Here is the first bit of a possibly on-going project to make "functional" and "realistic" ships. What do I mean by these claims? Well:
1. System representation in design
Most ships are designed to look cool and then just have some weapons or other systems stuck on. For these ships I wanted the weapons to not only be a major part of the design, but to feel realistically large and complex. Those Laser cannons or point defense guns have generators, ammo supplies, cooling systems, etc. Engines have fuel tanks, thrusters are present all over the body to enable movement in any direction and so on. Ships all begin with a frame over which internal systems are assembled and then armor is layered on top. They were built for functionality first, ascetics second.
2. You are going to die, space man
When this is eventually done the ships will be balanced in a hopefully realistic way. This means that Weapons will be slow, very long range and very powerful. The armor on ships will only be able to survive a few shots at best and the internal components are fragile (read: Prone to explosion). This means that fights are long distance, brutal and short lived.
Still in the experimental stage, but maybe I'll get around to making something good. for now though, this is it.
Ships so far.
Nickname references large, exposed heat sinks on either side of the main laser assembly. A test ship really, slow to accelerate, somewhat quick to turn. Useful in swarms but cannon fodder otherwise.
Laser assembly exposed
Reason for the name is obvious, I hope. Two lasers with matching generators behind the cockpit. Armor is much thicker then that of the Hotseat. Dangerous at long range and against larger ships, but lacks the ability to fight small ships at close range.