WAYWARD SUN
SHIPS · FLEET

Fleet Management

Long-term progression is not about turning one hull into the answer to every problem. It is about building an organization with ships and Crew that can specialize, overlap, and support each other.

Extraction shipBuilt around harvesting throughput, selectivity, or cargo endurance.
Recovery shipBuilt around salvage, derelict recovery, field repair, casualty stabilization, and recovery cargo. S1 refining/reclamation remains station-side.
Science / exploration shipBuilt around sensors, laboratories, samples, and reach.
Combat shipBuilt around weapons, defenses, Crew readiness, and mission stores.

Ships exist somewhere.

Owned ships retain their exact hull, installed equipment, cargo, condition, Crew, activity, and location. To make another ship active through normal fleet management, it must be idle at the station where you are docked and you need the local personal-hangar access required to manage it.

A hull can become freight, but only after becoming a bare hull.

At an owned local hangar, an idle ship can be stripped of installed equipment. Once it also has no Crew, cargo, recovered items, recovered knowledge, or carried packaged hulls, the stripped hull can be packaged into a physical mass item, transported, and commissioned again elsewhere.

Your veterans can move with the organization.

Crew are physical personnel assets too. At stations with the right Personnel/Hangar context you can reserve and reassign them, so a new hull does not mean restarting Crew progression—but the people still have to be at the right location.