The Workhorse and the Warhorse
I don't intend on filling out every single possible fleet role for the eventual 1.0 release of TTC. As was hinted in the previous journal, the Core Worlds will not have been the first pocket of post-collapse humanity that the Trail has encountered. Much like the factions you are familiar with, the Arkarans have not hesitated to pick through the bones of the Domain of Man, pressing anything that can be put to use into service for their own survival.
That said, there is still a minimum number of domestic hull designs that this mod's 3 factions will require to make up a convincing ratio of foreign to domestic equipment. I am mostly focusing on the interesting hulls for the latter, but sometimes it cant be helped. Things like freighters, tankers, and liners will occur in far too large a number for me to simply accept the ubiquity of Nebulas, Phaetons, and Atlases for these roles.
So I'm cheating a little bit, Introducing the 218 Series
Arkgneese civilian ship design often involves the use of self-contained drive units that are then added onto in order to create a proper starship. I'm leveraging that idea to make filling out some of the more mundane fleet roles easier on myself.
Most of these are not very interesting, but pay close attention to the freighter and combat variants. Their ship system deploys a number of cargo containers which contain various munitions from a list, and they will deploy one at random shortly after launch. This list is already quite long and will expand as time goes on to include modded munitions as well!
Things are weighted so that an average use of the system will not produce spectacular results, flares are by -far- the most common thing a container can deploy. But I am not shying away from adding much wackier, far more impactful possibilities. Just understand that the stronger an option is, the less likely you are to roll it on a given use of the system.
