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{{Update|November 9, 2021 patch (Version 19.10) added timer changes for linking to an ESS.}}
{{Update|November 9, 2021 patch (Version 19.10) added timer changes for linking to an ESS.}}
{{legality}}
 
{{FlashyCSS}} {{legality}}
A brief overview of the basics of timers and their impact on capsuleers in empire space.
A brief overview of the basics of timers and their impact on capsuleers in empire space.


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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.
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 [[EVE University Rules#Rules of Engagement|rules of engagements]] and [[remote assistance]].
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 engagement]] and [[remote assistance]].


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.
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.
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==== Non-Capsuleer Log-Off Timer ====
==== Non-Capsuleer Log-Off Timer ====
{| class="wikitable" style="vertical-align:middle;"
{| class="wikitable"
| valign="top" style="padding:0px;" | [[File:flag_npc.jpg|68px|'''NPC''' flag]]
| [[File:flag_npc.jpg|68px|NPC flag]]
| 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)
| {{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)
|}
|}
The '''non-capsuleer log-off timer''' is created when you either shoot or get shot by an NPC.
The '''non-capsuleer log-off timer''' is created when you either shoot or get shot by an NPC.
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==== Capsuleer Log-Off Timer ====
==== Capsuleer Log-Off Timer ====
{| class="wikitable" style="vertical-align:middle;"
{| class="wikitable"
| valign="top" style="padding:0px;" | [[File:flag_pvp.jpg|68px|'''PvP''' flag]]
| [[File:flag_pvp.jpg|68px|PvP flag]]
| 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).
| {{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).
|}
|}
The '''capsuleer log-off timer''' is created when you either shoot or get shot by a fellow capsuleer.
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.
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. This timer also prevents you from using '[[filament]]' items to teleport to another solar system.


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.
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.


==== Weapon Timer ====
==== Weapon Timer ====
{| class="wikitable" style="vertical-align:middle;"
{| class="wikitable"
| valign="top" style="padding:0px;" | [[File:flag_weapon.jpg|68px|'''Weapon''' flag]]
| [[File:flag_weapon.jpg|68px|Weapon flag]]
| 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).
| {{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).
|}
|}
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.
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.
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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.
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 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.
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 ===
=== Legality Timers ===
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==== Suspect Timer ====
==== Suspect Timer ====
{| class="wikitable" style="vertical-align:middle;"
{| class="wikitable"
| valign="top" style="padding:0px;" | [[File:flag_suspect.jpg|68px|'''Suspect''' flag]]
| [[File:flag_suspect.jpg|68px|Suspect flag]]
| 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).
| {{co|yellow|'''Suspect Timer'''}}<br>'''Cause:''' Committed a "suspect"-level offense.<br>'''Consequence:''' Capsuleers may freely engage (15 minutes).
|}
|}
<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. 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).
[[File:icon_timer_suspect.png|16px|link=]] {{co|#ffd75f|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.
 
<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.
 
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).


==== Criminal Timer ====
==== Criminal Timer ====
{| class="wikitable" style="vertical-align:middle;"
{| class="wikitable"
| valign="top" style="padding:0px;" | [[File:flag_criminal.jpg|68px|'''Criminal''' flag]]
| [[File:flag_criminal.jpg|68px|Criminal flag]]
| 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).
| {{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).
|}
|}
<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:icon_timer_criminal.png|18px|link=]] {{co|red|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.
 
<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.


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).
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).
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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.
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.


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.
Jumping into or undocking a ship in high security space as a criminal will allow you to benefit from the [[#Session Change Timer|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 ====
==== Limited Engagement Timer ====
[[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.]]
[[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.]]
{| class="wikitable" style="vertical-align:middle;"
{| class="wikitable"
| valign="top" style="padding:0px;" | [[File:flag_limited.png|68px|'''Limited Engagement''' flag]]
| [[File:flag_limited.png|68px|Limited Engagement flag]]
| 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)''.
| {{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)''.
|}
|}
<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).
<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).
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== Other timers ==
== Other timers ==
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.
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.
=== Session Change Timer (SCT) ===
 
=== Session Change Timer ===
{{anchor|Session timer}}
{{anchor|Session timer}}
[[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.]]
[[File:Sct.jpg|thumb|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 {{co|lightgreen|visible}} 10 second timer initiated after performing one of the following things:
The '''Session Change Timer (SCT)''' is a {{co|lightgreen|visible}} 10 second timer initiated after performing one of the following things:
* Logging into the game.
* Logging into the game.
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Here's an example of when a session change, due to changing positions in a fleet, ruins your day:
Here's an example of when a session change, due to changing positions in a fleet, ruins your day:
{{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.}}
{{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.
}}
Here's another example of a session change due to having your ship destroyed leads to further losses:
Here's another example of a session change due to having your ship destroyed leads to further losses:
{{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.}}
{{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.
}}


=== Location Change Timer ===
=== Location Change Timer ===
[[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.]]
[[File:Location Change Timer.png|thumb|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 {{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.
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.
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=== Jump Cloak Timer ===
=== Jump Cloak Timer ===
[[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.]]
[[File:jump_cloak_timer.png|thumb|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 {{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.
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.


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


=== Warp-Field Collapse Warning ===
=== Warp-Field Collapse Warning ===
:''Main article: [[Abyssal Deadspace]] and [[Abyssal Proving Grounds]]''
: ''Main article: [[Abyssal Deadspace]] and [[Abyssal Proving Grounds]]''
[[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.]]
[[File:Warp_field_collapse_warning.png|thumb|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 {{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.
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.


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=== Warp Invulnerability Timer ===
=== Warp Invulnerability Timer ===
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.
The '''Warp Invulnerability Timer''' is a {{co|crimson|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.


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."
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."


=== Jump Fatigue and Jump Activation Cooldown ===
=== Jump Fatigue and Jump Activation Cooldown ===
{{main|Jump Drives and Cynosural Fields}}
{{main|Jump Drives and Cynosural Fields}}
[[File:Icon timer jump fatigue.png|right|link=]]
[[File:Icon timer jump fatigue.png|right|link=]]
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=== Logout timer ===
=== Logout timer ===
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).
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=]] [[#Non-Capsuleer Log-Off Timer|Non-Capsuleer]] and [[File:icon_timer_capsuleer.png|16px|link=]] [[#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).


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).
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.}}
{{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 ====
==== 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:
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.
* Turning on or having any active modules running.
* Ejecting from the ship.
* 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]].
* Aggressed by players or NPCs, ie having a [[File:icon_timer_non-capsuleer.png|16px|link=]] [[#Non-Capsuleer Log-Off Timer|Non-Capsuleer]] or a [[File:icon_timer_capsuleer.png|16px|link=]] [[#Capsuleer Log-Off Timer|Capsuleer Log-Off Timer]].
* Exploding or having initiated a self-destruct.
* Exploding or having initiated a self-destruct.
* Moving or initiating a moving command.
* Moving or initiating a moving command.
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* Being cloaked, including the [[#Jump Cloak Timer|Jump Cloak Timer]] from taking stargates or wormholes.
* 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.
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.]]
| 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.]]
|}


<div style='display: flex; flex-wrap: wrap;">
<div style="min-width: 250px;">
[[File:logoff_timer_options.png|thumb|To use the '''safe logoff''' you right-click your HUD's capacitor and select the '''Log Off Safely''' option.]]
</div>
<div style="min-width: 250px;">
[[File:logoff_timer_error.png|thumb|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.]]
</div>
<div style="min-width: 250px;">
[[File:logoff_timer_countdown.png|thumb|When you initiate a '''safe logoff''' in space you'll see this window until you're safely logged off.]]
</div>
</div>
{{Clear}}
=== Wormhole polarization timer ===
=== Wormhole polarization timer ===
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>
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 ===
=== Active Boosters timer ===
[[File:Active_Boosters_hoverover.png|thumb|200px|The icon will also have a number next to it, showing the number of active boosters.]]
{{see also|Medical boosters}}
{{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.]]
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.
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.


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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 ==
== External links ==
 
* Log off mechanic threads [https://forums-archive.eveonline.com/topic/32182 here] (2011) and [https://forums-archive.eveonline.com/topic/25340 here] (2011) on the official EVE Online forum (Archived).
* 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]
* [https://support.eveonline.com/hc/en-us/sections/201141682-Crimewatch CCP's support page on Crimewatch]
* [http://www.youtube.com/watch?v=TyjBwWcFGe0 Pirating Timer Video] (2007)


* [http://www.youtube.com/watch?v=TyjBwWcFGe0 Pirating Timer Video]
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[[Category:Game mechanics]]
[[Category:Game mechanics]]