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'''Propulsion modules''' (sometimes just "'''prop mods'''") are a group of active [[module]] which increase a ship's speed or otherwise make it more mobile, at the cost of [[capacitor|capacitor energy]]. Greater mobility on the battlefield allows pilots to dictate the range at which combat takes place, optimizing the effectiveness of their weapons and/or reducing the effectiveness of enemy weapons, to flee from or catch opponents, and even directly to evade enemy weapons fire. | '''Propulsion modules''' (sometimes just "'''prop mods'''") are a group of active [[module]]s which increase a ship's speed or otherwise make it more mobile, at the cost of [[capacitor|capacitor energy]]. Greater mobility on the battlefield allows pilots to dictate the range at which combat takes place, optimizing the effectiveness of their weapons and/or reducing the effectiveness of enemy weapons, to flee from or catch opponents, and even directly to evade enemy weapons fire. | ||
==Afterburners and microwarpdrives | == Afterburner and microwarpdrive == | ||
Afterburners ("AB") and microwarpdrives ("MWD") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules, which when activated consume capacitor energy to significantly increase a ship's top speed and acceleration, but also increase its mass, making it less maneuverable. | |||
Afterburners boost a ship's maximum speed by around 130–200%, while microwarpdrives increase speed by around 500–700%. Compared with afterburners, then, microwarpdrives offer a much greater speed boost. However, they also use more capacitor energy, reduce the ship's total capacitor capacity when fitted, increase the ship's [[signature radius]] when active, can be shut down by [[scram|warp scramblers]], and are generally harder to fit. | |||
Afterburners boost a ship's maximum speed by around | |||
Afterburners and microwarpdrives both have 10-second cycle times, and cannot be deactivated prematurely. However, the cycle time of afterburners can be reduced to a minimum of 7.5 seconds by training the skill {{sk|Afterburner}}. Capital ship-sized afterburners and microwarpdrives have 20-second cycle times instead. These modules do not have cooldowns, and can be left running continuously, provided capacitor energy is available. | Afterburners and microwarpdrives both have 10-second cycle times, and cannot be deactivated prematurely. However, the cycle time of afterburners can be reduced to a minimum of 7.5 seconds by training the skill {{sk|Afterburner}}. Capital ship-sized afterburners and microwarpdrives have 20-second cycle times instead. These modules do not have cooldowns, and can be left running continuously, provided capacitor energy is available. | ||
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=== Sizes and mass effects === | === Sizes and mass effects === | ||
There are different sizes of propulsion modules, intended for use on different sizes of ships. | There are different sizes of propulsion modules, intended for use on different sizes of ships. | ||
{| class="wikitable" | {| class="wikitable" | ||
| | |- style="background-color: var(--background-color-warning-subtle);" | ||
! AB Size | |||
! MWD Size | |||
! Mass increase | |||
! Actual Thrust | |||
! Intended Use | |||
|- | |- | ||
|1MN | | 1MN | ||
|5MN | | 5MN | ||
|500,000kg | | 500,000kg | ||
|1,500,000 N | | 1,500,000 N | ||
|Frigates and Destroyers | | Frigates and Destroyers | ||
|- | |- | ||
|10MN | | 10MN | ||
|50MN | | 50MN | ||
|5,000,000kg | | 5,000,000kg | ||
|15,000,000 N | | 15,000,000 N | ||
|Cruisers, Battlecruisers, and | | Cruisers, Battlecruisers, and Haulers | ||
|- | |- | ||
|100MN | | 100MN | ||
|500MN | | 500MN | ||
|50,000,000kg | | 50,000,000kg | ||
|150,000,000 N | | 150,000,000 N | ||
|Battleships | | Battleships | ||
|- | |- | ||
| | | 10,000MN | ||
| | | 50,000MN | ||
|500,000,000kg | | 500,000,000kg | ||
|1,500,000,000 N | | 1,500,000,000 N | ||
|Capital ships | | Capital ships | ||
|} | |} | ||
The max velocity bonus listed in module info is only one factor in the actual velocity increase. The maximum velocity of a ship using a propulsion module is | The max velocity bonus listed in module info is only one factor in the actual velocity increase. The maximum velocity of a ship using a propulsion module is | ||
:<math> V_{\rm max} = V_{\rm base} \times ( 1 + V_{\rm bonus} \times \frac{ \text{Thrust} }{ \text{mass} } ) </math> | :<math>\displaystyle V_{\rm max} = V_{\rm base} \times \left( 1 + V_{\rm bonus} \times \frac{ \text{Thrust} }{ \text{mass} } \right) </math> | ||
In practice, that last thrust/mass term is almost equal to 1 when using properly sized modules on frigates, cruisers, and battleships, and for such hulls the ship's new maximum velocity is about equal to its base velocity multiplied by the bonus of the propulsion module. | In practice, that last thrust/mass term is almost equal to 1 when using properly sized modules on frigates, cruisers, and battleships, and for such hulls the ship's new maximum velocity is about equal to its base velocity multiplied by the bonus of the propulsion module. | ||
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==== Choosing afterburners ==== | ==== Choosing afterburners ==== | ||
For afterburners, the pattern is fairly straightforward. Higher-tech afterburners grant larger speed bonuses. Faction and deadspace afterburners have lower capacitor costs, and come in two types: one consuming extra CPU ([[Gallente]]/[[Serpentis]]), one consuming extra powergrid ([[Minmatar]]/[[Angel Cartel]]). | For afterburners, the pattern is fairly straightforward. Higher-tech afterburners grant larger speed bonuses. Faction and deadspace afterburners have lower capacitor costs, and come in two types: one consuming extra CPU ([[Gallente]]/[[Serpentis]]), one consuming extra powergrid ([[Minmatar]]/[[Angel Cartel]]). | ||
{| class="wikitable collapsible collapsed" style="text-align:center;width:900px" | {| class="wikitable collapsible collapsed" style="text-align: center; width: 900px;" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! AB Type | ||
! | ! Meta Level | ||
! | ! Speed Increase | ||
! | ! Activation Cost | ||
! Fitting Cost | |||
|- | |- | ||
|Tech 1 | | Tech 1 | ||
|0 | | 0 | ||
|115% | | 115% | ||
|(Normal) | | (Normal) | ||
|(Normal) | | (Normal) | ||
|- | |- | ||
|Monopropellant Enduring | | Monopropellant Enduring | ||
|1 | | 1 | ||
|125% | | 125% | ||
| | | −20% | ||
|(Normal) | | (Normal) | ||
|- | |- | ||
|Y-S8 Compact | | Y-S8 Compact | ||
|1 | | 1 | ||
|125% | | 125% | ||
|(Normal) | | (Normal) | ||
| | | −10% PWG / −15% CPU | ||
|- | |- | ||
|Tech 2 | | Tech 2 | ||
|5 | | 5 | ||
|135% | | 135% | ||
| +10% | | +10% | ||
| +10% PWG | | +10% PWG | ||
|- | |- | ||
|Analog Booster | | Analog Booster | ||
|6 | | 6 | ||
|135% | | 135% | ||
| | | −20% | ||
| | | −10% PWG / −15% CPU | ||
|- | |- | ||
|Shadow Serpentis / Federation Navy | | Shadow Serpentis / Federation Navy | ||
|8 | | 8 | ||
|145% | | 145% | ||
| | | −10% | ||
| +10% CPU | | +10% CPU | ||
|- | |- | ||
|Domination / Republic Fleet | |Domination / Republic Fleet | ||
|8 | | 8 | ||
|145% | | 145% | ||
| | | −10% | ||
| +10% PWG | | +10% PWG | ||
|- | |- | ||
|Coreli/Corelum/Core C-Type | | Coreli/Corelum/Core C-Type | ||
|10 | | 10 | ||
|150% | | 150% | ||
| | | −10% | ||
| +15% CPU | | +15% CPU | ||
|- | |- | ||
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|10 | |10 | ||
|150% | |150% | ||
| | | −10% | ||
| +15% PWG | | +15% PWG | ||
|- | |- | ||
|Coreli/Corelum/Core B-Type | | Coreli/Corelum/Core B-Type | ||
|12 | | 12 | ||
|155% | | 155% | ||
| | | −10% | ||
| +20% CPU | | +20% CPU | ||
|- | |- | ||
|Gistii/Gistum/Gist B-Type | | Gistii/Gistum/Gist B-Type | ||
|12 | | 12 | ||
|155% | | 155% | ||
| | | −10% | ||
| +20% PWG | | +20% PWG | ||
|- | |- | ||
|Coreli/Corelum/Core A-Type | | Coreli/Corelum/Core A-Type | ||
|14 | | 14 | ||
|160% | | 160% | ||
| | | −10% | ||
| +25% CPU | | +25% CPU | ||
|- | |- | ||
|Gistii/Gistum/Gist A-Type | | Gistii/Gistum/Gist A-Type | ||
|14 | | 14 | ||
|160% | | 160% | ||
| | | −10% | ||
| +25% PWG | | +25% PWG | ||
|- | |- | ||
|Core X-Type | | Core X-Type | ||
|16 | | 16 | ||
|165% | | 165% | ||
| | | −10% | ||
| +30% CPU | | +30% CPU | ||
|- | |- | ||
|Gist X-Type | | Gist X-Type | ||
|16 | | 16 | ||
|165% | | 165% | ||
| | | −10% | ||
| +30% PWG | | +30% PWG | ||
|} | |} | ||
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==== Choosing microwarpdrives ==== | ==== Choosing microwarpdrives ==== | ||
For microwarpdrives, the story is more complex. Higher-tech MWDs grant only minimal speed improvements over lower-tech modules. Instead, higher-tech MWDs carry significantly reduced signature radius bloom effects and capacitor penalties. | For microwarpdrives, the story is more complex. Higher-tech MWDs grant only minimal speed improvements over lower-tech modules. Instead, higher-tech MWDs carry significantly reduced signature radius bloom effects and capacitor penalties. | ||
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As with afterburners, faction and deadspace microwarpdrives come in two types: one consuming extra CPU but with reduced activation cost (Gallente/Serpentis), and one consuming extra powergrid but with reduced signature radius bloom (Minmatar/Angel Cartel). | As with afterburners, faction and deadspace microwarpdrives come in two types: one consuming extra CPU but with reduced activation cost (Gallente/Serpentis), and one consuming extra powergrid but with reduced signature radius bloom (Minmatar/Angel Cartel). | ||
{| class="wikitable collapsible collapsed" style="text-align:center;width:900px" | {| class="wikitable collapsible collapsed" style="text-align: center;width: 900px;" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! MWD Type | ||
! | ! Meta Level | ||
! | ! Speed Increase | ||
! | ! Activation Cost | ||
! | ! Fitting Cost | ||
! | ! Capacitor Penalty | ||
! Signature Penalty | |||
|- | |- | ||
|Tech 1 | | Tech 1 | ||
|0 | | 0 | ||
|500% | | 500% | ||
|(Normal) | | (Normal) | ||
|(Normal) | | (Normal) | ||
| | | −25% | ||
| +500% | | +500% | ||
|- | |- | ||
|Cold-Gas Enduring | | Cold-Gas Enduring | ||
|1 | | 1 | ||
|505% | | 505% | ||
| | | −10% | ||
|(Normal) | | (Normal) | ||
| | | −25% | ||
| +500% | | +500% | ||
|- | |- | ||
|Y-T8 Compact | | Y-T8 Compact | ||
|1 | | 1 | ||
|505% | | 505% | ||
|(Normal) | | (Normal) | ||
| | | −10% PWG / -15% CPU | ||
| | | −25% | ||
| +500% | | +500% | ||
|- | |- | ||
|Quad LiF Restrained | | Quad LiF Restrained | ||
|1 | | 1 | ||
|505% | | 505% | ||
|(Normal) | | (Normal) | ||
|(Normal) | | (Normal) | ||
| | | −20% | ||
| +450% | | +450% | ||
|- | |- | ||
|Tech 2 | | Tech 2 | ||
|5 | | 5 | ||
|510% | | 510% | ||
| +10% | | +10% | ||
| +10% PWG | | +10% PWG | ||
| | | −20% | ||
| +500% | | +500% | ||
|- | |- | ||
|Digital Booster | | Digital Booster | ||
|6 | | 6 | ||
|510% | | 510% | ||
| | | −20% | ||
| | | −10% PWG / -15% CPU | ||
| | | −15% | ||
| +450% | | +450% | ||
|- | |- | ||
|Shadow Serpentis / Federation Navy | | Shadow Serpentis / Federation Navy | ||
|8 | | 8 | ||
|512% | | 512% | ||
| | | −10% | ||
| +10% CPU | | +10% CPU | ||
| | | −10% | ||
| +475% | | +475% | ||
|- | |- | ||
|Domination / Republic Fleet | |Domination / Republic Fleet | ||
|8 | | 8 | ||
|512% | | 512% | ||
|(Normal) | | (Normal) | ||
| +10% PWG | | +10% PWG | ||
| | | −10% | ||
| +450% | | +450% | ||
|- | |- | ||
|Coreli/Corelum/Core C-Type | | Coreli/Corelum/Core C-Type | ||
|10 | | 10 | ||
|514% | | 514% | ||
| | | −10% | ||
| +15% CPU | | +15% CPU | ||
| | | −7% | ||
| +450% | | +450% | ||
|- | |- | ||
|Gistii/Gistum/Gist C-Type | | Gistii/Gistum/Gist C-Type | ||
|10 | | 10 | ||
|514% | | 514% | ||
|(Normal) | | (Normal) | ||
| +15% PWG | | +15% PWG | ||
| | | −7% | ||
| +430% | | +430% | ||
|- | |- | ||
|Coreli/Corelum/Core B-Type | | Coreli/Corelum/Core B-Type | ||
|12 | | 12 | ||
|516% | | 516% | ||
| | | −10% | ||
| +20% CPU | | +20% CPU | ||
| | | −5% | ||
| +430% | | +430% | ||
|- | |- | ||
|Gistii/Gistum/Gist B-Type | | Gistii/Gistum/Gist B-Type | ||
|12 | | 12 | ||
|516% | | 516% | ||
|(Normal) | | (Normal) | ||
| +20% PWG | | +20% PWG | ||
| | | −5% | ||
| +410% | | +410% | ||
|- | |- | ||
|Coreli/Corelum/Core A-Type | | Coreli/Corelum/Core A-Type | ||
|14 | | 14 | ||
|518% | | 518% | ||
| | | −10% | ||
| +25% CPU | | +25% CPU | ||
| | | −3% | ||
| +410% | | +410% | ||
|- | |- | ||
|Gistii/Gistum/Gist A-Type | | Gistii/Gistum/Gist A-Type | ||
|14 | | 14 | ||
|518% | | 518% | ||
|(Normal) | |(Normal) | ||
| +25% PWG | | +25% PWG | ||
| | | −3% | ||
| +390% | | +390% | ||
|- | |- | ||
|Core X-Type | | Core X-Type | ||
|16 | | 16 | ||
|520% | | 520% | ||
| | | −10% | ||
| +30% CPU | | +30% CPU | ||
| | | −0% | ||
| +390% | | +390% | ||
|- | |- | ||
|Gist X-Type | | Gist X-Type | ||
|16 | | 16 | ||
|520% | | 520% | ||
|(Normal) | |(Normal) | ||
| +30% PWG | | +30% PWG | ||
| | | −0% | ||
| +350% | | +350% | ||
|} | |} | ||
=== Oversized | === Oversized afterburner === | ||
It is possible to fit ships with oversized afterburners: 10MN on a frigate/destroyer, or 100MN on a cruiser/battlecruiser. The high fitting requirements and capacitor consumption of the larger AB usually makes this difficult. If this is being done, the full maximum velocity formula needs to be used to determine the ship's actual max speed. | It is possible to fit ships with oversized afterburners: 10MN on a frigate/destroyer, or 100MN on a cruiser/battlecruiser. The high fitting requirements and capacitor consumption of the larger AB usually makes this difficult. If this is being done, the full maximum velocity formula needs to be used to determine the ship's actual max speed. | ||
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It is theoretically possible to also fit oversized microwarpdrives onto certain ships, but this is extremely difficult and extremely rare. | It is theoretically possible to also fit oversized microwarpdrives onto certain ships, but this is extremely difficult and extremely rare. | ||
=== Dualprop | === Dualprop fitting === | ||
A ship may only have one afterburner and/or microwarpdrive running at a time. However, it is possible, and commonly done on certain ships, to fit both an afterburner ''and'' a microwarpdrive onto one ship, to exploit both the evasive abilities of an AB and the range control of an MWD. | A ship may only have one afterburner and/or microwarpdrive running at a time. However, it is possible, and commonly done on certain ships, to fit both an afterburner ''and'' a microwarpdrive onto one ship, to exploit both the evasive abilities of an AB and the range control of an MWD. | ||
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Such fits are sometimes described as "6MN", "60MN", or "600MN" (referring to the size of the two propulsion modules added together). | Such fits are sometimes described as "6MN", "60MN", or "600MN" (referring to the size of the two propulsion modules added together). | ||
=== | === Overheating === | ||
Prop mods can be extremely impactful, but also extremely dangerous, modules to overheat. Overheating a prop mod increases its speed multiplier by 50% (multiplicatively), which means greatly improved top speed but more importantly greatly increased acceleration. This can often make the difference between catching a target and them escaping, or being caught versus making a quick change of direction to escape. | Prop mods can be extremely impactful, but also extremely dangerous, modules to [[overheat]]. Overheating a prop mod increases its speed multiplier by 50% (multiplicatively), which means greatly improved top speed but more importantly greatly increased acceleration. This can often make the difference between catching a target and them escaping, or being caught versus making a quick change of direction to escape. | ||
However, this power comes at a risk: prop mods generate more rack heat than any other modules, and microwarpdrives in particular have extremely severe head damage values. A 5MN MWD, for instance, can completely burn itself out in as few as ''three'' overheated cycles, severely damaging any tackle modules being run alongside it along the way. Very unusually though, the heat damage inflicted by prop mods vastly decreases at larger sizes, to the point that a 100MN afterburner can potentially be overheated for over a minute and a half before being in danger of burning out. | However, this power comes at a risk: prop mods generate more rack heat than any other modules, and microwarpdrives in particular have extremely severe head damage values. A 5MN MWD, for instance, can completely burn itself out in as few as ''three'' overheated cycles, severely damaging any tackle modules being run alongside it along the way. Very unusually though, the heat damage inflicted by prop mods vastly decreases at larger sizes, to the point that a 100MN afterburner can potentially be overheated for over a minute and a half before being in danger of burning out. | ||
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These overheat effects become especially noticeable on Combat [[Interceptors]], which feature a bonus that increases the overheat speed multiplier to ''100%'', and on ships using oversized afterburners, which will both benefit from the added acceleration, and be able to run their afterburners hot for exceedingly long times. | These overheat effects become especially noticeable on Combat [[Interceptors]], which feature a bonus that increases the overheat speed multiplier to ''100%'', and on ships using oversized afterburners, which will both benefit from the added acceleration, and be able to run their afterburners hot for exceedingly long times. | ||
===Related skills=== | === Related skills === | ||
The following skills directly effect afterburners and/or microwarpdrives. | The following skills directly effect afterburners and/or microwarpdrives. | ||
* {{sk|Acceleration Control}} 5% Bonus to Afterburner and Microwarpdrive speed boost per skill level. | * {{sk|Acceleration Control}} 5% Bonus to Afterburner and Microwarpdrive speed boost per skill level. | ||
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* {{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. | * {{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. | ||
==Micro Jump | == Micro Jump Drive == | ||
The '''Micro Jump Drive''' ("MJD") is a propulsion module which, rather than making the ship move faster, teleports the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains the direction and speed it had at the moment of MJD activation. Warp scramblers can be used to disrupt this module. | The '''Micro Jump Drive''' ("MJD") is a propulsion module which, rather than making the ship move faster, teleports the ship forward 100km in the direction it is facing. Upon arrival, the ship maintains the direction and speed it had at the moment of MJD activation. Warp scramblers can be used to disrupt this module. | ||
Micro jump drives can only be fitted on [[battlecruisers]] and [[battleships]] | Micro jump drives can only be fitted on Tech 1 [[battlecruisers]] and [[battleships]]; their Tech 2 variants, [[command Ships]], [[marauders]], and [[Black Ops Battleship]]s; and [[Deep Space Transports]]. Marauders have a significantly reduced cooldown for this module. | ||
Micro jump drives can be used offensively to close on a target, or defensively to jump out of a fight. | Micro jump drives can be used offensively to close on a target, or defensively to jump out of a fight. | ||
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=== Micro Jump Drive operation === | === Micro Jump Drive operation === | ||
When a MJD is activated, the module spools up for 12 seconds (reduced to a minimum of 9 seconds by the skill {{sk|Micro Jump Drive Operation}}). During this time, the ship can not ''voluntarily'' change its direction, though it may unpredictably change course if it bumps into an immovable object. The signature radius of the ship is also increased by 150% during the spool-up time. A ship attempting to activate an MJD gains a visible orange-white rippling cone effect in front of it. | When a MJD is activated, the module spools up for 12 seconds (reduced to a minimum of 9 seconds by the skill {{sk|Micro Jump Drive Operation}}). During this time, the ship can not ''voluntarily'' change its direction, though it may unpredictably change course if it bumps into an immovable object. The signature radius of the ship is also increased by 150% during the spool-up time. A ship attempting to activate an MJD gains a visible orange-white rippling cone effect in front of it. | ||
The jump is interrupted if the jumping ship is warp scrambled, [[Cloaking|cloaked]], or has an active Bastion Module, at the moment when spool up time ends. Warp Core Stabilizers will not prevent the jump from being interrupted. Interdiction bubbles and warp ''disruptors'' have no effect on micro jump drives. Like other prop modules, the MJD cannot be deactivated before its cycle ends. | The jump is interrupted if the jumping ship is warp scrambled, [[Cloaking|cloaked]], or has an active [[Bastion Module]], at the moment when spool up time ends. Warp Core Stabilizers will not prevent the jump from being interrupted. Interdiction bubbles and warp ''disruptors'' have no effect on micro jump drives. Like other prop modules, the MJD cannot be deactivated before its cycle ends. | ||
After the spool-up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped. | After the spool-up period the ship jumps 100 km to the direction it is facing. The ship retains its velocity and locked targets through the jump. Other ships will also retain locks on the ship that jumped. | ||
After the jump has been completed (or aborted by scrambler) the MJD enters an 180-second cooldown period before it can be used again. Even if the jump fails, the module will still enter its cooldown period | After the jump has been completed (or aborted by scrambler) the MJD enters an 180-second cooldown period before it can be used again. Even if the jump fails, the module will still enter its cooldown period. | ||
===Micro Jump Field Generator=== | === Micro Jump Field Generator === | ||
Micro Jump Field Generators ("MJFGs" or "booshes") are similar to Micro Jump Drives, but they let pilots move surrounding ships and objects with them. | Micro Jump Field Generators ("MJFGs" or "booshes") are similar to Micro Jump Drives, but they let pilots move surrounding ships and objects with them. | ||
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* A Micro Jump Field Generator moves not only the ship itself but also most objects which are within 6 km of the boosher. Up to 25 ships will be carried along. | * A Micro Jump Field Generator moves not only the ship itself but also most objects which are within 6 km of the boosher. Up to 25 ships will be carried along. | ||
** [[Drones]], [[fighters]], [[bombs]], and [[Interdictors#About the "bubble" (Warp Disrupt Probe)|Warp Disrupt Probes]] will also be moved, and will not count towards the 25-ship limit. | ** [[Drones]], [[fighters]], [[bombs]], and [[Interdictors#About the "bubble" (Warp Disrupt Probe)|Warp Disrupt Probes]] will also be moved, and will not count towards the 25-ship limit. | ||
** [[Capital ships]], ([[Jump Freighters|Jump]]), [[Freighters]], | ** [[Capital ships]], ([[Jump Freighters|Jump]]), [[Freighters]], [[Industrial Command Ships]], and deployables will ''not'' be moved. | ||
* [[Warp Scrambler|Warp scramblers]] prevent the boosher or its targets from being jumped. | * [[Warp Scrambler|Warp scramblers]] prevent the boosher or its targets from being jumped. | ||
** Any target that is scrammed will not be jumped | ** Any target that is scrammed will not be jumped | ||
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=== Mobile Micro Jump Unit === | === Mobile Micro Jump Unit === | ||
Mobile Micro Jump Units may be deployed in space, with modest restrictions on proximity to stargates, stations, starbases or Upwell structures. They allow all nearby ships (within 2.5 km) to jump themselves 100 km away in whatever direction they are facing, by right-clicking the Unit and selecting ''Jump''. Jumping using a Mobile Micro unit has a 12-second spool-up, not reduced by skills, and produces the same orange-white rippling cone visual as using a Micro Jump Drive. | Mobile Micro Jump Units may be deployed in space, with modest restrictions on proximity to stargates, stations, starbases or Upwell structures. They allow all nearby ships (within 2.5 km) to jump themselves 100 km away in whatever direction they are facing, by right-clicking the Unit and selecting ''Jump''. Jumping using a Mobile Micro unit has a 12-second spool-up, not reduced by skills, and produces the same orange-white rippling cone visual as using a Micro Jump Drive. | ||
The unit occupies | The unit occupies 50{{m3}} cargo space, takes one minute to deploy, cannot be picked up once deployed, and lasts for two days if not destroyed. For ships up to 1 million tonnes (including the [[Rorqual]]), it can provide a brief window of escape to jump 100km and then try to warp away if under attack. | ||
The Mobile Micro Jump Unit is the only source of micro-jumping available to [[Alpha clones]]. | The Mobile Micro Jump Unit is the only source of micro-jumping available to [[Alpha clones]]. | ||
===Related skills=== | === Related skills === | ||
{{sk|Micro Jump Drive Operation|I}} is required to use any micro jump drives and reduces the spool up time duration by 5% per skill level. | * {{sk|Micro Jump Drive Operation|I}} is required to use any micro jump drives and reduces the spool up time duration by 5% per skill level. | ||
* {{sk|Anchoring|I}} is required to use the Mobile Micro Jump Unit. | |||
[[Category:Fitting]] | [[Category:Fitting]] | ||