Vehicle
A vehicle is the primary means of conducting logistics and warfare in From the Depths. Each vehicle is an interplay of a series of subsystems and is designed to fit into one of many roles.
A vehicle is distinct from structures and fortresses; a structure is fixed to the ground and cannot move, while a fortress is not subject to inertial physics, floats in the air, and moves very slowly.
Roles
A role dictates what the vehicle is meant to do in-game.
Subsystems
Generally, a vehicle needs to include every subsystem to function.
Armor
Armor will serve many roles, such as protecting a vehicle from damage, keeping it buoyant, or insulating components from EMP.
Engines
Engines produce Engine Power, which can be used by other subsystems such as propulsion, decoys, and lasers. Power is available and expended instantaneously, and the amount of power that can be used at any single time is determined by engine power.
Custom Jet Engine Generators
Energy Generators
Energy generators are similar to engines, but generate storable energy instead of engine power. Energy can be used to power electric engines or used by advanced subsystems. Most engines can double as energy generators, but a few dedicated energy generators exist with their own advantages.
Radioisotope Thermoelectric Generators (RTGs)
Weapons
Weapons are the primary means of dealing damage to the enemy. Several options are available, all specializing against different targets and having unique strengths and weaknesses.
APS (Advanced Projectile System, Advanced Cannons)
Railguns (subset of APS)
Unconventional Weapons
Tactical Nukes
Mass Drivers
Storage
Material storage
Fuel Storage
Ammunition Storage
Energy Storage
Propulsion
A vehicle generally needs means to move and steer itself in a desired direction.
Steam Jets
Steam Propellers
AI
An AI controls the vehicle's movement and weaponry.
Detection
Detection systems are vital to allow an AI to properly find, acquire, and aim at an enemy.
360 view
90 view
Gimal trackers
Active Systems
Passive Systems
Radar
Sonar
IR cameras
Visual Cameras
Coincidence Rangefinders
Optional Subsystems
These subsystems are not mandatory to create a functional craft, but may dramatically increase their combat effectiveness.
Shields
Shield Projectors
Ring Shields
CIWS
Kinetic CIWS
Anti-Munitions/Flak CIWS
DIF-Flak CIWS
CRAM-WS
LAMS (Laser Anti-Munitions System)
Decoys
Heat Decoy
Radar Decoy
Sonar Decoy
Sensor Scrambler ECM
Logistics
Out of play, a vehicle will attempt to fill itself to a given level of materials and energy determined by its procurement level. It will proportionally distribute any excess or deficit in materials to nearby vehicles. Each vehicle has a procurement type: Creator, Cargo, or User. Craft will fill up to their procurement levels and then share the excess with those down the line.