12 hours ago, EliasWindrider said:The hulls in the book are about protection vs. Maneuverability vs. Minor boost to carrying cargo, and there really isn't a great deal of distinction in terms of capability in terms of protection because layered armor upgrade can boost even the sleek carapaces armor pretty darn high, and the maneuvering fins upgrade can make anything as agile as a ship with sleek carapace (handling is capped at 3). The encumbrance boost is pretty minor too. I think that the sleek carapace stands out under RAW only because it only takes 2 hp.
The vision I have for hulls is they make a ship stand out in a particular role. Freighter hugely boosts capability to haul cargo, carrier hugely boosts ability to haul smaller ships (and it's going to be in combat so it needs more armor than a freighter), transport hugely boosts ability to haul passengers with maybe minor boosts to haul cargo and smaller ships, racer boosts SPEED and handling but is weak in terms of defense, gunship has high defense and offense (ability to mount bigger and more weapons) at the cost of a larger crew,
scoutship... boosts handling but not speed, minor boost to cargo, minor boost to defense, a little more flexibility on crew/passenger sizes, maybe a few extra hp in terms of free sensors or hyperdrive or something.
Maybe a prototype hull where you get to select features from a list?
Scout and or prototype would have a huge number of mods, so many that the mechanics checks to get them all would be impossible (as in you have to spend a DP to attempt a 5 purple check).
Cost could be based on sil, but I think that the assembly stage cost is better for handling stuff whose costs depends on sil.
I can't help but think the frame is the better place to put large differentiations in roles, such as carrier vs frigate vs fighter, etc. I think you were right in your original thought of making the Carrier another silhouette 6 frame, and adding a dedicated hangar bay attachment to help boost its carrying capacity and give silhouette 8+ ships the ability to carry a large number of fighters. My reasoning for why the frame should decide the role is not only does it determine how much load a ship can take and its general size, but the exact layout of the framing would determine how open or restricted the internal space is. For example, the hangar deck of modern naval carriers and amphibious assault ships has no bulkheads throughout its entire length, which is unique compared to other ships like frigates and destroyers.
Once the frame sets the general role of the ship, the hull and attachment/advantage options determine how the ship accomplishes that role. Taking the example above and comparing a carrier versus and LHD/LHA, you could argue that a Nimitz-class carrier elected for the Deflective Plating hull (increased defense to avoid getting hit in the first place) with an extra dedicated hangar bay and Reinforced Shields. It needs to carry a full fighter wing and be able to launch and recover those aircraft reliably and quickly, so it cannot take damage on the flight deck or hangar deck, or that will severely hamper its operations. An LHD, on the other hand, carries more vehicles/shuttles with only a handful of fighters for close air support. It is also designed to operate close in shore where it may be exposed to enemy artillery fire. So you could argue it is built on a small carrier hull with a Combat Plating hull, extra Armor, and an expanded cargo bay to hold the ground vehicles as opposed to the extra hangar bay to hold more fighters.
Another comparison that supports this idea is the comparison of modern frigates and littoral combat ships. One can argue the LCS is built on the same frigate frame as its predecessor, the Perry-class frigate. However, the Perry-class was built more for fleet operations in open ocean and multi-role support in a carrier-based battle group, so it probably used a lightly armored hull for survivability and flexibility. The LCS, on the other hand, is built for close-to-shore operations with higher speeds to keep pace with small craft, reduced draft, and improved handling, so it would use the Sleek Carapace. Thinking about these comparisons, I have a new appreciation for these crafting rules, though I do see some areas where they neglected some vehicle types.
Finally, with respect to the gunboat, I am torn about how to handle that one. Looking at the Skipray specs, you could argue it's a Larger Scope starfighter. But if you are referring to a gunboat like those the Navy used to use for coastal defense, then I think that would have to be a separate frame with a special rule that allows mounting or weapons larger than normally allowed by the vehicle's silhouette at the expense of handling. My reasoning for that tradeoff is inspired by a story I read of the launching of the USS President (I think it was that ship), one of the U.S. Navy's first 6 frigates. The captains back then were allowed to decide how they outfitted their ships, and apparently her original captain was compensating for something because he mounted cannons on the frigates main gun deck larger than those she was designed to carry. The frigate nearly capsized on her way out to sea because the larger guns made her too top-heavy (hence a penalty to handling).
Sorry for the long post; I finally got my copy and have been able to start digesting the full crafting rules, and I can see some parallels with general practice of naval design that I thought I would share. Hope it's helpful!