Design: the shipbuilders

Proposal, 28 October 2026.

Decided (Mark, 28 October 2026): the makers keep their 1984 names, as homage. "I say we just use the legacy names in our universe as homage." Cowell & MgRath, Faulcon deLacy and Zorgon Petterson stay, as tributes in the same spirit as the 1984 ship names. What follows about design languages, design offices, tenders and jobs applies to them; the new names proposed below (Granta Yards, Arden Kell or Marrow & Vane, Castellane) are set aside. There's no rename, so no launch-week freeze.

Home yards (Mark, 28 October 2026: "a high tech yard where the shipbuilders are actually situated"). Each maker has a home yard, where their ships are built and signed over. Zorgon Petterson: Onrira (galaxy 1, tech level 14, a rich industrial Corporate State, three jumps from Lave). The others are still to choose.

Why

Ships are the heart of the game: what you fly says who you are, and what you'd want to fly next is why you keep playing. Today our ships have makers on paper. The makers don't yet have a home, people, or a look you'd know. Three of them are also not ours.

The shipbuilders tie four things together:

  1. Recognition. A maker's design language is what makes a hull read as "theirs". It's also how a classic name can be recognisable without copying the 1984 shape. Samuel Penn noticed that our Cobra and Sidewinder both read as a Gecko (credited here, in the design; publicly only if he's happy to be). That's a fleet with no family resemblances.
  2. Choice. A maker's character shows in how its ships fly, what they cost and where you can buy them, so choosing a maker means choosing a life.
  3. Story. The yards are places with people, as the companies are (the companies): glad, sad, mad, bad.
  4. Build. Every submission goes to a maker's design office. Tenders come from there, and so do jobs (Mark, ideas). That's how the community's work enters the universe, not just the repository.

The rule

The names of the 1984 ships are our tribute. Everything else is ours. AGENTS.md allows the classic ship names and nothing more from the original's world. Three of our makers (the Cobra's, the Viper and Sidewinder's, and the Mamba's) are names from that world, so they're replaced here. Every hull stays original geometry (ships, classes and makers).

The nod to the original designers. Every 1984 ship was drawn by two young men at Cambridge. We can't name them, put them in the story or imply they endorse us. The game can still remember them the way a town remembers its founders, without a name on it: the oldest yard was founded by two young engineers at Lave, and the station there is already Cambridge Orbital.

The makers

The specialist yards we already have stay as they are: Solo & Sons (the Falcon; birds of prey; lawless, with a code), the Halloran Sisters (the Dragonfly; insects; light and agile) and the Co-operative Naval Yards (the Lancer and Bastion; not for sale). The four trading companies each build one hull of their own (the Coral, the Gaboon, the Garter and W-Y's Bullsnake). They are companies with a ship, not shipbuilders, and that stays as it is too.

Three new makers take the classic hulls. The names are placeholders, with alternatives, for Mark to choose.

1. The heritage yard: Granta Yards (or Lave Drawing Office; Two Founders)

Granta is the old name of Cambridge's river: a nod nobody needs to get.

2. The law's yard: Arden Kell or Marrow & Vane

Two surnames joined by "&" is how 1984-era makers sounded, which is a reason to prefer Marrow & Vane (Marketing).

3. The fast and flashy yard: Castellane

Not Vasari, which is an alien faction in a well-known space strategy game; not Orsolo, which is too close to Solo & Sons (Marketing).

Who builds what

Class Heritage Law's yard Flashy Ours already
Light fighter Gecko, Sidewinder
Interceptor Viper, Krait Lancer (Naval)
Multirole Cobra Mk III
Courier Dragonfly (Halloran)
Raider Mamba Falcon (Solo)
Light trader Adder Garter (Mutual)
Bulk trader Python, Boa Bullsnake (W-Y)
Armed freighter Gaboon (Vorg)
Explorer Asp II
Yacht Fer-de-lance Coral (Hexon)
Heavy Anaconda Bastion (Naval)
Long-range hunter Moxon's hunter? (his choice)

The Constrictor is the Naval Yards' stolen prototype, which is already a Legend's trail. The Moray (a star boat for water worlds) suits Hexon's ocean worlds. The small craft (shuttles, transporters, worker craft) go to Wexley-Yorozu and the Mutual.

Design languages: why recognition comes from the maker

A classic name can't be made recognisable by tracing the 1984 shape. It can by giving it a family. A Viper looks like a Viper because it's the law's yard's interceptor: arrowhead, raised spine, the top and bottom triangle. A Cobra looks like a Cobra because it's the heritage yard's multirole: wide, flat, a wedge with a broad stern. Recognition comes from the maker's rules plus the one cue a 1984 pilot would know, drawn our way.

The design office (Build)

Each maker runs a design office, and that's where the community's work goes (Mark):

What's from 1984, and what's ours

A short paragraph in lore.md that the people who catalogue Elite can cite (Marketing): the ship names are the 1984 game's, kept as a tribute; the makers, their yards, their people and every hull's geometry are ours. Said plainly, with the reason: those makers' names belong to Elite's world, which Frontier still builds on. No apology: our universe is a little different.

On the site: maker pages and a catalogue (Website)

Invented names have no search value, so the makers have to be worth browsing:

What changes

Stages

  1. The makers settled (names, homes, people) and the borrowed names replaced everywhere, in one change.
  2. Design languages written, and shown in the ship editor.
  3. The Cobra, Viper and Sidewinder made recognisable, by their makers' rules (sketches first).
  4. Design offices: submissions routed to a maker, replies in its voice, then tenders for the classic hulls.
  5. The job, once there are designers to offer it to.
  6. Shipyards that stock each maker where it sells (ships, classes and makers).

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/shipbuilders.md on GitHub, open to pull requests.