Design: ships, classes and makers

Design, 24 October 2026. Proposed. Modern rules; Classic keeps 1984's Cobra.

Why

Every commander flies a Cobra, and new ships have been invented one at a time, a shape first and a reason later. The Shrike sketches showed the problem: a hull with no clear job, from a maker with no clear line-up.

Mark put it this way: think like Porsche. A 911, a Cayenne, a Boxster and a Carrera GT each have a job, each is still unmistakably a Porsche, and within each you choose a trim and then upgrade. A ship should be chosen the same way:

  1. A class, for the life you want: haul cargo, hunt pirates, run data, explore.
  2. A maker, for the character you like: fast and dark, rugged and forgiving, industrial and huge.
  3. Upgrades, for how you fly it.

And some ships can't be bought at all: they're earned, by the career you choose (section 4).

Principles

1. Classes

A short list, so every ship's job is obvious. It draws on Samuel Penn's Ships of Elite for Traveller (notasnark.net, CC BY-SA 4.0, credited with thanks), which already turns the 1984 fleet into a balanced line-up of classes; his holds and sizes set our proportions.

Class Best at Worst at The life it's for In the game Later
Light fighter Cheap, quick turns Fragile, no hold Your first bounty, or your first raid Sidewinder Krait, Gecko
Interceptor Catching things, guns Hold, range Police, Marshals, hunting Viper, Lancer
Multirole A bit of everything Nothing in particular The start of every career Cobra Mk III
Courier Speed and turning Hold (data, not goods) Express runs, data, scouting Dragonfly
Raider Speed, running dark Armour, hold Piracy with a code Falcon, Mamba
Light trader Cheap hold Slow, unarmed The trader's first step up Adder
Bulk trader A big hold Slow, needs an escort Hauling for a living Bullsnake (scenery) Python, Boa
Armed freighter Hold and teeth Turning Running cargo through bad space Gaboon, a Solo blockade-runner
Explorer Range, scanners, endurance Guns Surveys, trails, firsts Asp II
Yacht Speed and comfort Price Passengers, and showing off Fer-de-lance
Heavy Armour, firepower Speed, price Wings, carriers, the end game Bastion Anaconda, Constrictor
Service craft Short hops No jump drive Scenery and story: tugs, shuttles, drones Titanoboa's worker craft (planned)

Proportions (from Penn's Traveller holds, scaled so the Cobra keeps its 20 t): Adder about 9 t, Python about 105 t, Boa about 140 t, Anaconda about 350 t; Asp II and Fer-de-lance under 10 t. Big holds come with slow turns, and need big stations (stations and worlds).

Shape and size (Mark, 27 October 2026)

A ship's shape is checked against the game, not only drawn:

2. Makers and their line-ups

Each maker has a character, and a line-up in the Porsche way: a way in, the icon, the practical one, and a halo. Assignments below are proposals.

Maker Character Way in The icon The practical one The halo
Cowell & MgRath Rugged, forgiving, built to last Adder Cobra Mk III Python Anaconda
Faulcon deLacy Quick, precise, built for the law Sidewinder Viper an armed escort Krait (a racing fighter)
Zorgon Petterson Fast and flashy Mamba Asp II Fer-de-lance
Solo & Sons Fast, dark, lawless, with a code a light raider Falcon a blockade-runner for the forty-one Iver Solo's own ship (a Legend, one of a kind)
Halloran Sisters Light, agile, insect-built Dragonfly
Wexley-Yorozu Huge, industrial, corporate Bullsnake Gaboon Titanoboa (not for sale)
Co-operative Naval Yards Military, the Marshals' own Lancer Bastion (not for sale)

The halo is the ship you work towards, or only ever see: some aren't for sale at all.

How she sounds (Mark, 29 October 2026)

A ship's engines have a voice of their own, set in her file (style.engine), so she sounds like what she is, to you and to everyone she passes (other ships and commanders in shared space hear it too):

3. Upgrades

4. Earned, not bought

In 1984 you only ever flew the Cobra Mk III. Here, some of the most wanted ships can't be bought at any price: they're earned by the life you choose, and flying one says so.

Ship Earned by How
Lancer A Marshal A Marshals career for Dangerous commanders and up: missions for the Co-operative, and a Lancer of your own when they take you on (law and travel).
Falcon A pirate the Solos trust The pirate career that starts with an introduction to a Solo son (the Falcons): earn their trust (the Debt, the forty-one) and they build you one. Fly it and every Solo son knows you; so does Wexley-Yorozu.
Company hulls Standing Each company's own ship (Hexon's Coral, Vorg's Gaboon, the Mutual's Garter, Wexley-Yorozu's ships), offered to its trusted contractors (the trading companies).
Constrictor The military mission line The end of a long mission line: the original game's first mission (the stolen prototype) is already a Legend's trail (exploration); the reward at the end is a military hull nobody else can buy: rare, recognisable, and a target (ideas).

Earned ships still need upkeep, insurance and the career's goodwill: lose your standing, and the Marshals want their Lancer back.

5. Buying, selling and owning

6. Concepts

Makers show ships before they fly, and the site shows them as concepts, with their page, their story and the model turning, before they're in the game (the Dragonfly: Halloran Sisters showing off a new hull; Solo & Sons' come as leaked plans, since their yard is in hiding). A concept says its class and maker from the start. Community designs submitted through the ship editor (the community platform) appear the same way while people vote on them.

Something to drool over (Mark, 28 October 2026). "Just like the real world we should drool over a new design even if it's a 'concept' ship coming soon." A concept is a reveal, like a car at a motor show: it turns in the game's showroom marked Concept · coming soon with its expected price, it has its page and share card on the site, and you can open it in the ship editor. Nothing in the game spawns or sells it until it flies. Built: the concept flag in the ship file (game dev), with the site's badge, Concepts row and editor label (website). The first is the Fer-de-lance.

Spec it, and put down a deposit (Mark, 28 October 2026). "I don't think anyone would use our editor. However what they would do is spec out their perfect ship, just like you do when you pre-order or place a deposit on a Tesla." Most pilots won't design a hull, but every pilot wants to spec one. At a shipyard, a concept (or any hull on sale) opens a configurator:

A photo booth (Mark, 28 October 2026; idea): "maybe we should be able to configure the ship in the configurator but have the ship available to scroll around it and choose whatever angles we want and then take a picture. So the configurator but without the hangar in the background." A Photo button in the configurator, and for any ship you own: the panels and the berth go, your ship as specced sits on black or in space, and you turn and zoom freely, low and from behind, with a longer lens than the berth's. Take the picture and it lands in your flight log like a P photo, ready to share. The press studio (dev only) proves the rendering; this is it made friendly, with touch controls on a phone. Every shared picture of "my Dark Edition" carries the game with it.

The next hull off the line (Mark, 28 October 2026). "72 hours for a ship of this quality sounds very unrealistic. These ships would take months if not years." So the yard is always building: a maker lays down hulls months ahead, and your deposit buys the next one off the line. The wait is the yard finishing her to your spec (your fit-out, your colours, your name, the glow tested): three days for an ordinary order, about five for the Witch-fire Edition and a week for the Dark Edition, each finished by hand.

A repaint at any yard (Mark, 28 October 2026). The ship you fly can be repainted at any shipyard, while you wait: a new colour, glow and trim, seen in the berth before you pay. It costs the yard's labour (a tenth of the hull, at least 2,000 Cr, and half as much again at Blazing: about 18,000 Cr on a Fer-de-lance; Mark: "a paint job on a Fer-de-lance at that kind of money would be more than 5,400") and whatever of the finish changes, priced as in the configurator; what she already has is free. Her name, her edition number and what's aboard stay. An edition's own colours stay with that edition: its owner can repaint out of them and back, nobody else can have them.

Then you place a deposit on a concept: a tenth of the price, refundable until it ships. It holds your build slot, and when the concept flies the deposit-holders get theirs first, built to their spec, at the price they were quoted. Pre-orders show on its page ("214 commanders are waiting"), which is the hype, and the order of your deposit is a bragging right. Hulls already flying are configured and bought outright, when shipyards sell.

Built (28 October 2026): the configurator, deposits, production in stages, collection with a trade-in, and ships you own (your hull and its paint, insured as yours). Colours are named for our galaxy (Lave Dusk, Riedquat Ice, Xeer Ultraviolet, Tibedied Coral and the rest), five included and five that cost. An edition's own colours are its alone (Mark): Witch-fire and Orerve Nebula can't be ordered on any other ship; a Witch-fire owner who wants another colour asks the maker, or orders a ship of their own in the configurator.

Special editions (Mark: "the specials should be just that, and numbered"): a set spec nobody configures but for the name, numbered and limited, at a premium. The first is the Witch-fire Edition of the Fer-de-lance: Orerve Nebula with the glass deck lit in Witch-fire, Blazing, a hundred to be built. The server hands out the numbers in order, one per account (an edition voucher holds its number the moment it's made); a cancelled order gives its number back.

By invitation (Mark, 28 October 2026: "If you have to ask... you can't afford the special editions. For now they are invite only to contributors."). Nobody reserves a special edition at the counter. The yard shows each one (her look in the berth, how many of the run have been signed over, "By invitation" where the price was), and the configurator lets anyone spec and share one, but numbers go out only by our hand: a contributor's edition is given, signed over to their email at the maker's yard (or by voucher), with the edition's look, beam lasers front and rear and a combat computer, as Mark Moxon's 001 (Mark chose given over invited to buy). The server refuses a number to anyone who doesn't already hold one, and a number goes back only through the yard's office (tools/editions.ts revoke).

Gift vouchers (Mark): a one-off code (tools/voucher.ts), redeemed at any shipyard by a signed-in pilot. A gift is the hull as it leaves the yard: an included colour and a name, nothing that costs, because a fully loaded statement ship early on would spoil the game, and it would sell for a fortune. So a gift can't be cancelled, and in part exchange the yard pays for its kit only, never the hull. The first is for Mark Moxon (Mark): the Witch-fire Edition 001, named Moxon, held for his voucher (--edition witch-fire), in the edition's colours, with beam lasers front and rear and a combat computer (Mark), ready the moment he redeems it; the rest of the kit he earns. Numbers are painted quietly, as 001 (Mark), not "No. 1".

Signed over, not a code (Mark, 28 October 2026: "I dont want a redeeming code as that is a bit rubbish. This is already paid for and the shipyard just needs to sign it over"). A ship can be held for a commander's email address instead: tools/voucher.ts gift <ship> <email> --at <system> [--edition <id> --number <n>]. It attaches to their account the moment they sign in (at once, with a notification, if they already have one), and the maker writes to them in the game. She waits at one yard, the maker's own, so they fly their Cobra there to take her (Mark: "That way he has to at least fly the cobra a couple of times"). --number takes over the unused voucher holding that edition number, so Mark Moxon's Witch-fire 001 has one route: signed over at Onrira, Zorgon Petterson's home yard, three jumps from Lave.

A docking computer as standard on a hull of real calibre (150,000 Cr and up: every Fer-de-lance), fitted at no charge, as the beam laser is (Mark: "Make sure all Fer de Lance ships have the docking computer as standard"). The Witch-fire's premium took up the 2,700 so she stays at 468,380.

The edition delivery pack (Mark, 28 October 2026: "yes do it"). A contributor given a numbered edition gets a proper handover, every fact read from the game's data (src/game/papers.ts) so nothing can disagree. What a given edition carries is the gift's fit-out: her edition's whole look and luxuries, beam lasers front and rear, a docking computer and a combat computer, not the edition's catalogue kit.

A Dark Edition (Mark, 28 October 2026; idea). "I wonder if we could build a dark edition. I imagine that would be a challenge given we are in a Neo universe." It is, because the glow is the signature and a hull is never dimmed. So it's dark by palette, never by dimming: deep ultraviolet lines at full glow strength, faces near-black, a single white canopy; or a hull that glows low at rest and flares when it boosts or fires. It would sit beside running dark (the transponder off) as the ship for pilots who'd rather not be seen. (Shaped with the Marketing session's thoughts.) Built (Mark: fifty of them): the second numbered edition. Black-light lines (its own colour, edition-only) at Deep glow over the dark faces every hull has, a white-hot canopy, beam lasers front and rear, a combat computer, docking computer, E.C.M., distress jammer and escape pod, the owner's suite, a ship's voice, and two luxuries only she has (Black-light running lights; an instrument-lit cabin): 950,000 Cr (Mark: "make it 950K with two new Dark-only luxuries", and both the rear beam and the combat computer, as on Moxon's 001), fifty built, dearer than the Witch-fire because rarer. The "glows low at rest, flares on boost" version is a later step.

Her running lights, and the full ghost (Mark, 28 October 2026: "oooh! full ghost sounds really cool"; built). The Black-light running lights are real, and a statement, not an edge: small violet lights at her wingtips and tail, pulsing slowly, seen only within about a kilometre. Running dark, she's an unidentified ship like any other, and her lights stay dark until you're close enough to read her hull (2 km); then they fade in, and you realise what she is. Other commanders see them too in shared space. The owner can switch them off on the Station tab ("Go full ghost"): just the hull. Nothing dims; the lights are added on top of her lines. They're drawn wherever she's drawn in her paint: in flight, the berth, the photo booth, the kill cam and the site (Look.lights, from buildPainted). 1984 mode shows the hull alone.

This is where Build meets most pilots. The few who design hulls do it in their own tools or with an AI assistant (ideas), and their ships end up in this configurator for everyone else.

The Fer-de-lance, a concept

(Mark, 28 October 2026: "Build it in the Neo for Witchspace.") A statement ship: a private hotel with a fighter's bones. A lance-head hull twice a Cobra's length (118 m), a glass deck along its spine, two barbs swept back past the tail, 30 t of hold, about 180,000 Cr. Original geometry; its size, hold and character come from Samuel Penn's Traveller sheet. Its maker is Zorgon Petterson, the fast and flashy yard, keeping its 1984 name as homage (the shipbuilders). It beats a Cobra at almost everything, as a statement ship should; what it costs is the price, and being the biggest, most tempting target in the sky.

7. Stages

  1. Classes in the ship files (a class field beside role), class and maker on every ship page, and concepts (a ship file can be marked as one: on the site, not yet in the game).
  2. Shipyards: buy, sell and trade in, with a first few hulls you can fly (Adder, Sidewinder, Python).
  3. Ships earned by careers: the Marshals' Lancer first, then the Falcon and the company hulls, the Constrictor last.
  4. Upgrades by class.
  5. Second-hand ships and a hangar.
  6. Line-ups filled out, the Dragonfly first, and every new ship from here on starting from its class.

Credits

The class list and proportions draw on Samuel Penn's Ships of Elite for Mongoose Traveller (CC BY-SA 4.0), with his kind permission. Witchspace's ships are original geometry.

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/ships-and-classes.md on GitHub, open to pull requests.