Difference between revisions of "Aethercraft"

5 bytes added ,  22:05, 21 August 2009
Line 112: Line 112:
This skill enables the basic operations of a command module. In order for an aethercraft to survive in aetherspace, it must have power. Thus, the first responsibility of a commander is to make sure the ship is powered at all times. If the ship is low on power, the commander may <tt>FUNNEL</tt> power directly from his own reserves or, alternately, from a nexus (if the captain has permission from the city or commune) or from the energy collectors (if they have any power).
This skill enables the basic operations of a command module. In order for an aethercraft to survive in aetherspace, it must have power. Thus, the first responsibility of a commander is to make sure the ship is powered at all times. If the ship is low on power, the commander may <tt>FUNNEL</tt> power directly from his own reserves or, alternately, from a nexus (if the captain has permission from the city or commune) or from the energy collectors (if they have any power).


For steering a ship, note that smaller ships are able to steer faster than larger ones due to their inertia. But as a larger moves more and more, it will gain more and more speed. Note that a sharp turn can hurt your inertia, slowing down a large ship that has accumulated much speed.
For steering a ship, note that smaller ships are able to steer faster than larger ones due to their inertia. But as a larger ship moves more and more, it will gain more and more speed. Note that a sharp turn can hurt your inertia, slowing down a large ship that has accumulated much speed.


The commander can then <tt>LAUNCH</tt> and <tt>DOCK</tt> to or from aetherports, and steer through aetherspace.
The commander can then <tt>LAUNCH</tt> and <tt>DOCK</tt> to or from aetherports, and steer through aetherspace.
870

edits