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m →Weapon Timer: Punctuation :) |
→Other Timers: Corrected the jump cloak timer (old information), tidied up a few of the others. |
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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 interfere in a fight between two parties, aiding a suspect or an outlaw is usually a {{icon|timer suspect|16}} {{co|#ffd75f|Suspect offence}} and assisting criminals is a {{icon|timer criminal|18}} {{co|red|Criminal offence}}. | Whenever you remotely assist someone, you will automatically inherit all the combat timers of the one you're assisting. Using [[remote assistance]] to interfere in a fight between two parties, aiding a suspect or an outlaw is usually a {{icon|timer suspect|16}} {{co|#ffd75f|Suspect offence}} and assisting criminals is a {{icon|timer criminal|18}} {{co|red|Criminal offence}}. | ||
= Other | = 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. | |||
== Session Change Timer (SCT) == | == Session Change Timer (SCT) == | ||
[[Image: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.]] | |||
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. | |||
* 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: | |||
{{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 on. 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: | |||
{{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.}} | |||
== Station undock invulnerability timer == | |||
Whenever you undock from a station there's a {{co|crimson|hidden}} timer that makes you a ghost, for lack of a better word, for 30 seconds or until you move, activate a module or target someone. While in this ghost-like state you're practically ''"invulnerabile"''; you cannot be locked and cannot bump against other ships, intentionally or not. | |||
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. | |||
Be aware that there are stations, so called ''"kick-out"'' stationsm 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 the enemy ample time to lock and attack you. | |||
== Jump Cloak Timer == | |||
[[image: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.]] | |||
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. | |||
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: | |||
{{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.}} | |||
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''' | |||
== Logout timer == | == Logout timer == | ||
[[image:logoff_timer_countdown.png|thumb|300px|right|When you initiate a '''safe logoff''' in space you'll see this window until you're safely logged off.]] | |||
If you log out or close the client while in space, your ship will try to do an ''"emergency warp"'' to a random location where you will remain for at least 1 minute. This timer is {{co|crimson|hidden}} and cannot be seen by anyone. The emergency warp will only be attempted once and is subject to normal [[warp disruption]], so if you were warp disrupted at the time of your disconnect, your ship will not warp away but will continue to count down towards the potential logoff. Be aware that both the {{icon|timer npc|16}} [[Timers#Non-Capsuleer_Log-Off_Timer|Non-Capsuleer]] and {{icon|timer pvp|16}} [[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). | |||
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). | |||
{{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 inside 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.<br> | 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 inside 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.<br> | ||
== Trade modification timer == | == 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 == | == 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 confirm quit corporation. | 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 confirm quit corporation. | ||
== 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. | ||