Essentially while we're moving forward with the RP and carefully tweaking it to be less of an individualistic clusterfuck, I was thinking it would be a good idea to establish a set of naming conventions to hold true for every faction's vehicles and ships regardless of what they themselves like to call them. It would help a lot as far as coherency; after all, importing naval terms into space on a subjective basis leaves a ton for error and confusion. Adopting such a system would allow for easy * measuring, letting you know at a glance how a vehicle or ship stacks up against the competition. Bear in mind that this does not mean you can't call your stuff other names; the universal terms would just be a standard for comparison.
My proposal for these generic categories are as follows
Strikecraft: If you have a ship with one-to-three crew and is supposed to be deployed en masse, it is categorized as a Strikecraft.
Harrier: Any class that's too large to be deployed effectively as a Strikecraft but too small to be used as an Escort.
Escort: Classes that fulfill the function of a multi-role, utility vessel while being both larger and (in most cases) better armed than the Harrier category.
Lancer: Anything bigger than a Heavy Escort but smaller than a Lineship; used almost exclusively for direct combat.
Lineship: Comprised of mid-tier classes that form the backbone of a fleet element's "line" when in conventional engagements. Tend to be mid-tier; may also serve as the centerpiece of Lancer/Escort task forces depending on the faction and commander.
Juggernaut: Any class larger than a Lineship, and/or designed with the ability to take punishment first and foremost. Serve to anchor battle lines, draw enemy fire, act as command ships, be the most effective carriers, etcetera.
Experimental: Any class exceeding the mass of a faction's largest contribution to the Juggernaut category is probably extremely expensive and thus Experimental. Note: Must be at least semi-mobile.
Weight classes (can be combined with below
Light: Explicitly designed for maneuverability in mind, with little in the way of armor.
Medium: Balances speed and defenses admirably; the 'default' if not specified.
Heavy: Damage sinks possessing much armor but very cumbersome.
Tactical: Ships torn down to fit one explicit role and nothing else.
Super: Denotes a 'super-sized' variant of the hull class. May be combined with Heavy, Medium, or Light plus those below (total of three).
Pocket: The opposite of Super; ships falling under this are small for their class but pack just as much punch. Can be combined with Heavy, Medium, or Light in addition to those below.
---------------
Recon: Maximizes sensor ability for the purposes of gathering intelligence (not necessarily offensively)
Support: Any vessel that fills a niche role such as long range fire support or medical ships.
Command: Similar to Support, though only applicable in scenarios where a starship is designed solely for the purposes of coordinating fleet movements and battles.
Strike: Ships in this category are fast and manage to pack a punch; typically used for hit and run actions.
Escort: Anything extensively fitted to combat a particular threat, eg. strikecraft.
Assault: Designed for protracted conflict - opposite of Strike.
Missile: A ship in which no less than 2/3rds of the armament are dedicated to slow-moving projectile weapons such as torpedoes and rockets.
Carrier: A ship carrying less weapons and/or armor for the capacity of transferring and deploying a substantial amount of vessels of lesser classes. Note that the correct formatting for this would be as a postfix, eg. 'destroyer-class carrier'.
Attack: Fusion of Carrier and Assault, balancing the innate support role of the former with the combat prowess of the latter.
For the ships.
For ground stuff
Vehicle: Pretty much anything, from speeders to cars to trucks.
Walker: A vehicle...with legs.
Mech: A walker, differentiated by the use of 'arms' on the chassis for manipulation of tools.
Tank: Superheavy vehicle possessing enough armor to negate multiple anti-vehicle rounds.
Aircraft: Anything that flies solely atmospheric at rates exceeding those of any flying Vehicle.
VTOL: Aircraft that can go up and down, too.
Modifiers:
Civilian: Anything not used by the military (precludes tanks)
Combat: Anything used by the military
Armored: If it possesses a significant degree of armor, it falls under this category. This is, however, less than the 'Light' modifier.
Light: Can be applied to anything but Vehicle; specifies an amount of protection exceeding that of Armored when comparable.
Heavy: A more extreme version of Light.
Hover: Anything that is not solely restricted to direct contact with the ground.
(I didn't spend much time on these by comparison)
So.