Difference between revisions of "Aethercraft"

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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 FUNNEL 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 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.
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In order to use any module, you must LOCK into it. When finished, you must UNLOCK from it. You can only LOCK into a module if you have been granted permission by the captain (owner) of the ship. If you are the ship's captain then you can use the ADD and REMOVE syntaxes to set permissions. (See <tt>HELP PERMISSIONS</tt> to learn how Lusternia's permission system works.) The CLEAR syntax will simply destroy all permission rules, making it open to anyone. Lastly, the SHOW syntax will let you see what the current permissions are for a module.
In order to use any module, you must <tt>LOCK</tt> into it. When finished, you must <tt>UNLOCK</tt> from it. You can only <tt>LOCK</tt> into a module if you have been granted permission by the captain (owner) of the ship. If you are the ship's captain then you can use the <tt>ADD</tt> and <tt>REMOVE</tt> syntaxes to set permissions. (See <tt>HELP PERMISSIONS</tt> to learn how Lusternia's permission system works.) The <tt>CLEAR</tt> syntax will simply destroy all permission rules, making it open to anyone. Lastly, the <tt>SHOW</tt> syntax will let you see what the current permissions are for a module.


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