Difference between revisions of "User:Sichlor auscent"

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I should probably make a new page for the [[Tech I Role Reference]].
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My additions to the wiki:
 
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* [[Tech I Role Reference]]
==Jump Drives and Cynosural Fields==
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* [[Jump Drives and Cynosural Fields]]
 
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* [[Pipe Bombing]]
Most [[Capital_Ship|capital ships]], the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.
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* [[Pirate Faction Ship Guide]]
 
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* [[Alliance Tournament]]
===Jump Drives===
 
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives:
 
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]
 
* [[Capital_Ship#Carriers|Carriers]]
 
* [[Capital_Ship#Supercarriers|Supercarriers]]
 
* [[Capital_Ship#Titans|Titans]]
 
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]
 
* [[Battleship#Black_Ops|Black Ops Battleships]]
 
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]
 
 
 
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining ice mined in that race's territory. The respective fuel type for each race is:
 
 
 
<table border="1">
 
<tr><td>Amarr</td><td>Helium isotopes</td></tr>
 
<tr><td>Caldari</td><td>Nitrogen isotopes</td></tr>
 
<tr><td>Gallente</td><td>Oxygen isotopes</td></tr>
 
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr>
 
<tr><td>ORE</td><td>Oxygen isotopes</td></tr>
 
</table>
 
 
 
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] (25% increase per level), and the fuel consumption is reduced by the skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] (10% reduction per level). Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. These three skills make a huge difference to the figures shown in the table.
 
 
 
<table border="1">
 
<tr><th>Ship type</th>      <th>Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr>
 
<tr><td>Dreadnought</td>    <td>5 ly</td>  <td>1000 units</td> <td>8000</td>  <td>53333</td></tr>
 
<tr><td>Carrier</td>        <td>6.5 ly</td> <td>1000 units</td> <td>3000</td>  <td>20000</td></tr>
 
<tr><td>Supercarrier</td>  <td>5 ly</td>  <td>1000 units</td> <td>5000</td>  <td>33333</td></tr>
 
<tr><td>Titan</td>          <td>3.5 ly</td> <td>1000 units</td> <td>60000</td> <td>400000</td></tr>
 
<tr><td>Jump Freighter</td> <td>5 ly</td>  <td>3100 units</td> <td>10000</td> <td>66666</td></tr>
 
<tr><td>Black Ops Battleship</td><td>3.5 ly</td><td>300 units</td><td>1250</td>  <td>8333</td></tr>
 
<tr><td>Capital Industrial Ship</td><td>5 ly</td><td>1000 units</td><td>10000</td><td>66666</td></tr>
 
</table>
 
 
 
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]), so capital ships are relatively weak just after jumping.
 
 
 
===Cynosural Fields===
 
''Cynosure'' (say "SIGH no sure") is a little-used word. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.
 
 
 
In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a POS. The module can only generate a cynosural field in systems with a [[System_Security|security]] of 0.4 or below, and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.
 
 
 
The Field Generator module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to operate. For a ship to activate the module, it must have 500 units (200 m3) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recons|Force Recon]] cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.
 
 
 
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to enter sovereign nullsec.
 
 
 
Once the cyno is lit, a capital ship in the same fleet at the ship lighting it (or in the same alliance, in the case of the array) can activate their jump drive to jump to the field.
 
 
 
===Jump Bridges===
 
 
 
===Covert Cynosural Fields===
 
 
 
The Covert Cynosural Field Generator is a module similar to the regular Cynosural Field Generator, but it can only be fit to ships that can fit a [[Cloaking|Covert Ops Cloaking Device]]:
 
 
 
* [[Battleship#Black_Ops|Black Ops Battleships]]
 
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]
 
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]
 
* [[Stealth_Bomber|Stealth Bombers]]
 
* [[Cruiser#Recons|Force Recon Cruisers]]
 
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)
 
 
 
The module generates a ''covert cynosural field'', which is different to the normal cynosural field in three important ways: firstly, to use it requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V; secondly, it does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for); and finally, the fuel cost and duration are a tenth of that of a normal cynosural field. It still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recons|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.
 
 
 
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship that can fit a Covert Ops Cloaking Device can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.
 
  
 
==Item Types==
 
==Item Types==

Latest revision as of 08:51, 11 June 2015

My additions to the wiki:

Item Types

Ammunition and Charges

Anything that can be loaded into a module.

  • Bombs
  • Ammo
  • Missiles
  • Probes
  • Scripts

Apparel

Items that change how an avatar looks.

  • Accessories
  • Men's clothing
  • Women's clothing

Blueprints

AKA BPOs. Blueprints are used in the manufacture of items. They can be researched to make better blueprints.

Drones

Tiny automatic ships that can be loaded into and deployed from a drone bay.

  • Combat drones
  • Combat utility drones
  • Drone upgrades
  • Electronic warfare drones
  • Logistic drones
  • Mining drones

Implants and Boosters

Items that can be used to increase the attributes or skills of a character. Boosters last for a limited time, and implants last until removed voluntarily or podded.

Manufacture and Research

Items used in any sort of manufacturing process.

  • Components
    • Ship components
    • Tech 2 and 3 components
    • Datacores
    • Outpost platforms
    • Station components
  • Materials
    • Alloys
    • Salvage
    • Gas and gas products
    • Ice and ice products
    • Moon materials
    • Ore and minerals
    • Planetary materials
  • Reaction recipes

Planetary Infrastructure

Command centers for planetary interaction, and customs offices for planets that don't have one.

Ship Equipment

All modules.

Ship Modifications

Rigs and tier 3 subsystems.

Ships

All spaceships.

  • Frigates
  • Destroyers
  • Cruisers
  • Battlecruisers
  • Battleships
  • Capital ships
    • Dreadnoughts
    • Carriers
    • Titans
  • Industrial ships
  • Freighters
  • Shuttles
  • Mining barges

Skills

All skillbooks.

Starbase and Sovereignty Structures

Starbases (POSes) are corporation-owned structures, anchored at moons. They are typically capable of some industrial and defensive tasks. This category also includes all structures used to claim or maintain sovereignty in nullsec.

Trade Goods

  • Dog tags
  • PLEX
  • charters
  • items traded by NPCs