Aetherwrighting

by Unknown

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Unknown2011-08-05 20:17:45
So I'd like to build an aethership. I've got the egg, but so far no manse or rooms, and no turrets. I'd like to have enough hull strength and turrets to reliably hunt the bigger aethercreatures and help out in construct-bombarding, and I'm just looking for a rough approximation of what I'll need for that and why. Thanks!
Ssaliss2011-08-05 21:10:00
The hull of a ship is 1000+(rooms*50). So a one-room ship has 1050 hull, a four-room ship has 1200 etc. You'd need, of course, three turrets, a chair, a grid and a collector at minimum, giving you at least six rooms for 1300 hull. Personally I wouldn't hunt with that amount of hull though; I'd personally say a minumum 2000, preferrably 2500 or more, giving you 20-30 rooms in total (which can be filled with additional collectors and/or aetherholds). This is just what I think though, and is based mostly off of aetherhunts with the Ilosia (which is, frankly, tricked out in every way imaginable).
Ytran2011-08-05 21:14:30
If you want to hunt dragons, you need at least 2050 hull, since they can do 2000 in an attack. 2500+ is better.

For aetherflares, a 2-3 room ship with a turret, chair and maybe a shield orb is enough for bombarding. If you want to be involved in ship v. ship combat, you obviously need a much larger ship with a full set of 3 turrets, a grid and a shield orb.
Unknown2011-08-05 21:20:24
That's rather disheartening sad.gif

better start savin' up!
Daraius2011-08-05 21:20:43
Don't install your chair at the fulcrux of your manse.
Ssaliss2011-08-05 21:22:44
I very much agree with the sentiment of keeping the fulcrux room clean of stuff. Mostly because you can't move modules around, which means any module you place in the fulcrum will always be in the fulcrum. The other rooms can be rearranged as you see fit, allowing you to alter the layout of the ship.
Ytran2011-08-05 21:23:59
I stuck my shield orb in my fulcrum when I just had a 2-room ship for exploring w/ forcefield. At least it isn't something people actually lock into/use.
Talan2011-08-05 21:57:22
Out of curiosity, is it just for the sake of being able to rearrange modules later that people say do not build anything at the fulcrux? I know I had once heard something about the entry point for ramming that turned out to be incorrect, but I haven't found any other particularly compelling reasons why you shouldn't.

Ssaliss2011-08-05 22:02:00
Dunno about any other reason... Personally though, I'd never place anything on a fulcrux since that's basically the only static point of the ship.
Daraius2011-08-05 22:23:24
QUOTE (Ssaliss @ Aug 5 2011, 06:02 PM) <{POST_SNAPBACK}>
Dunno about any other reason... Personally though, I'd never place anything on a fulcrux since that's basically the only static point of the ship.


Yeah, it's tacky and you can never move it. I guess if you're just building a two- or three-room ship for bombarding, it's more economical to install something at the fulcrux. Still tacky.
Ssaliss2011-08-05 22:29:31
And if you ever decide to expand it with an aethershop (unlikely in an aethership, perhaps), you probably don't want potential customers to walk into a grid or chair or something when coming to your shop.
Talan2011-08-05 22:39:23
So, strictly a personal taste/style thing, then. I happen to find it practical in a lot of cases, certainly moreso than fumbling down unmapped corridors looking for modules, but I suppose it depends on the general ship layout.
Sakr2011-08-28 15:20:05
All that said, try to create a clean design for the ship, something that is easy to maneuver around. That is the best part of creating an aethership I'd say, the designing aspect.
Lehki2011-09-23 04:15:38
I know the spam bots gotta use broad general statements, but they could at least try to make sense. o_o

I mean... it's incomprehensible, but also useful and important. What.