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Skylark is the best example: a small fast tanker someone slapped IRST and ELINT on top of which turned out to be an excellent idea. Giving multiple roles to non-combat ships is usually more sensible. Of course this won't help you if you find yourself at the receiving end of an air or missile strike but these always require special methods to defeat. The one possible exception to this are large ships like the Sevastopol - since they can't dodge any incoming fire anyway you can simply park them at the top of the screen during combat protecting most of its fragile/expensive/explosive modules this way. Sensors) and you want your combat ship to be small(and therefore light and maneuverable), cheap and protected. If you're making a combat ship focus it on combat only and don't try to give it any secondary roles. You have no access to custom ships you created in the Shipworks so you have to remake them from scratch.If some modules on your ship get blown off you might not be able to replace them right away. What modules you have access to is limited by your inventory and the city's shop.You cannot disconnect a large chunk from a ship to move it somewhere else the moment a part loses connection to the Bridge it is automatically moved into the inventory.Only one ship can be repaired/modified at a time.You only pay for the parts, not for the job. The game treats both "repairing" and "adding parts" the same so you benefit from repair dock speed bonus even when doing the latter. While removing parts from your ships is free and instantaneous, repairing or adding parts costs time and money.
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Shipworks function similarly to the out-of-game Shipworks but there are several key differences: You can pick enemy ship size(s) as well as the difficulty scale which seems to multiply the price of your design and "buy" as many enemy ships as possible with it. Accessible out of game, Shipworks allows you to create or edit existing ships and then test them in combat against the AI.
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