Moving practically is a very nebulous measurement, since everyone has their idea of what practical is and isn't. It's probably far higher than 3000 though, since that seems to be what general aetherhunting ships have and exceed in many cases.
Also, as said earlier, every room counts in hull strength, including chair and fulcrux.
@Ssaliss ah that's good. i've been driving myself crazy trying to plot a ship that's both functional, plausible and beautiful with room for plenty of rp.
assuming 3000 is the magic number. 39 = 1950 hull strength. fulcrux = 50 hull strength command chair (where the egg hatches) =1000 ------------------------------------------------------------ 17 = aethermodules - not including aetherholds 10 = aetherholds 12 =non essential/rp rooms/padding or holds if you prefer
what's the ratio of hull strength to balance recovery time everytime you pilot steer or change directions when you glide?
i.e 3000 hull strength seems to be about 3 seconds balance recovery i think
3000 is fairly light. For a good aetherbashing ship you want something in the range of 6000.
I disagree. I think ~3000 is the perfect number for the standard hunt strategy. Big enough to take dragon shots, and small enough to outrun them while setting up.
Xeria, keep in mind you can hide the bulk of a ship's rooms behind a locked and concealed door. For practical purposes, this is the preferred way to do it, since you don't want your crew getting lost in your huge labyrinthian ship as they hunt slivvens or try to find their modules.
If you have a good pilot and empath, you can get by with 2500-3000 hull for aetherhunting. My Yantra has about 2500 and we only imploded when I made stupid piloting decisions, so 6000 sounds like overkill to me. But it would let you tank a couple hits from dragons, or a dragon/karibidean combo. Ideally your pilot won't get you into a situation where you have to deal with that, but I guess the extra security is nice! If you want to learn to pilot aetherhunts and use your own ship (which is fun and rewarding, in my experience), you can feasibly start at 2500-3000 hull and add more rooms as budget allows.
Doesn't the Ilosia have a little above 3000 (for some reason, I'm thinking 3250) hull? So yeah, 6000 is definitely a bit overkill, at least with a semi-experienced crew.
There is kinda a max hull. -my- ship has not hit that number (and it could have been fixed or raised). I think last I heard the max hull was 100,000, it might be higher but I've not seen the person around to ask them if they had more rooms to have more hull than that.
The soft, hollow voice of Nocht, the Silent resounds within your mind as His words echo through the aether, "Congratulations, Arimisia. Your mastery of vermin cannot be disputed."
I have heard that due to programming limitations the max hull was 2^16 - 1 = 65,535. I have no idea if this has changed, and I do not believe many people want to spend nearly 200 million gold to test it out.
edit: I am wrong. There is at least one ship out there with 100,000 hull.
For Mister Zvoltz, Pejat has been terminated by the Replicant Dynodeon.
Normally a max of 100% reserves, but if you add the goop item 'a spherical diamount crackling with energy' to the command chair, the max reserves will increase to 125%. It will also generate power for the ship.
For Mister Zvoltz, Pejat has been terminated by the Replicant Dynodeon.
far as I know there is no limit on the number of collectors, just one collector per room so just have to have the room for them.
The soft, hollow voice of Nocht, the Silent resounds within your mind as His words echo through the aether, "Congratulations, Arimisia. Your mastery of vermin cannot be disputed."
so if i have 7 collectors my can hold 7000 units at 100 percent, and if increase the number of collectors the capacity to hold power goes up as well?
this doesn't change with the hull strength/ship size?
so a ship with a hull strength of 3000 with 10 collectors can hold 10 000 units at 100 percent reserves. and a ship with a greater hull strength and the same number of collectors holds the same amount? or can it hold more?
1) Active power. This is what you can use, and have a cap of 10 power.
2) Reserve power. This is what active power is regenerated from, and has a cap of 100%, or 200 power.
3) Collector power. This is completely separate from the other two. You can siphon collector power into reserve power, but it's not automatically part of it. This has a cap of 1000 power per collector. Also, each collector has its own amount; you can fill one collector, and have the other collectors be empty.
Comments
My goodness, I'm going to need more gold then... Thanks for the info!
is the magic number 3000 hull strength? or is there some flexibility?
that's 39 rooms, not counting the fulcrux and the command chair.
Also, as said earlier, every room counts in hull strength, including chair and fulcrux.
assuming 3000 is the magic number.
39 = 1950 hull strength.
fulcrux = 50 hull strength
command chair (where the egg hatches) =1000
------------------------------------------------------------
17 = aethermodules - not including aetherholds
10 = aetherholds
12 =non essential/rp rooms/padding or holds if you prefer
what's the ratio of hull strength to balance recovery time everytime you pilot steer or change directions when you glide?
i.e 3000 hull strength seems to be about 3 seconds balance recovery i think
Estarra the Eternal says, "Give Shevat the floor please."
that's .....30 spare rooms for RP stuff -e.g crew quarters, kitchen, dining and the rest.
17 for aethermodules
say 12 aetherholds -> is this sufficient?
total 59 not including fulcrux and command chair
how much dust can you average per one hour successful trip with an experience crew? how much dust does an aetherhold hold?
is there a limit on the number of collectors?
this doesn't change with the hull strength/ship size?
so a ship with a hull strength of 3000 with 10 collectors can hold 10 000 units at 100 percent reserves. and a ship with a greater hull strength and the same number of collectors holds the same amount? or can it hold more?
1) Active power. This is what you can use, and have a cap of 10 power.
2) Reserve power. This is what active power is regenerated from, and has a cap of 100%, or 200 power.
3) Collector power. This is completely separate from the other two. You can siphon collector power into reserve power, but it's not automatically part of it. This has a cap of 1000 power per collector. Also, each collector has its own amount; you can fill one collector, and have the other collectors be empty.