Comment Re:somebody is trying too hard. (Score 3, Interesting) 90
I am working on a space-based MMO strategy game. In my game, the taxonomy... well, it's player-specific. Each player can name his ship classes any way he wants.
There are 5+1 types of ships by size: tiny, small, medium, large and capital. A separate type is Organic ships, which also have 5 size types.
Then you have specializations, e.g. scout ship, command ship, gunship, shield ship, repair ship, transport ship, etc.
Then you have ship generations, each generation becoming available based on research of a standard ship blueprint. An initial blueprint, once researched, allows you to assign extra points to certain ship attributes (e.g. speed, hitpoints, available power, available processing power, fuel bay size, etc) from a point pool you're getting from that research. This allows players to create unique ships all day long (some would suck more than others, that's for sure but hey, it's freedom to do stupid things).
Then you put modules on the ships, and those modules use up mounting points from the attributes. Some modules would only fit certain specializations and ship sizes (you can't fit a capital command room on a tiny scout ship because you don't have enough space, processing power or room).
No classes. Classes are so... yesterday's jam.