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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.