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Jump drives: Difference between revisions

From EVE University Wiki
Rel Astra (talk | contribs)
Industrial Cynosural Field: Linking to Jump Freighters article
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* After the third jump, the pilot has JA cooldown of 30 minutes (the maximum) and JF of 5 hours (the maximum).
* After the third jump, the pilot has JA cooldown of 30 minutes (the maximum) and JF of 5 hours (the maximum).
* After waiting for 30 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 30m.
* After waiting for 30 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 30m.
These mechanics mean that ships can use their jump drives in quick succession twice, before going on a much longer delay before a third jump. This has huge implications for both defensive and offensive deployment of capital ships, and is a major factor in the so-called capital or supercapital "umbrella"s projected by larger lowsec and nullsec alliances: Any system within capital/supercapital jump drive range of an alliance's staging system can have capital ships jump drive in, and then a few minutes later jump drive out; but any system beyond one jump's range is essentially a one-way trip, as two jumps in quick succession are needed to reach the destination, and making a second jump forces a long delay before the third jump. The result is that any systems covered by the umbrella are extremely easily defended using capital/supercapital support (as a capital response fleet can jump in to rescue an ally, wait six minutes, and quickly jump back home and dock), while any ships beyond one jump's range are much more vulnerable to attack (as the 30-minute delay after the second jump means that any capitals which do make two jumps will be in space and vulnerable for a much longer span of time).


Two groups of ships have special considerations:
Two groups of ships have special considerations: