by themselves. Not built yet. Modern only; Classic keeps 1984's fleet.

Mark asked for a ship like a dragonfly, and named it after one. The film ornithopters are someone else's design, so this one starts from the insect itself (homage rules): no flapping, no film names, nothing traced. Insect-winged craft are an old idea (da Vinci drew them); the shape and the story here are ours.

The ship

The sketches

Three shapes, rendered in the game's own style, each from three-quarter, from above beside a Cobra, and from the side (regenerate with the scripts in the review):

Chosen (Mark): A, with C as its folded state. It's the one that reads as a dragonfly at a glance, and the fold between A and C is the ship's character. The wings fold and spread by themselves with speed.

What it's for

Who makes it

Halloran Sisters, a family yard on an agricultural world's moon, two sisters running what their father started. They name every hull after an insect: the Dragonfly first, and later perhaps the Lacewing and the Skimmer (they'd say "the insects were here first").

A story hook: Wexley-Yorozu's offer for the yard, and a commander who flies a Dragonfly deciding whether to help the sisters keep it.

Its arrival (Mark: introduced properly, not at random)

The Dragonfly doesn't just turn up in traffic one day. Its arrival is an event, with its people:

  1. Word first: news from the Halloran yard's region ("Halloran Sisters fly a new hull: something with wings"), and talk in the saloon: a courier who's seen it on trials, and doesn't believe what it can turn inside.
  2. The launch: the first Dragonfly leaves the yard on a set day, from the clock, for everyone at once; the news carries it across the region at the speed of news.
  3. The first runs: Nell Halloran wants it proved, so the first express data contracts in the region are flown by Dragonflies, and commanders see them working: arriving ahead of the news, slipping past pirate packs.
  4. Then it's part of the galaxy: Dragonflies in traffic near the yard, and (once ships can be bought) for sale there, with Ide Halloran's thanks for every one sold.

Building it

  1. The ship file (content/ships/dragonfly.json): the chosen shape, with the wings as separate parts so they can fold.
  2. Folding: the wings swing between spread and folded with speed (a few tenths of a second), and the turn rate follows them. NPC Dragonflies do the same.
  3. In the game: introduced as above (news, launch, first runs), then flown by couriers near the yard and, once ships can be bought, sold there.
  4. The sisters: a small story line, later.

Later: down to a planet (Mark, October 2026)

In air, the wings would really be wings, so the Dragonfly is the natural ship to take commanders down to a planet. There's nothing below the orbit yet (planets are wireframe globes, and flying into one is fatal), so this is a staged idea, in exploration:

  1. Skimming the upper atmosphere: only a Dragonfly can dip into a planet's outer air on its wings. A glowing horizon, the surface far below as a wireframe grid, survey data worth more, and a place to lose pursuers who can't follow.
  2. Landing pads: settlements with a pad to glide down to, like docking: the Arkwrights, miners' settlements, frontier outposts that only a Dragonfly can reach, with contracts to match.
  3. Real surfaces, to fly over, land on and explore: a project the size of the exploration road, much later.

Smuggling (Mark): a settlement pad on the surface never sees the station, so there's no docking inspection (at a lawful station that's a 50–80% chance, the black market).

It glides and banks on long, still wings, never flaps.

Open questions

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/ship-the-dragonfly.md on GitHub, open to pull requests.