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That's if you let them on Automatic. Other than that you can use them yourself to know what type of ship it is. You can create a small escort ship that... will escort stuff.
You can create a Capital Ship with a lot of big stuff... like a Hyperdrive Jammer (forgot the name) and some fighter bays... stuff like that.
I also remember somewhere in-game where you can check the attack value, defense value, etc. for each ship class. That, however, I cannot remember exactly where to look. Lol.
Hope that helps.
You can build them any way you like as the name is used as reference. You can expect the AI capital ship be armed to the teeth compared to a destroyer though.
I use it as way to tell those ships role apart. My capital ships are kinda slow lumbering monsters, with plenty of armor, shields, various boosting techs and loads of boarding crews. My tanks. Cruisers have the most firepower, but not a glasscanon. Destroyers are do-it-all ships, some design are mixed, some are used as a bombardement ships. Frigates are pure long range with ultra high speed and turning. Carriers are almost like capitals, but full of fighters and strong defense. :)
http://steamcommunity.com/app/261470/discussions/0/540743756979288694/#c540743757030106419
Exception: Carrier ships are specialized to use extra fighters. Resupply ships are specialized for resupply.
Note: The player AI (automation), if turned on, can automatically assign ships of certain classes to certain roles, as follows: Escorts will only escort civilians. Frigates and destroyers can both escort civilians and be automatically assigned to a fleet. Cruisers and capital ships are automatically assigned to a fleet. If the player AI (automation) is turned off, the player can freely ignore these restrictions.
It might seem silly to have this many ship types, but due to the economy of ship maintenance, the complexity of ship combat, not to mention how insanely ships can be, having this many ship classes could be considered quite conservative.