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Jump drives: Difference between revisions

From EVE University Wiki
Aren Dar (talk | contribs)
updated jump fatigue and jump activation to status since March 2018
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Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship that can fit a Covert Ops Cloaking Device, does not have to be fit just has to be able to fit it, (Covert Ops, Stealth Bombers, Force Recons, Blockade Runners) and T3 cruisers with the Covert Reconfiguration subsystem installed can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship that can fit a Covert Ops Cloaking Device, does not have to be fit just has to be able to fit it, (Covert Ops, Stealth Bombers, Force Recons, Blockade Runners) and T3 cruisers with the Covert Reconfiguration subsystem installed can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.


==Jump Fatigue==
==Jump Fatigue and Jump Activation Cooldown==


As of the October 2014 Phoebe release, travelling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.
As of the October 2014 Phoebe release, traveling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.


* Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes
* Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes
* Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)
* Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)
[[file:JumpFatigue.png]]


During each jump (and before jump fatigue is recalculated) a Jump Reactivation Timer also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal.  
During each jump (and before jump fatigue is recalculated) a Jump Activation cooldown also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal.  


* The JRT has a minimum value of (1+(LY just jumped) in minutes
* The Jump Activation cooldown has a minimum value of (1+(LY just jumped) in minutes
* Otherwise, the JRT is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)
* Otherwise, the Jump Activation cooldown is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)
[[file:JumpActivationCooldown.png]]


In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps; on the order of four per hour.
In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps.


* The JRT is capped at 10 hours
* the Jump Activation cooldown is capped at 30 minutes
* Jump Fatigue is capped at 5 days
* Jump Fatigue is capped at 5 hours


For example, if a carrier wants to travel a long distance by making 5 ly jumps:
For example, if a carrier wants to travel a long distance by making 5 ly jumps:
* Before the first jump, the pilot has JRT:0m and JF:0m
* Before the first jump, the pilot has Jump Activation (JA) cooldown of 0 minutes and Jump Fatigue (JF) of 0 minutes.
* After the first jump, the pilot has JRT:6m and JF:60m
* After the first jump, the pilot has JA cooldown of 6 minutes and JF of 60 minutes.
* After waiting 6m for the JRT to decay, the pilot has JRT:0m and JF:54m
* After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 54 minutes.
* After the second jump, the pilot has JRT:6m and JF:5h24m
* After the second jump, the pilot has JA cooldown of 6 minutes and JF of 5 hours (the maximum).
* After waiting 6m for the JRT to decay, the pilot has JRT:0m and JF:5h18m
* After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 54m.
* After the third jump, the pilot has JRT:32m24s and JF:31h48m
* After the third jump, the pilot has JA cooldown of 30 minutes (the maximum) and JF of 5 hours (the maximum).
* After waiting for 33m for the JRT to decay, the pilot has JRT:0m and JF:31h15m
* After waiting for 30 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 54m.
* After the fourth jump, the pilot has JRT:3h10m and JF:5d
* After waiting for 3h10m for the JRT to decay, the pilot has JRT:0m and JF:4d20h50m


Two groups of ships have special considerations:
Two groups of ships have special considerations:
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* [[Shuttles|Shuttles]]  
* [[Shuttles|Shuttles]]  
* [[Capsules|Capsules]]
* [[Capsules|Capsules]]
= Links =
* [https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue Jump Activation and Jump Fatigue]  (EVE Help Center)
* [https://www.eveonline.com/de/article/p4ia05/sovereignty-warfare-and-jump-fatigue-changes-coming-in-the-march-release Dev Blog Jump Fatigue Changes March 2018]




[[Category:Ships]]
[[Category:Ships]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]