Space Engineers

Space Engineers

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Ship & Station Ideas For Your Engineer Empire
By Emperor
Explore Small Ships, Large Ships, Stations, and more! Includes a readers' ideas section.
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SMALL SHIPS (SS)
Vessels of the Small Ship category are usually crewed by a single person and lack interior spaces. Agile and cheap to produce.
Non-Military
These are built for small-scale mining, exploration, cargo-hauling, or other civilian purposes.
Fighters
Fighters are the simplest component of any fleet and are meant to be expendable. Fighters are designed to engage and destroy enemy SS.
Bombers
Bombers are designed to engage and disable enemy LS, trading versatility for armament. As Bombers are vulnerable to enemy SS, they will need an escort to be most effective.
Superiority Fighters
Superiority Fighters are just like Fighters but equipped with reinforced armor, expanded weapon systems, and improved maneuverability. While Superiority Fighters excel in destroying enemy SS and perhaps even disabling enemy LS, they require more resources than a regular Fighter to field.
LARGE SHIPS (LS)
Vessels of the Large Ship category are usually crewed by multiple people and include interior spaces. Greater potential but less agile and costly to produce.
Non-Military
These are built for large-scale mining operations, self-sufficient colonization, intensive cargo-hauling, mobilized industrial production, or other civilian purposes.
Drop Ships
Drop Ships are designed to transport troops onto enemy LS or planets, sacrificing armament and armor for carrying capacity and speed. As Drop Ships are vulnerable to enemy SS and LS, they will need an escort to be most effective.
Corvettes & Frigates
These vessels are estimated at four to six times larger than SS and are designed to act as pickets for your larger LS against enemy SS. These vessels have very little armament and armor compared to other LS but are cheaper to produce and more maneuverable.
Destroyers
Destroyers are larger than Corvettes and Frigates. Destroyers are designed to act as a mobile weapons platform and little else, sacrificing versatility for all-out firepower. Destroyers are meant to deliver crippling blows to other LS at a distance. As Destroyers are vulnerable to enemy SS and LS, they will need an escort to be most effective.
Orbital Gunship
Cruisers
Cruisers are larger than Destroyers and are designed to engage and disable enemy LS. Unlike Destroyers, Cruisers are built to not only deal damage but to receive it, increasing their durability in combat. Cruisers offer impressive firepower and versatility and, while costly to produce, are well worth the price to any aspiring empire looking to dominate its adversaries.
Battleships
Battleships are much larger than Cruisers and are designed to crush all enemy LS who oppose. Battleships are insanely armored and insanely armed, capable of surviving damage that would all but annihilate any other vessel. Slow and cumbersome, Battleships are vulnerable to enemy SS, so they will need an escort to be most effective.
Carriers
Carriers typically range in size from that of a Cruiser to that of a Battleship. Carriers are designed to store, transport, deploy, and repair squadrons of SS. As Carriers are are vulnerable to enemy SS and LS, they will need an escort to be most effective.
Flagships
Flagships are a modified, stylized version of a Cruiser, Battleship, or Carrier. Flagships are designed to house your empire's military leaders and boasts enhanced field capabilities. Flagships are a great opportunity to show off your engineering skills or artistic vision.
Haulers
Haulers are a reinforced version of civilian cargo-haulers, can vary greatly in size, and are designed to provide auxiliary supplies to your fleets when they are deployed outside your empire. Though reinforced, these vessels are vulnerable to enemy SS and LS, they will need to be kept at the rear of a fleet to be most effective.
Decoys (Small & Large Ships) *Current Stopping Point For Newest Guide Revisions*
Tired of taking beatings to your fleet as soon as you interlock with the enemy fleet? Bring some Decoys! Decoys have one simple goal in mind: to lure away fire from your actual ships! Decoys would include their own power supply and antannae to draw the enemies' eye. Decent armor is not really needed as they will be simply giving you the crucial time you need at the initiative of the battle to give you an edge over you opponents! Their size can vary greatly, from Small Ships size to Large Ship size.

In your fleet, launch them just a little bit ahead of the actual fleet when engaging. Decoys can be launched manually or through use of inertia from one on your live ships via release from a landing gear. Launching them at the right time is crucial! Sending them too early will cause the mindtrick to likely fail as a bunch of constantly linear-flying ships can seem really weird and obvious. Send them too late, and you lose the fire-drawing effect as your actual ships are targeted since they are closer.
Though pulling off such a successful Decoy attack would be a little challenging, such a sneaky trick could really confuse anyone not paying keen attention to patterns! Give it a try and add your own flavors to the idea!
Planetary Bombers & Orbital Strike Ships
Since planets have gravity, the rules of war found here on our Earth for bombing ground installations applies. In such case, classic and semi-classic Bomber tactics and strategies work quite well here.

USE THE GRAVITY TO YOUR ADVANTAGE! You don't have to aim directly at your targets! Planet-Designated Bombers should be used in strafing runs to flatten out enemy factories, refineries, and other important economic targets. Avoid low, slow-sweeping strafing runs unless you are certain that enemy AA (Anti-Aircraft) defences are down, OR the target you intend to take out far outweighs the risk for the loss of the bomber. Strong, solid armour specifically for the bottom and rear of bombers is recommended.

Along the lines of Orbital Strike Ships, keep them at a distance around the planet. Arm the bottom of the ship with heavy armour and powerful weaponry to decimate enemy defences to pave the way for bombers, ships, and ground forces to begin their assualt. Make sure you utilize your Orbital Strike Ships as much as possible, as keeping as many ships intact as possible pays off in the long run, and increases your chances of taking the planet. In addition, this allows you to retaliate more successfully against enemy counterattacks on your newly captured planets.
STATIONS
Mines & Factories
Mines are basically controlled environments where you can mine away at an asteroid or planet in safety, with plenty of interior-space for large mining equipment (e.g. a controllable and extendable drill, a steerable drill ship, etc). Mines are crucial for acquiring the raw materials necessary to sustain and expand your empire.

Factories are where you will convert raw materials into actual components and parts that are usable in your empire's day to day operations. Be sure to include plenty of refineries and storage space, as well as conveyor systems for increased efficiency.
Sentries
Sentries, as the name implies, are ALL about firepower. Place along strategic space or planet routes. Include thick armor, basic interior for power-generators, and many, many weapon systems on all sides. Go for a good mix of gatling guns and rocket launchers.
Outposts (Space Stations)
The Outpost Space Station type is the 2nd of the smallest of your Space Stations. These would be built in and around the borders of your territory or "air-space". These would likely include communication systems, decent armor, little or no interior space (for the simple storage of fuel, ammo, and the power-generating systems. Artificial gravity should not be a real concern to include in these, and consider including 2 to 3 weapon systems for some protection from Small Ships and lighter Large Ships.

In your fleet (or in this case, really it's part of your entire base), Outposts should be placed around your outlying "air-space" or base area. There goal is to simply warn you of an enemies presence nearby and to help avoid sneak-attacks. Placing active beacons on the side of Outpostes enemies will see first when attacking allows a chance that, if they hit the beacons (likely), then you are immediately aware something is wrong because the beacon will no longer work due to damage or destruction, or loss of power. Saving outpostes from total destruction or heavy repairing is worth it since outpostes are supposed to be a cost-efficient defence awareness. It's somewhat an experimental station that could be used for a variety of security jobs.
Military Buildings
All planet-based defensive emplacements are static, have significantly less field of vision than any air-based attacker, and suffer from being easy targets for precise "sniper-style" fire as well as chaotic barrages. On the contrary, planetary emplacements benefit from practically defending only one general direction (the atmosphere) and the surrounding "countryside", allowing for devastating firepower to be concentrated quickly and effectively. Also, "bunkering-up" armor works quite well here, especially if the structure is burrowed in the ground.

When building your base, positioning your structures correctly is crucial . Concentrating your structures too strongly makes for easy targets, whether the enemy is excercising "spray-and-pray" or precision strikes. Spreading your assets out makes it harder for your opponents to knock them out, and, theoretically, with greater risk of loss on their behalf, should they pursue them.

If a command center is included within your base, two typical styles are notable: building a tower-like structure with strong field of vision over the entirety of the base, capable of sustaining some long-term bombardment, or an arguably less-aware, but much more reinforced bunker version. In either case, you want to be sure the command center is well-guarded to reduce risk of the enemy gaining control over your base whilst pockets of friendly resistance remain. If one wished, including both concepts could greatly add to commandant flexibility.

Anti-Aircraft batteries and Ground-to-Ground batteries should be constructed with extreme care. Building in a fort-like manner, capable of both sustaining themselves and supporting nearby redoubts, is highly suggested. Take caution not to overbuild one in a peticular spot since, as mentioned before, too many assets together makes them less expendable. If you are debating between focusing on AA or GG weapon systems, choosing AA is almost always a safe bet. The enemies main strength lies in his airpower: taking that away forces any attacking force to either (A) risk suicidal direct assualts or (B) engage you in a long war of attrition. In the case of (B), when the final blow comes (as you know it will), having staunch GG weapons will help you to evacuate remaining ground troops, resources, or simply put up one Hades of a last stand.

Missile tubes/silos are an interesting concept, that, if perfected, could make an amazing anti-Large Ship weapon. Protected by thick storage vessels, these missiles could be concealed among the countryside to lash out against unattentive Large Ships, and if performed correctly, disable them or even destroy them.

Airfields/Hangers are another idea to consider in your base, both for economical and militaristic purposes. Militaristically, having multiple, well-fortified areas to launch counterattacks against enemy ships is a considerable "plus" when under assault. As stated before, maintaining air superiority is vital in ousting your opponents into a costly or time-consuming victory, or being forced to retreat all-together.

Fortified passageways are an excellent feature to consider including to link up your many militaristic and economic facilities in a safer, more realistic method than walking across an area bombarded by enemy fire.

NOTE: So long as you maintain air superiority, the likelihood of the enemy effectively assualting your base is minimum in comparision to having lost superiority.
Airfields, Hangers, & Docking Bays
Airfields and Hangers are going to be your empire's main storage, fueling, and repair site for SS and lighter LS. Always include plenty of space if your building a Hanger to avoid unwanted wrecks, and plenty of classic "runway space" if you're going for an Airfield style. Include decent, secure storage of fuel, parts, ammunition, etc for your SS needs. Hangers are generally going to provide more protection for its vessels but are restricted to their ship scrambling abilities (e.g. with only one way out for the ships they would have to likely take turns exiting). Airfields are generally going to be more vulnerable but provide more space and are more cost-efficient for the purpose, and provide 360-degree scrambling abilities (launching ships any direction you want rather than out a Hanger door).

Docking Bays are in many ways just like Airfields or Hangers, but are meant for Large Ships. Docking Bays' main differences is that they have, well, docking bays/walkways, since Large Ships are so big and can't really fit in a compressed space (or at least it's not cost efficient at that scale). The protruding "air-lock" tool allows you to lock your ships in-place and allow easy passage for troops in and out of the Bay. Include multiple docking tubes for several Large Ships. The Docking Bays main goal is to allow teammates to easily link up and transfer to other linked ships in a secure and stable manner. Include landing gears on your docking tubes for easy lockings. A Control Room is needed to help work them.
Headquarters
Headquarters are meant to serve as the administrative and financial center of your empire. Built in space or on a planet, these should be well-armed, well-stocked, and well-designed. Include plenty of storage space and industrial sectors for processing the various goods brought in from across your empire, as well as a reserve of SS and LS for economic and military purposes.
Planetary Space Stations & Defense Grid Satellites
Planetary Space Stations are medium-sized Space Station intended on being the first line of defence against invading enemy fleets and raiding parties. These stations should be well-armoured, well-equiped, and well-supplied to face the might of any enemy offense against the planet it is orbiting.

Defence Grid Satellites are a series of intermediate Sentry-type Space Stations intented on detering aggressive raids and invasions against your "owned" planets. Any enemy force wanting to take your planet will therefor have to face immense, fully-realized firepower from any direction they choose to attack. This has many advantages, but one of the greatest being that having these allows your men to prepare for the coming onslaught, scramble your ships, and rush to engage the offending force. Keeping control of the skies is key in any ground defence: don't allow your enemies to gain the edge.

A laughable tweak of the DGSs idea: build the satellites in a way that conceals the underbelly gun (facing the planet) so that the enemy suffers from unexpected and confusing rear damange, should they pass by the seemingly innocent objects. Add attenae on front for increased effect.
Fragmentation Devices (Universal)
Entirely ignoring the method with which the Fragmentation Device would be launched, it is worth taking time to elaborate just what the concept aims to accomplish.

An FD is a player-created weapon that, when launched/fired, breaks up into chunks of your prefered debris. Practically a shotgun, but on a much larger scale. In terms of space, these can used to bombard HQs and other Large Ships. Whether a cost-effective and proportionally-effective method can be perfected is arguable, but the possibilites of such a tool are unparralleled.

Where an FD really shines is planetary bombardment. Combining inertia and gravity, FDs would make an EXTREMELY effective tool when used on a large scale. In addition, the ability to arc/lob your chunks helps to indirectly attack your targets without the risk of directly implementing the device.
MECHS
What is a "mech"? A mech, in popular culture, is a large, manned suit of armour, most often resembling a human form. What purpose does a mech have? Welllllll........ that depends on the purpose you have in mind. Mechs can be, as most people enjoy them, giant robots of death that are basically unkillable and destroy everything in their path. But, mechs can also serve other roles for your empire.
Light Mech
As par with the name, a Light Mech is purposed with the task of quickly moving through and over terrain. Light Mechs would probably be smaller than a typical mech, packing minimal armour and self-defence capabilities. Light Mechs are built and designed for one thing: exploration. These mechs are capable of analyzing the enviroment around them, picking up on resource rich locations and documenting them for future reference.
If one wished it so, they could also equip these "light" mechs with moderate storage capacity, turning these swift devices into swift deliverers, for whatever need you may have of them.
On another note, one could also equip them with slightly better armour and weaponry, using it as a means of skirmishing other larger, slower mechs, as well as enemy positions.
Generic Mechs
Generic Mechs are just that. Generic. They are, as mentioned before, bringers of death. These are heavily armoured, heavily armed, and as dangerous, if not more dangerous, than a Battleship. Whether it's a massive fist of gatling guns, a gigantic sword capable of slicing a ship in half, or shoulder-mounted rocket launchers, these are not something you should mock openly. If built properly and correctly, as with anything (especially the experimental notion that is the mech), you will possess a dangerous foe on the field of battle.
Within your military, the typical mech can be unleashed upon known enemy hotspots and utterly cripple them with hilarious brutality. Some little space engineer scurrying across the ground? Simply stamp him to death. Simple. Enemy ship coming into orbit? Send your mech to throw it away as if a mere javelin.
Now your dreams of giant titan-like battles will become reality (at least virtual reality) and you can face off against your feared nemisis! Or you can simply send everyone running. Either way.
Space Mech
While your other mechs could most likely be appropriated with proper space-going equipment (such as thrusters), the most practical way to make use of mechs in space is probably going to be using a Space Mech. Though it may be obvious, these mechs are specifically designed to move fluently in a zero-G zone. This would most likely be accomplished by strong use of well-placed thrusters, and other tools and mechanics.
As far as combat goes, these mechs would be pretty decently armoured and well-purposed for dealing with their biggest threats, which are our well-known favorites: Bombers, Fighters, Battleships, Destroyers, and the many other *hated* enemies of the mech. While mechs are capable of powerful attacks, the fact they can possess so many weakpoints in their design (such as around joints) makes them risky when put up against large groups of enemies who are profficient at dealing with threats such as these.
Mech Dropship
These rather slim yet large ships have one purpose: to deploy a wide variety of mechs in the field. You have the option of, as with previous mentions, a costlier-but-protective bay-like storage system, or a more efficient clamp-and-carry style storage on the exterior of the ship. Either way, you want to make sure that your Mech Dropships can make a successful voyage without losing its mech cargo and without crashing all-together (possibly damaging the mechs beyond use).
To assure that your Mech Dropships remain intact for the duration of their runs, provide strong armour and at least some form of self-defence. If you manage to crash-land or know you are about to be boarded, self-destruct mechanisms on your mechs might be a good idea..........
Then again, you can always jump from the cockpit to one of the mechs you're carrying, and rain cane upon the offending party..........
Camoflauge Ship Mechs
Camoflauge Ship Mechs are a nasty little combination. The concept behind them is they are built and attached/embedded onto your ship in such a manner that the common foe will think nothing more of your Large Ship. Once you have engaged a target, you can unleash the hidden monstrousity you possess. With the right timing, design, and enginuity, your Camoflauge Ship Mechs will be tearing enemy ships apart.
Repair and Support Mechs
These mechs are intended to help far behind the lines of battle, providing essential repairs and aid to your bases and ships. These are very much similar to other ships of similar roles, and are not intended for combat.
READERS' IDEAS
Some of the ideas mentioned by readers may not be listed below, not because they are not awesome ideas, but because they fall too close to other Ship Types listed in the guide or here in Readers' Ideas.

This list below is subject to being updated or changed, depending on how often I am available online to view new ideas, etc. If I have described any of your ideas incorrectly, please correct me.
Part 1
Stealth Kamakasis ( By J.F.K )

Kamikazers with the altered effect of instead of going dog for the attack immediately, they basically wait for their prey to draw near and then go in for the kill.

Fighter Kamikazers ( By J.F.K )

Kamikazers that, in addition to their sacrificial nature, may, if necessary, can multipurpose as a conventional fighter if the need be.

Torpedo Bombers/Akulas (By J.F.K )

Bombers that, rather than carry conventional launchers, they wield the dreaded player-creations of torpedoes! These bad boys could wreck havoc with a clear shot, but would require precise aiming and timing to land a shot with these costly missiles. The biggest advantages to these are Armor Piercing capability, possible CBID (Continual Bouncing Interior Damage), large explosive power, and just awesome fear tactics as you could volley these deadly things and cause panic as your enemies attempt to avoid them.

Hijacker (By J.F.K)

Somewhat like a Drop Ship, but with the mixed style of being able to make its own entrance for its boarders with grinders, which in turn allows easy entrance for a raiding party!

Artillery/Snipers (By J.F.K)

Long range, Bomber-related ships.

Multirole Fighters/Bombers (By CaptainJ1250)

Fighters and Bomber-type ship in one convenient model. Can hold its own against Large Ships and Small Ships alike, posing a grand threat if ignored. SInce its size would be more Bomber scale yet slightly slimmer, it would appear as if it would'nt do well as normal Bombers against Large Ships or against Fighters (being a bit bulkier). Guess what? The decoys it can/could deploy dissolve the issue with swift and simple relief from fire! Decent mixed arnament of heavy and light Small Ship weaponry.

DeathCannon and Minelayer (By flaminghedgehogs)

A sort of torpedo-type ship that is capable of inflicting great damage to any large or clustered ships by using gravity and motion to launch rocks, debris, or other harmful material to wither away at enemy ships that can't avoid them. The Minelayer does basically the same thing, focusing on laying mines or floating minefields to utterly devastate enemy ships that are crazy enough to face the barrage of damage. Great for diverting enemies in a more favorable direction or possibly splitting up or breaking up well-huddled fleets with ease. Several ships of the enemy could face heavy damage before realizing the mines are there!

Heavy Cruiser (By CaptainJ1250)

A remix of the Light Cruiser, the Heavy Cruiser, unlike its Light counterpart, is slightly more fit for routing or at least distracting Bombers from the mammoth Large Ships. More gun systems, more armor, more durability. Possibly armed with two Fighters, etc. for more coverage. Useful for scouting, nearly useless against the big boys of the field.

Beacon-Type Decoy Ships (By Prophet_01)
A Small Ship that has attention-drawing Beacons that rotate, could possibly launch Beacons, etc. Great idea if your wanting to draw tons of fire if you can't afford heavy armor, etc.

Dreadnought (By Star Piercer)

Death itself. A MASSIVE (much more than a Battleship, about twice the size) Large Ship that will crush anything Large-Ship-wise in its path. Many many weapon systems, tons of armor, etc. Could easily put other Large Ships in the other direction, can ram (expendableness), and other player created weapons. The downsides: the most prominent problem is moving such a metal beast, meaning very little manueverability. Pitting this thing against Fighters, Bombers, other Small Ships, or lighter Large Ships is completely suicidal. Sure, you could take some heat with the size of such a ship, but you'll get very little use out of it compared to its potential. One of these ships would be enough, and likely you want to circle these monsters with everything you have to protect its vast flanks and rear.

Disabler (By georgemcquain5)

According to the description, this ship is basically a parasite that can be built onto/attached to an enemy ship and pretty much hack it with a Control Panel onboard itself.

Logistic Ships (By Cotton Mar)

Basically a scout type ships (likely a Small Ship) with communication drones (possibly) and a good personal communication system, etc. It's a complicated idea that could work, put that it was done correctly. It's a good experiment to try out for yourself!

Decoy Capital Ships (By tjhavens03)

Now if this ain't a classic remix, I don't know what is. Taking and having a DECOY Capital Ship along with your real one is a remarkable way to keep the dashingness of your real one in shape. Only real downside is the fact building such a large Decoy-type ship is it would take plenty of resources.

Heavy Weapons/Gun Platform (By ExiledBlood)

An idea that is pretty unique yet a somewhat classical piece of any sci-fi fleet (e.g. the Death Star from Star Wars) is the "super weapon" style. An HGP is just that. Though it can range from several weapons onboard and size can vary, these Large Ships are made for one thing: firepower. Though they might relate to a Destroyer, they are there own deal. Typically armed with one main, embedded player type weapon (massive single or multiple torpedoes of intense size, other gravity guns, etc.) this ship is fragile and requires protection as much as possible. More of an experimental ship, but could prove deadly if built with acute design.

Shadow Squadrons (By Stanley Johnson)

As it sounds, I dubbed this idea "Shadow Squadrons", the idea being by Stanley Johnson. These type of Stealth Fighters can latch onto neaby asteroids (preferably the dark side/facing away from the sun) and wait for their prey to pass by, then launch devastating rear and flank attacks. Their really isn't nothing different about them except they carry parts to hold them stationary while a target wanders nearby. Good subset man!

Cargo Fighters (By Krahazik)

Like their larger counterparts, these ships focus on delivering supplies, fuel, and parts to the front to help keep operations going and ships substantial enough for duty. The biggest boost to this idea from the other Cargo ships is they can generally evade fire much better than the others of the type and could deliver in-battle if necessary. Mainly for re-supplying other Small Ships but can be flexible. Best if used in quick rotation delivery styles for maximum support abilities.

Mobile ConstructionYard/Factory Ship (By Blade)

Basically like a Space Station Factory merged with a Cargo Carrier, meaning that vital new Small Ships, Large Ship parts/upgrades, and ammunition can be produced on the front. Great if you are on the attack against an enemy far from your base or when attacking an enemy base. Always protect and keep withheld from direct conflict. And as a side note, Admiral Keys also had pretty much this idea too, just did not leave a Comment.

Deployable Boarders (By Captain Chessy)

Somewhat like Dropships in their own respect, but more "pod-like" in which you load them with your boarders and launch them from Large Ships into other Large Ships. Probably best used at medium to nearly point blank to ensure accuracy is sufficient, and something to lock to your target's surface likely helpful. Launch toward defenceless areas.
Part 2
"Connectable" Fighter Ships (By chase kid)

Physically, this type of ship would not have a very strong integrity. HOWEVER, the fact you could link several Fighter roles ships together in one compact, possibly slim way is a great way to maximize fleet efficiency! The two largest benefits would be, for one, transporting/fueling improvements. The really cool idea to it is when attacking an enemy fleet, holding these types of ships together until the last second could really disorient and surprise enemies with the sudden burst of movement and breaking up of a ship (they could even oddly think, maybe, just maybe, that one of their allies blew it up!). Something like that is an awesome way to cause panic and havoc at the front! Breaking them up before direct combat is advised, and be careful not to bump into your resently departed allies! Experiment with the idea!

Repair Drones (By JD. Horx)

Though it may or may not be an actual possibility, automated or somewhat assisted repair drones would bring an immense boost to your fleet's recovering efforts. Can it be done? You tell me!

Medical/Respawn Ships (By Anubis4123)

An idea I extremely overlooked myself, Respawn Ships are an amazing innovation that doesn't really require any knowledge of strategy or tactics. As in any conflict, casulites are going to be substained, even if it amounts to nearly nothing. ALWAYS. Therefor, being able to get a good amount of spawning when and where you need it is really important! Look into the idea, though putting these types of ship parts on your other Large Ships might suffice. The main boost would be concentrated respawning exactly where you need it, moving about to drop off your boys to help out.

WILDCATreactor's Ideas

I personally must say, WILDCATreactor has a lot of differing ideas. Therefor I must compliment him, GJ. However, since he has so much information ( lots and lots, which isn't a bad thing; example given: the more the merrier), readers can just refer to the direct context he has Commented. Again, there's something for everyone throughout his text. Have a look!

"Heavy" Stealth Bomber (By Blade)

Like a Stealth Fighter or Bomber, but focused on raw firepower at the cost of manueverability. The black paint will compensate for some of the lost speed but will put it at risk up close.

Flak Ship (By EmperorHelios)

A small or slightly bigger Large Ship focused likely on point blank to extremely close decimation of Small Ships, and utter destruction of any dog-for-the-attack Bombers. Lots of fast-firing weaponry, preferably high spread if available.

Scavenger Ships (By Blade)

Small to medium sized Small or Large Ships focused on recycling the aftermath remains of deadly fleet engagements. Hey, maps in Space Engineers only have so many resources to use! Letting perfectly good spare parts go to waste is not an option! Any spare troops you got can pick up anything immediately useful for repairing ships or crafting into better materials. Your Small Ship Scavengers could gather the material while large Scavenger Ships can multitask in refining and storing the parts for shipment or further use.

Assualt Cruiser (By EmperorHelios)

A Large Ship generally the same size of a Light Cruiser but more balanced in armor and more armed in weaponry. Would require a keen design to fit such an efficient model but it can be done!

Frontier Outposte (By Blade)

Somewhat like an Outposte, but a quite unique flavor of it. Capable of substaining operations on its own since it would be built far, far away from main HQ either between your own and the enemies' lines or on the flank of your own HQ. Could be used as a refueling station or as a communication post. Amazingly, if your main HQ is overran, spawns and stored supplies could provide you with just enough supplies to rebuild back some of your losses, or, if the enemy can't find your Frontier Outposte soon, became a full scale HQ itself, putting you back in the big leagues if you managed to save most of your fleet (right before or after previous HQ destruction) to help your counterattack efforts.

HQ and Fleet Busters (By Blade)

An HQ Buster would be a Large Ship that is heavily armored and rigged to blow (stocked with so many explosives it is equal to a small nuke). Launch into enemy HQs for a grand explosion and wipe out the enemies hope of any refuge. Sadly, due to the bulkiness of your HQ Buster, it would present an extremely easy target for enemies and getting it to an enemy HQ would require either a good escort or stealth. Inflicting huge HQ damage would solely depend on your Buster's design and enemy HQ design.

A Fleet Buster would be about the same as a HQ Buster, but more focused on cluster-bomb-like damage. Once the initial explosion is triggered, several pieces would launch out (however you choose to propel them) and take out additional targets/ damage ships. More of an experimental ship.

"Self-Sufficient" Battleship (By Blade)

Though generally all really-large ships would/could include some sort of refining/production areas, the idea of these is that they have enough to be entirely self-sufficient, as the name implies. They would be large enough to accomadate a Battleship's insane firepower and armor, but also big enough to hold plenty of storage, refining areas, and production areas. Generally they would be a bit "thicker" than a usual Battleship since more interior space would be needed.

Two-Part Cruise Missile (BY [T.CF.U.] A Mnemonic Giraffe)

A type of torpedo/player weapon that works in "search and destroy" method. First, you have someone control the Target piece that latches onto whatever enemy ship you come across. Using GPS, coords, and possibly even beacons and/or attennaes, the Target piece allows the " Missile piece to zero in on that ship accurately and effectively damage it.

Small and Large Launchers (By [T.CF.U.] A Mnemonic Giraffe)

A unique support-role ship that could also be called a "booster-ship" or your "auxilary power". What these do is use gravity and torpedo-like launching mechanisms to fire customly-made-for-the-occassation SHIPS. What is the benefits? Give your fighters, kamikazers, bombers and small-medium Large Ships a head-start! Overall, these Launchers give you effective blitz-tactic capabilities. Whether for an escape, an assualt, or just to save time, the uses are open to adjustments of your own!

Beamer (By [T.CF.U.] A Mnemonic Giraffe)

The Beamer is a special mining station that makes use of the player-weapon, the torpedo. Using torpedoes with supply crates in the place of the warhead, Beamers can quickly launch supplies to other allied bases with decent, and (if your really precise), direct shipments that can really help lower your space-usage on your other ships! Of course, keep your most valuable items/supplies in your cargo-related ships since this method is vulnerable to enemy raids on your "supply routes" or alternatively just add defencive stations along the routes.

Blockade Runner (By Duffman)

Focused on being "fast and furious" these ships would outmanuever their adversaries and return in a flanking attack to decimate unguarded supply ships, unguarded Large Ships, and more. Hit-and-run tactics would work great here. Generally would carry a slightly thicker armor and heavier weaponry than a Light Cruiser.
Part 3
Jumpdrive Aircraft Carrier (By Blade)

Modified version of the Aircraft Carrier, focusing on giving up heavy armor and escorts for a superb skirmishing tactic. Use the all-new Jumpdrives added ingame to zip one of these to a known enemy position, quickly deploy some Fighters and Bombers, and zip back to friendly territory. SInce you want to harrass the enemy as cheaply as possible in this case, risking your vulnerable and exposed carrier is not necessary and you should foucs on letting the Small Ships you deploy deal as much damage as possible, not staying around and getting retaliated against.

Gunboat (By Blade)

Fierce and aggressive-style Small Ship with turrents. A very large ship for its size, something like a mobile, mini-fortress, but with the swiftness of a normal Small Ship. Useful for preying on the average Small Ship, making it a powerful defencive tool for your slower Large Ships. These dangerous foes even can prove fatal to enemy Large Ships, when used correctly. The turrents do it all, and will guard your back in a dogfight where friendly Fighters can't.

Jumpdrive Privateers (By Blade)

Privateers use Jumpdrives to purge deep into enemy territory, the heart of any war-effort. They use a combination of other lighter ships to pillage and plunder enemy mines, factories, and more, capturing vital loot to return to your own positions. While you gain resources for your side, you also sap away your enemies' resource-gathering efforts.

Rail Cruiser ( By Duffman)

Somewhat like a previous idea mentioned by a reader, this Large Ship puts emphasis on a large, main weapon system. Rather than a convential, player-made weapon, the Rail Cruiser makes use of just that: a railgun. Great for piercing virtually anything and effective at breaching the hulls of Large Ships and Space Stations. Useful for targetting power sources or cutting ships in half. Since the ship is focused on firepower, it lacks armor and needs a strong escort.

Escort Carrier (By Blade)

A ship that crosses between an Aircraft Carrier and a medium Large Ship with enough armor and firepower to hold out on its own. Sacrifising a bit of both concepts, the end result is a well-rounded ship. Escort Carriers carry about half the Small Ship support of a normal Aircraft Carrier, making up for it in personal defencive measures. When used in combination with its carried support, you have a dangerous foe. These ships aren't called "Escort" Carriers for nothing: these ships make an excellent, cheap, and effective means of defending supply and support ships.

Planetary Vehicles (By Blade)

Since the addition of planets to the game, practical vehicular design is more possible than ever before. Several varieties of wheeled or similar vehicles are, for example:

> Scouts: Practically light and swift (but durable) vehicles capable of traversing rough terrain with minimal difficulty. Military versions would simply benefit from slightly better armor and a minimal form of self-defense.
> "Tanks" and Military Vehicles: Military vehicles are basically combat-purposed ground support units, capable of sustaining an engagement. Tanks are, as the name implies, superbly-armored ground vehicles capable of decimating any and all ground targets, trading speed for durability.

Directional Buoys (By Blade)

An extremely overlooked asset, these devices are meant to give a common reference for where allied ships are in relation to one another, while also serving as a coordinate pin-pointer for arriving reinforcements. Practical when deployed prior to engagements.

Gravitational Alteration Devices (By Blade)

An interesting concept, these devices are used to disrupt enemy ship navigation, improve torpedo/missile/payload accuracy, or even protect your ships and facilities from similar enemy weapons.

Orbital Elevator (By Blade)

This structure presents you with the means to physically connect your ground and space operations. While a costly and fragile structure, the benefits it could bear, given enough imagination, could be endless. Need to resupply your station? Simply send your resources up! Literally! The only major setback would be that this structure would probably have little durability in a siege, but if and when your station falls, your crew might have just enough time to escape to the surface.

Sam-Site & Target Painter Corvette (By FunkyNinj)

This concept features a powerful anti-aircraft weapon system, capable of locking onto enemy aircraft by means of direct or indirect fire. Once locked, this defense system fires a salvo of homing torpedoes/missiles to destroy incoming air support with precision and swiftness. A supporting Corvette can also be implemented to relay targets and search for new targets, while avoiding direct combat as much as possible.

HAGMS & Rocket Ground Artillery (By FunkyNinj)

> High-Altitude Guided Missile Ship is a Bomber or other medium aircraft capable of dropping smart missiles that activate upon a reaching a primer altitude, which then zero in on your targets of choice with BRUTAL speed and accuracy. Perhaps even armor/bunker-piercing rounds, for taking out those nasty redoubts. A wonderful means of taking out EXACTLY what you want, when you want. It is recommended you minimize fast-responding ground weapons or enemy aircraft, as a precaution. A twist of this idea is using the HAGMS to directly target and destroy surrounding enemy air superiority.
> Rocket Ground Artillery is practically used the same way as normal Artillery, just replace the payloads with deadly smart missiles that can again zero in on your targets with a deadly punch and accuracy, in comparison to normal shelling of a position.

Amphibious Assault Carrier (By Blade)

A large version of a typical space-oriented Dropship, with means of deploying heavy ground weaponry and troops to the field. Heavy armor is recommended. Deploy outside enemy zone of control unless you have a dire reason or wish to disrupt enemy anti-air positions.

Rocket Elevator (By Blade)
Like an orbital elevator but without the giant structure, instead using a rocket to send resources and manpower between an orbiting station and the planet's surface at the cost of reduced efficiency.

Worm Base (By Blade)
These are structures capable of burrowing through planets, whether its to find new resources or to relocate due to impending threats.

Orbital Drop Craft (By Blade)
Rather than using a conventional means to deploy your forces, drop infantry pods from orbit to quickly reach the surface and minimize potential losses.

Colony Ship (By Blade)
A ship designed with the sole purpose of establishing and nurturing a colony. Contains plentiful construction materials and potentially even some prefabricated structures.

Pillar Trap (By Blade)
These devices are triggered when someone or something stumbles upon it. The idea is to startle whoever triggers it as well as potentially immobilizing any vehicle they may be occupying.

Swarm Trap (By Blade)
These devices are triggered when someone or something stumbles upon it. Upon being triggered, releases hostile drones.

Decoy Freighter (By Blade)
Feinting the appearance of a Cargo Ship but rigged to detonate should anyone or anything get to close.

Corvette Tank (By Quickshadow10m)
A combat vehicle capable of flight that can also land and drive on the surface of a planet.

Battle Carrier (By Blade)
A ship that multitasks as a Battleship and Carrier simultaneously, trading mastery of either role for something in between.

Trader Station (By Blade)
A place where independent and associated traders can meet to bargain.

Grinder Battle Drone (By Xexcyl)
A drone that seeks out enemy ships and stations and grinds into them, perhaps containing a payload or troops.
Part 4
Forward Oxygen Provider (By Blade)
An oxygen farm powered by solar energy designed to provide a steady supply of oxygen to ships or stations in need of it.

Scout Craft (By Blade)
A solar-powered craft meant to recon nearby planets and asteroids. Can be manned or remotely controlled.
End Of Guide
I hope this guide helps you when considering your possibilities. If you found this guide helpful or interesting, please rate. Anything to say, leave a comment.

I really appreciate the positive feedback on this guide guys :D

If you have any ideas for more ship types you would like me to include in this guide, feel free to be descriptive of it in the comments! I will add it to the Readers' Ideas section with credit to whoever mentions it. Again, this guide is to help anyone out who would like to consider what potential options they have! Any contributions will be appreciated!

This guide shall be updated as regularly as practical.

PLANNED UPDATES AS OF AUGUST 2020:
> Overall revisions, clarifications, and possible guide expansions.
184 Comments
metaldc4life 11 Aug, 2024 @ 9:44am 
Thanks man!
Great Material To Think Of!
Emperor  [author] 15 Apr, 2024 @ 6:14pm 
Thanks! I wish I had time to finish updating it. Maybe one day!
Unc 15 Apr, 2024 @ 12:48pm 
ty for this guide it is helpful
A strange sphere 23 Aug, 2023 @ 7:15am 
I have 2 ship ideas. 1: Drone control aircraft. Many passenger seats for drones to be controlled from, possibly light armament. 2: Privateer: A hired space pirate ship that can cripple the enemy before a battle/war.
GuiltySpark 4 Oct, 2022 @ 4:05pm 
@waabi.makoons where did scavengers get a battle carrier lol
Olie 2 Sep, 2022 @ 9:07pm 
eh
[BRE] waabi.makoons 17 Jan, 2022 @ 1:54am 
battle carrier... weak to battleships/heavy carriers acts as a stronger carrier with spaced armor capable of operating like a standard carrier but is meant for long term engagement and deployment boasts spaced armor and defenses.. but at the cost of less fighters, and poor jump drive +cost, will have mining ships as well as the ability to repair its fighters and presses ore would be needed for such long term deployment we rnt talking months we are talking years and aims to rout out camo ships/ kamikazes and kill destroyers/cruisers. the scavangers (scv) use this type of carrier as it can dish out the pain when needed with fighters and follow up its its own ordinance, but take a wooping as well.
KindestSTCR 23 Jul, 2021 @ 11:34pm 
What about a giant landcruiser which can provide anti-vehicle support and anti-air defenses, and be a massive morale boost just by being there?
Quickshadow10m 9 Feb, 2020 @ 5:25pm 
I have an idea, a dropship/heavy corvete capable of landing, with wheels to operate as a large tank (Tank corvette) used for Seiges, maybe a weldable deployable barriers.
Digitized Wanderer 27 Sep, 2019 @ 12:57pm 
Light Carrier: A smaller version of a carrier that doesn't hold as much fighters, but makes up for it by having speed capable of responding to smaller, faster threats. Useful as an anti-piracy ship, or when you don't want to concentrate all of your resources into big ships but still want dedicated carriers.

Decoy Freighter: An automated cargo ship that looks like a normal freighter of any size.... but explodes if hostile ships get too close.