Difference between revisions of "Timers"

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[[Category:Guides]]
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{{Update|November 9, 2021 patch (Version 19.10) added timer changes for linking to an ESS.}}
[[Category:PvP]]
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{{legality}}
[[Category:PvE]]
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A brief overview of the basics of timers and their impact on capsuleers in empire space.
A brief overview about the basics of timers and their impact on capsuleers in empire space.
 
  
== Timers ==
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== Combat and legality timers ==
=== Session Change Timer (SCT) ===
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The Retribution expansion introduced a new and improved timer system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags.
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It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet causing issues with [[EVE University Rules#Rules of Engagement|rules of engagements]] and [[remote assistance]].
  
[[File:Sct.jpg]]
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See [https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch] for more details on the more intricate mechanics of legal timers.
  
The SCT is a 30 second timer the game starts after performing one of the following things ingame:
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=== Combat Timers ===
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The following timers have no direct impact on the legality of actions but serve as a consequence for your actions. Keep in mind that the [[#Capsuleer Log-Off Timer|capsuleer log-off timer]] can indirectly cause legality issues if you are also at war.
  
*jumping through a stargate
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You will not get these timers if you are in [[Abyssal Deadspace]], which features its own timer that wipes everything in it when the timer expires.
*docking/undocking
 
*joining a fleet or getting moved to a different position within that fleet
 
*upon booster/role changes applied to you in that fleet
 
*changing ships in a station and leaving your ship in a station
 
*ejecting from your ship
 
*performing a clone jump
 
*getting podded
 
*when your ship is destroyed in combat
 
  
While the SCT is active it prevents you from using stargates, docking or doing anything of the above.
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==== Non-Capsuleer Log-Off Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[File:flag_npc.jpg|68px|'''NPC''' flag]]
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| valign="top" nowrap style="background:#151515;" | {{co|orange|'''Non-Capsuleer Log-Off Timer'''}} a.k.a. '''NPC-flag'''<br>'''Cause:''' Combat with a non-capsuleer<br>'''Consequence:''' Ship will remain in space on log-off until timer expires (5 minutes)
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|}
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The '''non-capsuleer log-off timer''' is created when you either shoot or get shot by an NPC.
  
[[File:Scotty.jpg]]
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This means you will remain in space if you disconnect or close the client until the timer runs out. The '''NPC''' timer will not be renewed if you are shot while already having disconnected or logged off.
  
To keep track of your SCT, hit "ESC", select "General Settings" and check the "Show Session-Change timer" in the upper left corner of the menu. The SCT will now be displayed in the top left corner of your screen. The exact time remaining will be displayed upon mouse-over.
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==== Capsuleer Log-Off Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[File:flag_pvp.jpg|68px|'''PvP''' flag]]
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| valign="top" nowrap style="background:#151515;" | {{co|red|'''Capsuleer Log-Off Timer'''}} a.k.a. '''PvP-flag''' (complicated timer, see comments below)<br>'''Cause:''' Combat with another capsuleer.<br>'''Consequence:''' Ship will remain in space on log-off until timer expires (15 minutes).
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|}
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The '''capsuleer log-off timer''' is created when you either shoot or get shot by a fellow capsuleer.
  
[[File:Sctm.jpg]] >>> [[File:Sct.jpg]]
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This means you will remain in space if you disconnect or close the client, until the timer runs out. The timer will be renewed if you are shot while already having disconnected or logged off. So if someone finds you after you logged out they can keep your ship in space indefinitely.
  
''Example: You are in a fleet and get moved to another Squad, the SCT triggered prevents you from docking up or using stargates for the next 30 seconds.''
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When your corporation or alliance is at war, the '''capsuleer log-off timer''' becomes deceptively dangerous in mixed fleets, see [[Remote assistance#While at war|while at war]] for more details on that and other limitations of remote assistance.
  
==== SCT and invulnerability ====
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==== Weapon Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[File:flag_weapon.jpg|68px|'''Weapon''' flag]]
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| valign="top" nowrap style="background:#151515;" | {{co|red|'''Weapons Timer'''}}<br>'''Cause:''' Using offensive modules against another capsuleer or activating a bastion or command burst module.<br>'''Consequence:''' Unable to jump, dock or eject from, store, refit or switch ships and prevents [[tethering]] (60 seconds).
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|}
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You get a '''weapon timer''' whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a '''bastion''' module on a marauder (but not for other siege-like modules) as well as activation of '''command burst''' modules. Unlike the '''capsuleer log-off timer''', you do not get this flag simply by being shot by another player.
  
The game grants you a protection after undocking. If you do not activate any modules, or target anyone, or move your ship in any direction after undocking you cannot be locked/fired upon for 30 seconds. This can be used to wait out your SCT and redock.
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This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment the cycle starts. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams, and bastion mode, will both start the weapon timer upon activation as well as keep it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The [[Command Burst]] module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates.
  
''Example: You undock and spot hostiles around the station, you hit "ctrl-space" to stop your ship and prevent it from drifting outsdide of docking range of the station. You wait out your SCT while being invulnerable. You dock up again.''  
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While this timer is active you cannot jump, dock, use warp gates, or eject from, store, refit, or switch ships. You also cannot be tethered by '''Upwell Structures''' such as [[Citadels]] or [[Engineering Complexes]] as long as you have a weapon timer.
  
'''Important note:''' There are certain stations that will eject you (kickout) outside of docking range and prevent you from using this tactic without reaproaching the stations docking radius. A prominent model would be the EVE-University HQ at Aldrat IX – Pator Tech School.
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=== Legality Timers ===
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{{important note box|Remember that your onboard [[safety settings]] allow you to set your safeties in such a way that you can never accidentally go suspect or criminal.}}
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The following timers directly determine whether or not you are a legal target.
  
[[File:Hq75.jpg]]
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==== Suspect Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[File:flag_suspect.jpg|68px|'''Suspect''' flag]]
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| valign="top" nowrap style="background:#200000;" | {{co|yellow|'''Suspect Timer'''}}<br>'''Cause:''' Committed a "suspect"-level offense.<br>'''Consequence:''' Capsuleers may freely engage (15 minutes).
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|}
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[[File:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offences:}}
  
==== SCT and cloak ====
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In high-security space, a pilot can acquire a Suspect Timer by performing any of the following actions:
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* Stealing from a container or wreck
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* Engaging Mobile Structures, such as Mobile Tractor Units or Mobile Depots
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* By having a kill right activated on them
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In low-security space, attacking a player's ship (not their capsule) with any offensive module, including Smartbombs and other non-targeted weapons, will provoke a Suspect Timer. Stealing from a container will also provoke the timer, although assisting outlaw players in low security space will not.
  
The other form of protection granted is the cloak after using a stargate. When jumping through you will stay cloaked for 60 seconds unless you move or activate any modules. Once again allowing to wait out your SCT and reapproach the gate to jump back through it. However, you will be several (up to 15) kilometers away from the gate when you enter the system, and since you instantly de-cloak the moment you begin moving, you need to have a VERY fast ship to be able to jump back through the gate before completely de-cloaking.
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<span class="flashy"> [[File:ColorTag-SkullYellowBlack9.gif|Yellow Skull - Pilot is a suspect]] </span> The '''Suspect Timer''' means that anyone can freely attack you without [[CONCORD]] interfering.
  
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If someone engages you, a '''limited engagement timer''' is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see [[#Limited Engagement Timer|limited engagement]] below).
  
''Example: You jump through a gate and spot hostiles upon system entry. You stay cloaked and let your SCT expire, and then reapproach the gate as fast as you can and try to jump back through before being fired on.''
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==== Criminal Timer ====
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[File:flag_criminal.jpg|68px|'''Criminal''' flag]]
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| valign="top" nowrap style="background:#200000;" | {{co|red|'''Criminal Timer'''}}<br>'''Cause:''' Committed a "criminal"-level offense.<br>'''Consequence:''' Capsuleers may freely engage. CONCORD will engage in high-sec space (15 minutes).
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|}
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[[File:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offences:}}
  
=== Aggression Timer (AT)===
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In high-security space, activating any offensive module on another player's ship, capsule or assets that the player is not legitimately allowed to attack (war targets, for example), including non-targeted modules like Smartbombs, will provoke a Criminal Timer, as will assisting a player with a Criminal Timer. If a player receives a Criminal Timer in high security space (or jump into high security space with an active criminal timer acquired elsewhere), they will not be able to initiate warp, or jump through a stargate and CONCORD will spawn and attack them, gate/station sentry guns will fire upon the criminal, and any player may fire on the pilot without penalty. Any jettisoned wrecks or containers will be automatically abandoned, allowing any other player to take from them without penalty.
  
This 60 second timer is triggered on performing any acts that the game deems as aggressive:
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While in low-security space, players will acquire a Criminal Timer for activating any offensive module against another player's capsule, and for directly assisting any other player in possession of a Criminal Timer. If a player receives a Criminal Timer in low security space, they will not be prevented from warping or jumping, and CONCORD will not spawn to attack them – but the criminal will be fired upon by gate/station sentries, their jettisoned wrecks and containers will be auto-abandoned, and any player may fire upon them without penalty.
  
*shooting a player/npc or a wreck/can belonging to someone
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Providing remote assistance to Suspects, Criminals, outlaws or players in a limited engagement will also result in a Criminal Timer, with the respective CONCORD reaction in High Security Space.
*attacking a target with your drones (can be initiated "passively" by drones set to aggressive)
 
*using any form of electronic warfare on the target
 
  
While the AT is active it prevents you from using a stargate or docking. This timer has '''''no visual''''' ingame.
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<span class="flashy"> [[File:ColorTag-SkullRedBlack9.gif|Red Skull - Pilot is a criminal]] </span> The '''Criminal Timer''' means that anyone can freely attack you without [[CONCORD]] interfering.
  
[[File:Ei.jpg]]
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If someone engages you, a '''limited engagement timer''' is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see [[#Limited Engagement Timer|limited engagement]] below).
  
''Example: You are traveling low-sec and get agressed by a player at a gate. If you do not return fire you will be able to use the stargate, while the hostile has to wait out his 60 second AT.''
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===== Consequences of being a criminal =====
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Being a criminal means that CONCORD will engage and kill you in [[System security#High security|high security space]]. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute. During that time, while piloting a ship with a criminal flag you'll be unable to enter warp, jump through gates, dock up in stations, eject from, store or switch ships. Those restrictions are lifted once your ship is destroyed and you're in your capsule. That doesn't necessarily mean you can do these things, as all those actions (with the exception of warping away) would also be prohibited by an active '''weapon timer'''.
  
''Example: You undock and aggress a player outside of the station, you are now unable to dock for 60 seconds after deaggressing the target.''
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Being a criminal in [[System security#Low security|low security space]] is practically the same as being a suspect, as long as you or anyone who assists you have no plans of jumping into high security space for the next fifteen minutes.
  
== Countdowns ==
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Jumping into or undocking a ship in high security space as a criminal will allow you to benefit from the [[Timers#Session Change Timer .28SCT.29|session change timer]] invulnerability, but it only delays the inevitable demise of your ship. Even if your criminal timer runs out during the invulnerability, CONCORD will still follow through and destroy your ship, even though you're no longer a criminal when the invulnerability wears off.
=== Aggression Countdown (AC) ===
 
  
[[File:Ac.jpg]]
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==== Limited Engagement Timer ====
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[[File:limited_engagement_example.png|thumb|Hovering over the limited engagement icon will show all current engagements, the pilot's name and corporation as well as the time left.]]
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{| class="wikitable" style="vertical-align:middle;"
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| valign="top" style="padding:0px;" | [[File:flag_limited.png|68px|'''Limited Engagement''' flag]]
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| valign="top" nowrap style="background:#0d1917;" | {{co|cyan|'''Limited Engagement Timer'''}}<br>'''Cause:''' Involved in a limited engagement with 1 pilot ''(or any number of pilots)''.<br>'''Consequence:''' These pilots may freely engage you while timer is active ''(5 minutes)''.
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|}
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<span class="flashy"> [[File:ColorTag-SkullTurquoise9.gif|Turquoise Skull - Pilot is in limited engagement with you]] </span> A '''limited engagement''' is a permission between two pilots to freely engage each other or their assets in combat without interference of CONCORD. Limited Engagements are created on attacks towards other pilots that are under a [https://support.eveonline.com/hc/en-us/articles/203268571-Suspect-Timer suspect] or [https://support.eveonline.com/hc/en-us/articles/203268591-Criminal-Timer criminal] flag to allow them to defend themselves, but can also be gained from accepting a '''Duel Request''' (see [https://support.eveonline.com/hc/en-us/articles/203268611-Duels-Limited-Engagements Duels & Limited Engagements] for more information).
  
This 15 minute countdown will enable the involved entities to shoot at you without repercussions. The timer starts/resets when the last aggressive act is commited.  It is very common and triggered by:
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===== Consequences of being in a limited engagement =====
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As long as a limited engagement is active, the involved pilots may freely engage each other, including attacks on capsules or any other assets.
  
*shooting npc ships (pretty much irrelevant but most common)
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Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place.
*stealing loot from a wreck or (jet)can of another player
 
  
You can mouseover the countdown (top left corner) to see who you are flagged to. This countdown '''''will not''''' prevent you from docking or using stargates.
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=== Remote assistance, combat timers and legality ===
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{{main|Remote assistance}}
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Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using [[remote assistance]] to aid a suspect or an outlaw is usually a [[File:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offence}} and assisting criminals is a [[File:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offence}}. Interfering in a fight between two parties (war or limited engagement) in high security space is a [[File:icon_timer_criminal.png|18px|link=]] {{co|red|Criminal offence}} but only a [[File:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|Suspect offence}} in low security space.
  
'''Important note:''' This timer will also be applied to you after commencing aggressive acts near stargates or stations belonging to npc corporations. It will be reset everytime you are seen by these gates/stations sentry guns.  
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Even [[Command Bursts]] are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements.
  
This ties into having a Global Criminal Countdown, docking up to wait it out, undocking without the GCC and getting shot by the stations sentry guns due to the following: Some stations let you dock so fast (instant) that the sentries have seen you and initiated a countdown upon you but the fast dock will make it ''invisible''. This is an acknowledged [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1213121 bug.]
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== Other timers ==
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There are several other timers in the game, most {{co|lightgreen|visible}} but some are {{co|crimson|hidden}} and will only show you an error message when you attempt something that cannot be done.
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=== Session Change Timer (SCT) ===
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{{anchor|Session timer}}
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[[File:Sct.jpg|thumb|300px|right|The '''Session Change Timer''' is displayed in the top left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]]
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The '''Session Change Timer (SCT)''' is a {{co|lightgreen|visible}} 10 second timer initiated after performing one of the following things:
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* Logging into the game.
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* Jumping through a stargate, wormhole or jump bridge.
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* Using a jump drive.
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* Docking or undocking.
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* Joining a fleet or moving to a different command position within that fleet.
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* Leaving your ship, either through ejecting or having it destroyed.
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* Boarding a ship.
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* Performing a clone jump or a clone swap.
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* Being podded.
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* Joining or leaving a corporation
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* Changing corp wallet divisions.
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As long as the '''SCT''' is active it prevents you from doing any of the things that cause a session change (i.e. anything on the list above) and will give you various error messages depending on what you're trying to do (often highly amusing error messages). While some session change actions performed during an existing session change will simply fail, others will be queued up and will follow through one at a time once the session change is over.
  
=== Global Criminal Countdown (GCC) ===
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Here's an example of when a session change, due to changing positions in a fleet, ruins your day:
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{{example|You're scouting low security systems in a covert ops ship for a fleet and the fleet commander moves you to another wing or squad without telling you. This gives you a '''Session Change Timer''' which will prevent you from jumping through the gate you just arrived at. Unfortunately, there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed. So be sure to move when you have time to wait out the timer and make sure you ask people if they can take a session change before moving them yourself.}}
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Here's another example of a session change due to having your ship destroyed leads to further losses:
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{{example|You're ambushed by war targets landing on a station and they destroy your ship. You try to dock up with your pod, but cannot due to having a '''Session Change Timer''' from leaving your ship as it's destroyed. Since you wasted time trying to dock up, the enemy promptly pods you as well. So be sure to warp away from stations, gates, citadels, wormholes, etc if your ship is destroyed, because you will not be able to dock up or jump through immediately after.}}
  
[[File:Gcc.jpg]]
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=== Location Change Timer ===
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[[File:Location Change Timer.png|thumb|300px|The '''Location Change Timer''' was once hidden, but since circa-2018 is now shown in the top-left corner like Crimewatch, jump, and gate cloak timers.]]
  
This 15 minute timer is applied upon committing criminal acts that are against the concord law.  
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Whenever you undock from a station, there's a {{co|lightgreen|visible}} timer that makes you invulnerable for 30 seconds or until you move, activate a module or target someone. While in this state you're practically ''"invulnerable"''; you cannot be locked and cannot bump against other ships, intentionally or not. The timer is 60 seconds long after using a jump drive.
  
The timer starts/resets when the last aggressive act is committed. Anything that shows this window in 0.5-1.0 security space, and would get you killed by Concord there, will trigger the timer in 0.1-0.4 security space without Concord intervention.  
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While most actions break this ''"invulnerability"'' you can still press {{button|Ctrl}} + {{button|Space}} to stop your ship (or use the {{button|–}} button on your HUD right next to your speed bar) while keeping your ghost-like status. This can allow you to undock, remain protected and wait out the '''Session Change Timer''' and dock back up before the ''"invulnerability"'' wears off.
  
[[File:Da.jpg]]
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Be aware that there are stations, so called ''"kick-out"'' stations that have such a small docking range that even if you immediately stop your ship you'll be too far away from the station to immediately dock up again. For those stations, you'd be forced to turn around and move back towards the docking ring, which will give enemies or gankers ample time to lock and attack you.
  
While having the GCC active you go "flashy" on the overview, are free game for any other players and will be flagged in local chat by this [[File:icon.jpg]] icon.
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=== Jump Cloak Timer ===
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[[File:jump_cloak_timer.png|thumb|300px|The '''Jump Cloak Timer''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]]
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The '''Jump Cloak Timer''' is a {{co|lightgreen|visible}} 60 second timer that keeps you cloaked after jumping through a stargate or a wormhole, as long as you take no actions after jumping through. Remember that jumping through a stargate or a wormhole will also give you the above mentioned '''Session Change Timer''' for 10 seconds.
  
You will also be shot at by all stargate/station sentry guns, or Concord if entering high security space again. The GCC will reset everytime you are spotted by a stations or stargates sentry guns.
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During the minute your Jump Cloak Timer is active, you'll not appear visibly on grid and you will be invulnerable to damage from such effects as bombs, smartbombs, and ECM Bursts. During the effect of this timer, it's also impossible to be decloaked by someone coming within 2000 meters, or bumped by ships occupying the same spot in space.
  
If the opponent does not aggress back, he will acquire kill rights for 1 month against anyone who got a GCC to initiate aggression.
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While they cannot see your ship, there are many ways to know that someone entered or left the system. A wormhole or a stargate will have both a visual and audible notification that the wormhole was activated and if you're in known-space you will also show up in the member list of the local window as soon as you enter the system.
  
==== Shared Countdowns ====
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Here's an example of how you can use this timer to your advantage:
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{{example|You're jumping through hostile space and encounter a gate camp on the other side of a gate. You can now relax, calm down, run your [[directional scanner]], appraise the composition of the gate camp, and consider your options for the full minute of the '''Jump Cloak Timer'''. This will allow you to make a calm and tactical decision which will greatly increase the odds of you making it through the camp alive.}}
  
You can get an Aggression Countdown or Global Criminal Countdown applied to you by aiding a player that has one active. His specific countdown will get shared with you, with all rules that it involved/triggered.
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=== Warp-Field Collapse Warning ===
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:''Main article: [[Abyssal Deadspace]] and [[Abyssal Proving Grounds]]''
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[[File:Warp_field_collapse_warning.png|thumb|300px|The '''Warp-Field Collapse Warning''' is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.]]
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The '''Warp-Field Collapse Warning''' is a {{co|lightgreen|visible}} 15 minutes or 20 minutes timer that warns you about the time limit of Abyssal Deadspace. Entering an Abyssal Deadspace via Abyssal filaments gives you a 20 minute timer while Proving grounds filaments give you 15 minutes.
  
''Example: You aid an outlaw and thus get aggression flagged to everyone.''
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Once the timer expires, your ship and capsule are immediately destroyed due to "[https://zkillboard.com/ship/47465/ Unstable Abyssal Depths]". There is no way to avoid this destruction when you are still in Abyssal Deadspace (Gate Jump and Jump Cloak all won't work). This forces you to exit the Abyssal Deadspace before this timer expires.
  
''Example: You aid a player that is at war and thus get aggression flagged to anyone that is at war with that player.''
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=== Warp Invulnerability Timer ===
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The '''Warp Invulnerability Timer''' is a {{co|red|hidden}} 10 second timer that keeps your ship invulnerable and untargetable immediately after exiting [[Warp]]. Performing any action such as moving or starting to lock a (non-invulnerable) target will break this timer, allowing you to be targeted. This timer can be exploited in small fleets, by having one fleet member deliberately take an action before the others, thus making them vulnerable first and the target of hostile aggression. However, this timer is also why [[Guardian]] and [[Basilisk]] pilots must start moving as soon as possible after exiting warp so that their fellow logistics pilots can lock them as targets and establish their cap chain. (see [[Logistics#Cap-Chain Logistics|Guide to Logistics]].) Note that this timer does not start until ''after exiting'' warp, meaning your ship is still vulnerable to weapons such as [[Smartbombs]] during the final seconds of your warp deceleration.
  
== Miscellaneous Timers/Countdowns ==
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This timer cannot be observed, however, it is possible to see if it is active, either on someone else by attempting to lock a target and having it immediately fail because it is still protected by the timer; or on yourself by trying to activate an [[Abyssal Deadspace|Abyssal Filament]] and noticing an error that "your ship is invulnerable."
=== Logout Timer ===
 
  
When logging out in space, your ship (if not warp-disrupted/scrambled) will warp off to a random location and remain there for 1 minute until disappearing.
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=== Jump Fatigue and Jump Activation Cooldown ===
  
This timer will extend to 2 minutes if you were involved in combat with npc ships.
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{{main|Jump Drives and Cynosural Fields}}
 +
[[File:Icon timer jump fatigue.png|right|link=]]
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[[File:Icon timer jump activation.png|right|link=]]
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Jump fatigue and jump activation cooldown are two timers that are relevant to ships that use jump drives or jump portals (i.e. via capital ships or blackops battleships). They dictate how long ships must wait between jump drive activations, while also factoring in how often the ship has jumped recently.
  
It will get extended to 15 minutes if you were involved in pvp, be it you being aggressive or being aggressed by someone. Should your ship be destroyed during this time, another 15 minute timer applying to your pod will start.
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=== Logout timer ===
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Whenever a character logs out while in space, there's a {{co|crimson|hidden}} 1 minute timer to remove that character and their ship from the game. The same applies to simply killing the client or crashing (although see the bug mention below). In combination with this timer, the ship will try to do an ''"emergency warp"'' to a random location (1 million km away) where it will remain until the logout is triggered. The emergency warp will only be attempted once and is subject to normal [[warp disruption]], so if the ship is warp disrupted at the time of the disconnect, the ship will not warp away but will continue to count down towards the potential logoff. Be aware that both the [[File:icon_timer_non-capsuleer.png|16px|link=]] [[Timers#Non-Capsuleer Log-Off Timer|Non-Capsuleer]] and [[File:icon_timer_capsuleer.png|16px|link=]] [[Timers#Capsuleer Log-Off Timer|Capsuleer Log-Off Timer]] mentioned above will prolong this timer, keeping you in space for longer (even indefinitely in the case the capsuleer timer).
  
=== Wormhole Timer ===
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Logging out or simply closing the client while docked is instantaneous and there is no delay (assuming the server gets the call from the client that you closed it).
 +
{{bug|Sometimes when you crash or lag out, the server doesn't get the call from the client that you've disconnected. It can sometimes take a long time for the server to realize you're no longer there, delaying the emergency warp and 1 minute logout timer for several minutes which results in your ship being left out in space for much longer than intended.}}
 +
==== Log Off Safely ====
 +
There is a '''Log Off Safely'''-feature with a {{co|lightgreen|visible}} 30 second timer that allows you to monitor your ship as well as use the directional scanner in space while preparing to safely log out of the game. In order to use this feature you'll need to meet the following requirements:
 +
* Turning on or having any active modules running.
 +
* Ejecting from the ship.
 +
* Aggressed by players or NPCs, ie having a [[File:icon_timer_non-capsuleer.png|16px|link=]] [[Timers#Non-Capsuleer Log-Off Timer|Non-Capsuleer]] or a [[File:icon_timer_capsuleer.png|16px|link=]] [[Timers#Capsuleer Log-Off Timer|Capsuleer Log-Off Timer]].
 +
* Exploding or having initiated a self-destruct.
 +
* Moving or initiating a moving command.
 +
* Launching or ejecting anything from your ship's cargo hold or its bays and hangars.
 +
* Being fleeted or joining a fleet.
 +
* Deploying or having drones deployed or being in the process of reconnecting to them.
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* Locking, being locked, or having a lock on something.
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* Issuing a warp command or being in warp.
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* Being cloaked, including the [[#Jump Cloak Timer|Jump Cloak Timer]] from taking stargates or wormholes.
 +
Doing any of the above mentioned actions will not only stop you from initiating the safe logoff, but also cancel a previously activated safe logoff.
 +
{|
 +
| valign="top" | [[File:logoff_timer_options.png|thumb|300px|To use the '''safe logoff''' you right-clck your HUD's capacitor and select the '''Log Off Safely''' option.]]
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| valign="top" | [[File:logoff_timer_error.png|thumb|282px|If the requirements aren't met, an error message will be displayed to highlight the reason you cannot; in this case because you have active modules still running.]]
 +
| valign="top" | [[File:logoff_timer_countdown.png|thumb|300px|When you initiate a '''safe logoff''' in space you'll see this window until you're safely logged off.]]
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|}
  
You can make a maximum of 2 jumps through a [[wormhole]] in 4 minutes. If you try to jump a third time through the same [[wormhole]] inside those 4 minutes, you will receive a message informing you how long you have to wait before you can jump again.
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=== Wormhole polarization timer ===
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You can make a maximum of 2 jumps through a specific [[Wormholes|wormhole]] in 5 minutes. If you try to jump a third time through the same wormhole within those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again.&nbsp; This timer doesn't apply to jumping through different wormholes.<br>
  
=== Trade Modification Timer ===
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=== Active Boosters timer ===
 +
{{see also|Medical boosters}}
 +
[[File:Active_Boosters_hoverover.png|thumb|200px|The icon will also have a number next to it, showing the number of active boosters.]]
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Active boosters and cerebral accelerators will have their remaining duration shown under an [[File:Icon_timer_booster.png|link=|16px]] active booster timer. The icon can be hovered over to see all active boosters, the time remaining for each, and any bonuses or side effects they impart.
  
 +
=== Trade modification timer ===
 
When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.
 
When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.
  
=== Corporation Roles & Titles Timer ===
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=== Corporation roles & titles timer ===
 
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While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and then clicking confirm quit corporation.
If you have roles or titles assigned to your character in a corporation, you cannot leave the corporation until a 24-hour timer has expired after you have dropped the roles and titles.
 
 
 
=== Character Termination Timer ===
 
  
 +
=== Character termination timer ===
 
If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.
 
If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.
  
 
== Links ==
 
== Links ==
  
*[http://wiki.eveonline.com/wiki/Combat_Timers Combat Timers]
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* Log off mechanic threads [https://forums.eveonline.com/default.aspx?g=posts&t=32182 here] and [https://forums.eveonline.com/default.aspx?g=posts&t=25340 here] on the official EVE Online forum.
 +
 
 +
* [https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch]
  
*[http://wiki.eveonline.com/wiki/Criminal_Flagging_System Criminal Flagging System]
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* [http://www.youtube.com/watch?v=TyjBwWcFGe0 Pirating Timer Video]
  
*[http://www.youtube.com/watch?v=TyjBwWcFGe0 Pirating Timer Video]
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{{FlashyCSS}}
  
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1213121 Hidden Aggro Timer Bug]
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[[Category:Game mechanics]]

Latest revision as of 01:54, 26 April 2024

This page should be updated due to game changes.
Reason: November 9, 2021 patch (Version 19.10) added timer changes for linking to an ESS.

A brief overview of the basics of timers and their impact on capsuleers in empire space.

Combat and legality timers

The Retribution expansion introduced a new and improved timer system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags.

It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet causing issues with rules of engagements and remote assistance.

See CCP's support page on Crimewatch for more details on the more intricate mechanics of legal timers.

Combat Timers

The following timers have no direct impact on the legality of actions but serve as a consequence for your actions. Keep in mind that the capsuleer log-off timer can indirectly cause legality issues if you are also at war.

You will not get these timers if you are in Abyssal Deadspace, which features its own timer that wipes everything in it when the timer expires.

Non-Capsuleer Log-Off Timer

NPC flag Non-Capsuleer Log-Off Timer a.k.a. NPC-flag
Cause: Combat with a non-capsuleer
Consequence: Ship will remain in space on log-off until timer expires (5 minutes)

The non-capsuleer log-off timer is created when you either shoot or get shot by an NPC.

This means you will remain in space if you disconnect or close the client until the timer runs out. The NPC timer will not be renewed if you are shot while already having disconnected or logged off.

Capsuleer Log-Off Timer

PvP flag Capsuleer Log-Off Timer a.k.a. PvP-flag (complicated timer, see comments below)
Cause: Combat with another capsuleer.
Consequence: Ship will remain in space on log-off until timer expires (15 minutes).

The capsuleer log-off timer is created when you either shoot or get shot by a fellow capsuleer.

This means you will remain in space if you disconnect or close the client, until the timer runs out. The timer will be renewed if you are shot while already having disconnected or logged off. So if someone finds you after you logged out they can keep your ship in space indefinitely.

When your corporation or alliance is at war, the capsuleer log-off timer becomes deceptively dangerous in mixed fleets, see while at war for more details on that and other limitations of remote assistance.

Weapon Timer

Weapon flag Weapons Timer
Cause: Using offensive modules against another capsuleer or activating a bastion or command burst module.
Consequence: Unable to jump, dock or eject from, store, refit or switch ships and prevents tethering (60 seconds).

You get a weapon timer whenever you use an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). This effect also happens when using a bastion module on a marauder (but not for other siege-like modules) as well as activation of command burst modules. Unlike the capsuleer log-off timer, you do not get this flag simply by being shot by another player.

This timer behaves differently depending on what kind of offensive action you're taking. An immediate action such as firing a volley with your turrets or missiles as well as drones firing will instantly start the 60 second timer from the moment the cycle starts. It would then re-initiate for each cycle, but at the start of the cycle when you activate the module. Modules with persistent effects such as webs, painters, damps, scrams, and bastion mode, will both start the weapon timer upon activation as well as keep it at 60 seconds for the duration of the module and won't start counting down until the cycle and effect is gone. The Command Burst module is an exception to this; it starts the weapon timer upon activation and will disappear at the end of the cycle and long before the burst effect dissipates.

While this timer is active you cannot jump, dock, use warp gates, or eject from, store, refit, or switch ships. You also cannot be tethered by Upwell Structures such as Citadels or Engineering Complexes as long as you have a weapon timer.

Legality Timers

Remember that your onboard safety settings allow you to set your safeties in such a way that you can never accidentally go suspect or criminal.

The following timers directly determine whether or not you are a legal target.

Suspect Timer

Suspect flag Suspect Timer
Cause: Committed a "suspect"-level offense.
Consequence: Capsuleers may freely engage (15 minutes).

Icon timer suspect.png Suspect offences:

In high-security space, a pilot can acquire a Suspect Timer by performing any of the following actions:

  • Stealing from a container or wreck
  • Engaging Mobile Structures, such as Mobile Tractor Units or Mobile Depots
  • By having a kill right activated on them

In low-security space, attacking a player's ship (not their capsule) with any offensive module, including Smartbombs and other non-targeted weapons, will provoke a Suspect Timer. Stealing from a container will also provoke the timer, although assisting outlaw players in low security space will not.

Yellow Skull - Pilot is a suspect The Suspect Timer means that anyone can freely attack you without CONCORD interfering.

If someone engages you, a limited engagement timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see limited engagement below).

Criminal Timer

Criminal flag Criminal Timer
Cause: Committed a "criminal"-level offense.
Consequence: Capsuleers may freely engage. CONCORD will engage in high-sec space (15 minutes).

Icon timer criminal.png Criminal offences:

In high-security space, activating any offensive module on another player's ship, capsule or assets that the player is not legitimately allowed to attack (war targets, for example), including non-targeted modules like Smartbombs, will provoke a Criminal Timer, as will assisting a player with a Criminal Timer. If a player receives a Criminal Timer in high security space (or jump into high security space with an active criminal timer acquired elsewhere), they will not be able to initiate warp, or jump through a stargate and CONCORD will spawn and attack them, gate/station sentry guns will fire upon the criminal, and any player may fire on the pilot without penalty. Any jettisoned wrecks or containers will be automatically abandoned, allowing any other player to take from them without penalty.

While in low-security space, players will acquire a Criminal Timer for activating any offensive module against another player's capsule, and for directly assisting any other player in possession of a Criminal Timer. If a player receives a Criminal Timer in low security space, they will not be prevented from warping or jumping, and CONCORD will not spawn to attack them – but the criminal will be fired upon by gate/station sentries, their jettisoned wrecks and containers will be auto-abandoned, and any player may fire upon them without penalty.

Providing remote assistance to Suspects, Criminals, outlaws or players in a limited engagement will also result in a Criminal Timer, with the respective CONCORD reaction in High Security Space.

Red Skull - Pilot is a criminal The Criminal Timer means that anyone can freely attack you without CONCORD interfering.

If someone engages you, a limited engagement timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, due to interfering with a limited engagement (for more information, see limited engagement below).

Consequences of being a criminal

Being a criminal means that CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute. During that time, while piloting a ship with a criminal flag you'll be unable to enter warp, jump through gates, dock up in stations, eject from, store or switch ships. Those restrictions are lifted once your ship is destroyed and you're in your capsule. That doesn't necessarily mean you can do these things, as all those actions (with the exception of warping away) would also be prohibited by an active weapon timer.

Being a criminal in low security space is practically the same as being a suspect, as long as you or anyone who assists you have no plans of jumping into high security space for the next fifteen minutes.

Jumping into or undocking a ship in high security space as a criminal will allow you to benefit from the session change timer invulnerability, but it only delays the inevitable demise of your ship. Even if your criminal timer runs out during the invulnerability, CONCORD will still follow through and destroy your ship, even though you're no longer a criminal when the invulnerability wears off.

Limited Engagement Timer

Hovering over the limited engagement icon will show all current engagements, the pilot's name and corporation as well as the time left.
Limited Engagement flag Limited Engagement Timer
Cause: Involved in a limited engagement with 1 pilot (or any number of pilots).
Consequence: These pilots may freely engage you while timer is active (5 minutes).

Turquoise Skull - Pilot is in limited engagement with you A limited engagement is a permission between two pilots to freely engage each other or their assets in combat without interference of CONCORD. Limited Engagements are created on attacks towards other pilots that are under a suspect or criminal flag to allow them to defend themselves, but can also be gained from accepting a Duel Request (see Duels & Limited Engagements for more information).

Consequences of being in a limited engagement

As long as a limited engagement is active, the involved pilots may freely engage each other, including attacks on capsules or any other assets.

Naturally in null security space or wormhole space, where you are allowed to freely engage anyone at any time, there would be no legality issues and no timers apart from the combat timers would be created in the first place.

Remote assistance, combat timers and legality

Main article: Remote assistance

Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using remote assistance to aid a suspect or an outlaw is usually a Icon timer suspect.png Suspect offence and assisting criminals is a Icon timer criminal.png Criminal offence. Interfering in a fight between two parties (war or limited engagement) in high security space is a Icon timer criminal.png Criminal offence but only a Icon timer suspect.png Suspect offence in low security space.

Even Command Bursts are affected by legality in high security space, removing the benefit of fleet members in high security space if they involve themselves as third parties to wars or limited engagements.

Other timers

There are several other timers in the game, most visible but some are hidden and will only show you an error message when you attempt something that cannot be done.

Session Change Timer (SCT)

The Session Change Timer is displayed in the top left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.

The Session Change Timer (SCT) is a visible 10 second timer initiated after performing one of the following things:

  • Logging into the game.
  • Jumping through a stargate, wormhole or jump bridge.
  • Using a jump drive.
  • Docking or undocking.
  • Joining a fleet or moving to a different command position within that fleet.
  • Leaving your ship, either through ejecting or having it destroyed.
  • Boarding a ship.
  • Performing a clone jump or a clone swap.
  • Being podded.
  • Joining or leaving a corporation
  • Changing corp wallet divisions.

As long as the SCT is active it prevents you from doing any of the things that cause a session change (i.e. anything on the list above) and will give you various error messages depending on what you're trying to do (often highly amusing error messages). While some session change actions performed during an existing session change will simply fail, others will be queued up and will follow through one at a time once the session change is over.

Here's an example of when a session change, due to changing positions in a fleet, ruins your day:

You're scouting low security systems in a covert ops ship for a fleet and the fleet commander moves you to another wing or squad without telling you. This gives you a Session Change Timer which will prevent you from jumping through the gate you just arrived at. Unfortunately, there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed. So be sure to move when you have time to wait out the timer and make sure you ask people if they can take a session change before moving them yourself.

Here's another example of a session change due to having your ship destroyed leads to further losses:

You're ambushed by war targets landing on a station and they destroy your ship. You try to dock up with your pod, but cannot due to having a Session Change Timer from leaving your ship as it's destroyed. Since you wasted time trying to dock up, the enemy promptly pods you as well. So be sure to warp away from stations, gates, citadels, wormholes, etc if your ship is destroyed, because you will not be able to dock up or jump through immediately after.

Location Change Timer

The Location Change Timer was once hidden, but since circa-2018 is now shown in the top-left corner like Crimewatch, jump, and gate cloak timers.

Whenever you undock from a station, there's a visible timer that makes you invulnerable for 30 seconds or until you move, activate a module or target someone. While in this state you're practically "invulnerable"; you cannot be locked and cannot bump against other ships, intentionally or not. The timer is 60 seconds long after using a jump drive.

While most actions break this "invulnerability" you can still press Ctrl + Space to stop your ship (or use the button on your HUD right next to your speed bar) while keeping your ghost-like status. This can allow you to undock, remain protected and wait out the Session Change Timer and dock back up before the "invulnerability" wears off.

Be aware that there are stations, so called "kick-out" stations that have such a small docking range that even if you immediately stop your ship you'll be too far away from the station to immediately dock up again. For those stations, you'd be forced to turn around and move back towards the docking ring, which will give enemies or gankers ample time to lock and attack you.

Jump Cloak Timer

The Jump Cloak Timer is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.

The Jump Cloak Timer is a visible 60 second timer that keeps you cloaked after jumping through a stargate or a wormhole, as long as you take no actions after jumping through. Remember that jumping through a stargate or a wormhole will also give you the above mentioned Session Change Timer for 10 seconds.

During the minute your Jump Cloak Timer is active, you'll not appear visibly on grid and you will be invulnerable to damage from such effects as bombs, smartbombs, and ECM Bursts. During the effect of this timer, it's also impossible to be decloaked by someone coming within 2000 meters, or bumped by ships occupying the same spot in space.

While they cannot see your ship, there are many ways to know that someone entered or left the system. A wormhole or a stargate will have both a visual and audible notification that the wormhole was activated and if you're in known-space you will also show up in the member list of the local window as soon as you enter the system.

Here's an example of how you can use this timer to your advantage:

You're jumping through hostile space and encounter a gate camp on the other side of a gate. You can now relax, calm down, run your directional scanner, appraise the composition of the gate camp, and consider your options for the full minute of the Jump Cloak Timer. This will allow you to make a calm and tactical decision which will greatly increase the odds of you making it through the camp alive.

Warp-Field Collapse Warning

Main article: Abyssal Deadspace and Abyssal Proving Grounds
The Warp-Field Collapse Warning is displayed in the top-left corner of your screen and you can mouse-over the icon to show the exact time remaining on the timer.

The Warp-Field Collapse Warning is a visible 15 minutes or 20 minutes timer that warns you about the time limit of Abyssal Deadspace. Entering an Abyssal Deadspace via Abyssal filaments gives you a 20 minute timer while Proving grounds filaments give you 15 minutes.

Once the timer expires, your ship and capsule are immediately destroyed due to "Unstable Abyssal Depths". There is no way to avoid this destruction when you are still in Abyssal Deadspace (Gate Jump and Jump Cloak all won't work). This forces you to exit the Abyssal Deadspace before this timer expires.

Warp Invulnerability Timer

The Warp Invulnerability Timer is a hidden 10 second timer that keeps your ship invulnerable and untargetable immediately after exiting Warp. Performing any action such as moving or starting to lock a (non-invulnerable) target will break this timer, allowing you to be targeted. This timer can be exploited in small fleets, by having one fleet member deliberately take an action before the others, thus making them vulnerable first and the target of hostile aggression. However, this timer is also why Guardian and Basilisk pilots must start moving as soon as possible after exiting warp so that their fellow logistics pilots can lock them as targets and establish their cap chain. (see Guide to Logistics.) Note that this timer does not start until after exiting warp, meaning your ship is still vulnerable to weapons such as Smartbombs during the final seconds of your warp deceleration.

This timer cannot be observed, however, it is possible to see if it is active, either on someone else by attempting to lock a target and having it immediately fail because it is still protected by the timer; or on yourself by trying to activate an Abyssal Filament and noticing an error that "your ship is invulnerable."

Jump Fatigue and Jump Activation Cooldown

Main article: Jump Drives and Cynosural Fields
Icon timer jump fatigue.png
Icon timer jump activation.png

Jump fatigue and jump activation cooldown are two timers that are relevant to ships that use jump drives or jump portals (i.e. via capital ships or blackops battleships). They dictate how long ships must wait between jump drive activations, while also factoring in how often the ship has jumped recently.

Logout timer

Whenever a character logs out while in space, there's a hidden 1 minute timer to remove that character and their ship from the game. The same applies to simply killing the client or crashing (although see the bug mention below). In combination with this timer, the ship will try to do an "emergency warp" to a random location (1 million km away) where it will remain until the logout is triggered. The emergency warp will only be attempted once and is subject to normal warp disruption, so if the ship is warp disrupted at the time of the disconnect, the ship will not warp away but will continue to count down towards the potential logoff. Be aware that both the Icon timer non-capsuleer.png Non-Capsuleer and Icon timer capsuleer.png Capsuleer Log-Off Timer mentioned above will prolong this timer, keeping you in space for longer (even indefinitely in the case the capsuleer timer).

Logging out or simply closing the client while docked is instantaneous and there is no delay (assuming the server gets the call from the client that you closed it).

Bug icon red.png Bug: Sometimes when you crash or lag out, the server doesn't get the call from the client that you've disconnected. It can sometimes take a long time for the server to realize you're no longer there, delaying the emergency warp and 1 minute logout timer for several minutes which results in your ship being left out in space for much longer than intended.

Log Off Safely

There is a Log Off Safely-feature with a visible 30 second timer that allows you to monitor your ship as well as use the directional scanner in space while preparing to safely log out of the game. In order to use this feature you'll need to meet the following requirements:

  • Turning on or having any active modules running.
  • Ejecting from the ship.
  • Aggressed by players or NPCs, ie having a Icon timer non-capsuleer.png Non-Capsuleer or a Icon timer capsuleer.png Capsuleer Log-Off Timer.
  • Exploding or having initiated a self-destruct.
  • Moving or initiating a moving command.
  • Launching or ejecting anything from your ship's cargo hold or its bays and hangars.
  • Being fleeted or joining a fleet.
  • Deploying or having drones deployed or being in the process of reconnecting to them.
  • Locking, being locked, or having a lock on something.
  • Issuing a warp command or being in warp.
  • Being cloaked, including the Jump Cloak Timer from taking stargates or wormholes.

Doing any of the above mentioned actions will not only stop you from initiating the safe logoff, but also cancel a previously activated safe logoff.

To use the safe logoff you right-clck your HUD's capacitor and select the Log Off Safely option.
If the requirements aren't met, an error message will be displayed to highlight the reason you cannot; in this case because you have active modules still running.
When you initiate a safe logoff in space you'll see this window until you're safely logged off.

Wormhole polarization timer

You can make a maximum of 2 jumps through a specific wormhole in 5 minutes. If you try to jump a third time through the same wormhole within those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again.  This timer doesn't apply to jumping through different wormholes.

Active Boosters timer

See also: Medical boosters
The icon will also have a number next to it, showing the number of active boosters.

Active boosters and cerebral accelerators will have their remaining duration shown under an Icon timer booster.png active booster timer. The icon can be hovered over to see all active boosters, the time remaining for each, and any bonuses or side effects they impart.

Trade modification timer

When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.

Corporation roles & titles timer

While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and then clicking confirm quit corporation.

Character termination timer

If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.

Links

  • Log off mechanic threads here and here on the official EVE Online forum.