MartinHarper wrote:To float a person you use one floatstone. To float a ship you use many floatstones. To float an island you use thousands of floatstones.
I actually want floatstones to be decomposable, so that if you've got a hundred cubic meters of floatstone,
you don't care whether that's "one floatstone" or "many little floatstones," because the stuff you can accomplish with it is the same either way. If the rules
do care, then you get into arguments over exactly how much damage or repair you have to do to a floatstone before it changes the number of floatstones present.
MartinHarper wrote:M/A is proportional to the length of the object being moved, so we end up by saying that v² is proportional to the length of the object. Therefore, floating islands have a maximum cruising speed that is larger than that for skyships, and skyships have a maximum cruising speed that is larger than that for skysurfers.
It's only proportional to the length if you hold the shape and density of the object constant.
But all of this only holds when you assume that F = gM, which is only going to be true for vehicles composed almost entirely of solid floatstone driven by a group of skymages with unlimited power. If the limiting factor is the number of skymages you have to pull the thing, then force is better approximated as a constant based on the number (and perhaps personal power) of the skymage(s) involved.
So without gravity:
v² = F/(uA)
Which means that your maximum speed is basically just a function of your orthogonal area (broader ships are slower, slim ships are faster). And the time it takes you to reach that speed basically just depends on your mass, so lighter ships are more maneuverable and heavy ships take a long time to speed up or slow down.
With gravity, you have to devote a larger percentage of your total force to staying aloft the heavier the ship is, so the maximum horizontal speed is also lower for heavier ships, everything else being constant. You could presumably get some of that force back by attaching wings to generate lift when you're moving at high speed, but that's another layer of complication.
MartinHarper wrote:My scheme
...
Maximum cruising speed is typically given by the maximum speed you can move the focal point
What's the basis for this?
Obviously, the maximum speed at which you can move the focal point gives an
upper bound to your
average speed over a long flight, but it's not at all obvious to me that it will be possible to reach that upper bound all the time (or even "typically"), and this says nothing at all about the speeds you can achieve over short stretches.
In fact, if you keep the rule about the rubber band snapping, then your ships are
also subject to the maximum speed you calculated for mine (v² = (g/u)*M/A), if that happens to be lower--because any average speed faster than that would cause the ship to crash. So at best, your "cruising speed" isn't v = c/m, it's v = min(c/m, sqrt(Mg/Au)).
You also haven't discussed maneuverability or how long it takes to achieve "cruising speed."