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Navigation structures: Difference between revisions

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{{Update|The [[#Destruction]] section needs to be updated for the Ansiblex Jump Bridge damage cap and auto repair removal, and HP value changes from the [https://www.eveonline.com/news/view/patch-notes-version-22-02 Version 22.02] Release 2025-03-12.1 update}}
{{structures}}
{{structures}}
Navigation structures are part of the Upwell Fast Logistical Expansion (FLEX) structures and currently the only FLEX structures. The three navigational structure types are the Ansiblex Jump Gate, the Pharolux Cyno Beacon, and the Tenebrex Cyno Jammer.
Navigation structures are part of the Upwell Fast Logistical Expansion (FLEX) structures and currently the only FLEX structures. The three navigational structure types are the Ansiblex Jump Bridge, the Pharolux Cyno Beacon, and the Tenebrex Cyno Jammer.


== Mechanics ==
== Mechanics ==
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=== Deployment ===
=== Deployment ===
Each navigation structure requires a specific [[Sovereignty#Infrastructure_Hub|Infrastructure Hub]] upgrade so you can install it. This means they can only be deployed in [[Sovereignty|sov space]]. The deployement takes 45 minutes if you are holding the sov. Afterwards you can directly online the structure. If you’re not holding the sov, the deployment time is (1+strategic index)*45 minutes. Their volume is 5000 which means that a [[Blockade Runner|blockade runner]] can carry and anchor it.
Each navigation structure requires a specific [[Sovereignty#Infrastructure Hub|Infrastructure Hub]] upgrade so you can install it. This means they can only be deployed in [[Sovereignty|sov space]]. The deployment takes 45 minutes if you are holding the sov. Afterwards you can directly online the structure. If you’re not holding the sov, the deployment time is (1+strategic index)*45 minutes. Their volume is 5000'{{m3}} which means that a [[Blockade Runner|blockade runner]] can carry and anchor it.
You can unanchor an undamaged navigation structure in 45 minutes and then scoop it.
You can unanchor an undamaged navigation structure in 45 minutes and then scoop it.


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All navigation structures have a damage cap of 5000 HP/s and a flat resist of 20%. This means you need to deal 6250 DPS to hit the damage cap and at least 625 DPS to keep it paused.
All navigation structures have a damage cap of 5000 HP/s and a flat resist of 20%. This means you need to deal 6250 DPS to hit the damage cap and at least 625 DPS to keep it paused.


The cyno beacon and jump gate have each three million shield and armor HP. This means it takes at least twenty minutes to reinforce the structure (because of the damage cap). Their hull HP is three million which leads to at least 10 minutes for the final timer.
The cyno beacon and jump <s>gate</s> bridge have each three million shield and armor HP. This means it takes at least twenty minutes to reinforce the structure (because of the damage cap). Their hull HP is three million which leads to at least 10 minutes for the final timer.


The cyno jammer has a bit more HP with each four million shield and armor HP. This means it takes at least twenty-six minutes and forty seconds to reinforce it. Its hull HP is four million which leads to at least 13 minutes and 20 seconds for the final timer.
The cyno jammer has a bit more HP with each four million shield and armor HP. This means it takes at least twenty-six minutes and forty seconds to reinforce it. Its hull HP is four million which leads to at least 13 minutes and 20 seconds for the final timer.


== Ansiblex Jump Gate ==
== Ansiblex Jump Bridge ==
[[image:ansiblex.jpg|upright=0.5|thumb|right|Ansiblex Jump Gate]]
[[File:ansiblex.jpg|upright=0.5|thumb|Ansiblex Jump Bridge]]
Ansiblex Jump Gates are supposed to work similar to [[stargates]] but have a some differences. You can only jump them if the [[ACL]] allows you to do so.
Ansiblex Jump Bridges are supposed to work similar to [[stargates]] but have some differences. You can only jump to them if the [[Access List]] allows you to do so.
The Jump Gates work in pairs of two which connect each other. They don’t have to be owned by the same alliance and the ACLs can be set up differently for both sides. You get a warning message if you can only jump one way because of that. The maximum range between the pairs is five lightyears.
The Jump Bridges work in pairs of two, which connect each other. They don’t have to be owned by the same alliance, and the Access Lists can be set up differently for both sides. You get a warning message if you can only jump one way because of that. The maximum range between the pairs is five lightyears.
The maximum mass of a ship to use an Ansiblex Jump Gate is 1.48 mega tons. This means that super capitals cannot use Ansible Jump Gates. All other ships can use them. (It can happen that normal capitals are over the maximum mass if they have their prop mod on or fit more than two plates which is uncommon.)
The maximum mass of a ship to use an Ansiblex Jump Bridge is 1.48 mega tons. This means that super capitals cannot use Ansiblex Jump Bridges. All other ships can use them. (It can happen that normal capitals are over the maximum mass if they have their prop mod on or fit more than two plates which is uncommon.)
Each use consumes liquid ozone in the Ansiblex Jump Gate’s fuel bay. The consumption depends of the mass of the ship and the range:
Each use consumes liquid ozone in the Ansiblex Jump Bridge’s fuel bay. The consumption depends of the mass of the ship and the range:
: Ozone Consumed = (Ship Mass in kg) x (Jump Distance in LY) x 0.000003 + 50
: Ozone Consumed = (Ship Mass in kg) x (Jump Distance in LY) x 0.000003 + 50
The owner can set up tolls per liquid ozone used. This is done through ACLs which means the tolls can be set differently for different characters. The user gets a popup message to confirm the payment. You can also set automatic payments in your wallet (alt + w). The automatic payments are (like the tolls) per liquid ozone consumed.
The owner can set up tolls per liquid ozone used. This is done through Access Lists which means the tolls can be set differently for different characters. The user gets a popup message to confirm the payment. You can also set automatic payments in your wallet (Default hot-key {{Button|alt}} + {{Button|w}}). The automatic payments are (like the tolls) per liquid ozone consumed.


The Ansiblex Jump Gate has a build-in Standup Conduit Generator. If this module is online and pointed to another Jump Gate which points back, the Jump Gate can be used. The module needs 30 fuel blocks an hour. The fuel bay is 2,239,121.8 m³ and shared with the liquid ozone.
The Ansiblex Jump Bridge has a build-in Standup Conduit Generator. If this module is online and pointed to another Jump Bridge which points back, the Jump Bridge can be used. The module needs 30 fuel blocks an hour. The fuel bay is 2,239,121.8 m³ and shared with the liquid ozone.


An Advanced Logistics Network upgrade needs to be installed in the [[Infrastructure Hub]] so that the Standup Conduit Generator can be onlined. Its daily upkeep cost is twenty million isk. It cannot be deployed within 500 km of another Upwell structure or 1000 km of stargates, stations or starbases. Only one per system is allowed.
An Advanced Logistics Network upgrade needs to be installed in the [[Sovereignty#Infrastructure Hub|Infrastructure Hub]] so that the Standup Conduit Generator can be onlined. Its daily upkeep cost is twenty million ISK. It cannot be deployed within 500 km of another Upwell structure{{Verify}} or 100,000 km<ref>The minimal distance was changed into 100.000km with the [https://www.eveonline.com/news/view/patch-notes-version-22-02 Version 22.02] Release 2025-03-12.1 update</ref> of stargates, stations{{Verify}} or starbases{{Verify}}. Only one per system is allowed.
{{Note box|
The [https://www.eveonline.com/news/view/patch-notes-version-22-02 Version 22.02] Release 2025-03-12.1 update only mentioned a change in minimal deployment distance for stargates. Distances to other object need to be verified.


The maximum jump range between two Ansiblex Jump Gates is 5 ly.
Ansiblex Bridges existing before the Version 22.02 Release 2025-03-12.1 update will be grandfathered into their current locations, but once destroyed, they will need to be placed at least 100,000km away from the nearest stargate to be replaced.
}}
 
The maximum jump range between two Ansiblex Jump Bridges is 5 LY.


== Pharolux Cyno Beacon ==
== Pharolux Cyno Beacon ==
[[File:Pharolux.jpg|upright=0.5|thumb|right|Pharolux Cyno Beacon]]
[[File:Pharolux.jpg|upright=0.5|thumb|Pharolux Cyno Beacon]]
The Pharolux Cyno Beacon has a built-in Standup Cynosural Generator. If this module is online, ships with a [[jump drive]] can jump to the beacon (given they are in range of course) and ships with a Jump Portal can [[Jump_drives#Bridging|bridge]] to it. Which pilots can use the beacon is handled through an ACL.
The Pharolux Cyno Beacon has a built-in Standup Cynosural Generator. If this module is online, ships with a [[jump drive]] can jump to the beacon (given they are in range of course) and ships with a Jump Portal can [[Jump drives#Bridging|bridge]] to it. Which pilots can use the beacon is handled through an Access List.


The module needs 15 fuel blocks an hour. The fuel bay is 352,055 m³ big which corresponds to 70,411 fuel blocks. A full fuel bay would last for 195 days.
The module needs 15 fuel blocks an hour. The fuel bay is 352,055 m³ big which corresponds to 70,411 fuel blocks. A full fuel bay would last for 195 days.


A Cynosural Navigation upgrade needs to be installed in the Infrastructure Hub so that the Standup Cynosural Generator can be onlined. Its daily upkeep cost is five million isk. It cannot be deployed within 500 km of another Upwell structure or 1000 km of stargates, stations or starbases. Only one per system is allowed.
A Cynosural Navigation upgrade needs to be installed in the Infrastructure Hub so that the Standup Cynosural Generator can be onlined. Its daily upkeep cost is five million ISK. It cannot be deployed within 500 km of another Upwell structure or 1000 km of stargates, stations or starbases. Only one per system is allowed.{{Clear}}


== Tenebrex Cyno Jammer ==
== Tenebrex Cyno Jammer ==
[[File:Tenebrex.jpg|upright=0.5|thumb|right|Tenebrex Cyno Jammer]]
[[File:Tenebrex.jpg|upright=0.5|thumb|Tenebrex Cyno Jammer]]
The Tenebrex Cyno Jammer has a build-in Standup Cynosural Jammer. If this module is online, no new “hard” [[cyno]] can be lit and the cyno beacon goes offline (if the system had one). Covert cynos can still be used in the system. Other than for the previous structures you can anchor up to three Cyno Jammer in one system but only one can be online at the same time. But its module, the Standup Cynosural Jammer, has a spool up time of five minutes. If a system is jammed is visible in the sovereignty info panel at the top left of the screen.
The Tenebrex Cyno Jammer has a build-in Standup Cynosural Jammer. If this module is online, no new “hard” [[cyno]] can be lit and the cyno beacon goes offline (if the system had one). Covert cynos can still be used in the system. Other than for the previous structures you can anchor up to three Cyno Jammer in one system but only one can be online at the same time. But its module, the Standup Cynosural Jammer, has a spool up time of five minutes. If a system is jammed is visible in the sovereignty info panel at the top left of the screen.


The module needs 40 fuel blocks an hour. A Cynosural Suppression upgrade needs to be installed in the Infrastructure Hub so that the Standup Cynosural Jammer can be onlined. Its daily upkeep cost is thirty million isk. It cannot be deployed within 500 km of another Upwell structure or 1000 km of stargates, stations or starbases. Up to three per system are allowed but only one can be online.
The module needs 40 fuel blocks an hour. A Cynosural Suppression upgrade needs to be installed in the Infrastructure Hub so that the Standup Cynosural Jammer can be onlined. Its daily upkeep cost is thirty million ISK. It cannot be deployed within 500 km of another Upwell structure or 1000 km of stargates, stations or starbases. Up to three per system are allowed but only one can be online.


== History ==
== History ==
The navigation structures were introduced on November 13, 2018 in the Onslaught [[expansion]].<ref>https://www.eveonline.com/article/phvxrd/patch-notes-for-eve-online-onslaught </ref> The goal was to replace the corresponding functionality provided by [[Player-owned starbases]] (POSs) before.
The navigation structures were introduced on November 13, 2018 in the [[Expansions#Onslaught|Onslaught]] expansion.<ref>https://www.eveonline.com/article/phvxrd/patch-notes-for-eve-online-onslaught</ref> The goal was to replace the corresponding functionality provided by [[Player-owned starbases]] (POSs) before.


The minimum ranges for Ansiblex Jump Gates and Tenebrex Cyno Jammers (from other Upwell Structures) was increased to 500 km on November 12, 2018.<ref> https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release</ref>
The minimum ranges for Ansiblex Jump Bridges and Tenebrex Cyno Jammers (from other Upwell Structures) was increased to 500 km on November 12, 2018.<ref>https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release</ref>


== References ==
== References ==
{{Reflist}}
<references />
 
== See Also ==
== See Also ==
*[[Upwell structures]]
* [[Upwell structures]]
*[https://www.eveonline.com/article/phs7yj/navigation-structures-inbound Navigation Structures Inbound!] Dev blog introducting the navigation structures. Be aware that some mechanics might have changes since then.
* [https://www.eveonline.com/article/phs7yj/navigation-structures-inbound Navigation Structures Inbound!] Dev blog introducting the navigation structures. Be aware that some mechanics might have changes since then.
 
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[[Category:Structures]]