Visual combat system spine
That sentence is the production contract. A faction owns the readable body and markings of its craft. A weapon owns its reusable mount and shot language. Content chooses which weap…
Read this first. This page routes visual-combat decisions to one owner; it does not restate those decisions. Follow the links before adding a parallel taxonomy, asset rule, or content table.
System spine
Hull = faction body; Hardpoints = neutral sockets; Weapon = modular item (template plus optional module wrapper); FX/art = item family and recolorable; Default loadout is not a unique inseparable gun.
That sentence is the production contract. A faction owns the readable body and markings of its craft. A weapon owns its reusable mount and shot language. Content chooses which weapons a hull starts with, while salvage, fabrication, shops, and loadout tools may move the same item family onto another hull.
Ownership map
| Question | Source of truth |
|---|---|
| Faction silhouettes, palette, materials, wear, hull/station grammar, reveal-safe names | Faction art language |
| Shared camera, scale, cel/pixel presentation, export and technical art rules | Art style guide |
| Modular weapon items, hardpoints, FX families, and art-to-template/module mapping | Weapons and modules |
| Ammo, capacitor, and firing-resource rules | Munitions |
| Per-hardpoint heat and overmount behavior | Combat heat |
| Runtime IDs, hull ladder, default loadouts, and temporary proxy-pack mapping | Fleet content |
| Station structure and battle-station behavior | Battle stations |
| Fabrication, construction, modules, shops, and the arena’s economy role | Economy |
| Only what has shipped and can be known by the player | Weapons codex, Ship Modules codex, and Ships codex |
If two documents appear to own the same decision, fix the cross-link or move the detail to the owner above. Do not solve the conflict by copying it.