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Jump drives: Difference between revisions

From EVE University Wiki
Edited the introduction. Removed inaccuracy (not only caps have a jump drive). Skill point reference (skill points are mostly needed for the hulls and "a lot" is subjective) and fatigue (to much detail for intro) are removed. Added basic use expl.
Cynosural Fields: Rework of the section.
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==Cynosural Fields==
==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.
''Cynosure'' (pronounced like "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 (low-sec or null-sec), and the array can only be anchored in sovereign nullsec. It is also impossible to produce a cynosural field in wormhole space.
Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by the navigational structure [[Pharolux Cyno Beacon]] (colloquially simply called beacon or cyno beacon). Cynosural fields are generated or "lit" by the ship module Cynosural Field Generator. Cynosural fields and their generators are colloquially abbreviated as cyno. A cynosural field can be seen on the overview from any place in the system and is "warpable". Further, it appears on the universe map.
The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory|icon=yes}} at level one to be fitted. Its activation time is ten minutes and it has a base consumption of 500 Liquid Ozone per cycle. As the Liquid Ozone consumption is reduced by 10% per level of Cynosural Field Theory, the maximum consumption is actually 450 Liquid Ozone per cycle. The minimum consumption is thus 250, but commonly the skill is trained to level four so that 300 Liquid Ozone are needed. This corresponds to 120 m³ of cargo which fits into the [[corvettes]] Ibis, Velator, and Reaper (but not Impairor). Those ships are popular as throw away cyno ships, because you can always board your corvette in any structure. Cynos can only be lit in [[System security|null and low sec]] but not in high sec and [[wormhole space]]. [[Mobile Cynosural Inhibitor|Mobile Cynosural Inhibitors]] prevent the activation of cynos in a 200km radius but do not remove existing cynos. Solar systems as a whole can be cyno jammed either through the navigation structure [[Tenebrex Cyno Jammer]] or a [[Incursion#Constellation_Penalties|Sansha Incursion]].
If you want to light a cyno you have to be in a fleet (only fleet members can jump to that cyno) and slower than 500 m/s. After you light the cyno your nominal speed becomes zero but you continue to drift and can also be bumped, but the cynosural field stays at the position, where you lit it. Further, you cannot dock in a station or structure and cannot eject, but you can self destruct. Indeed you can light a cyno after you initiated the self destruct sequence. This is used as a trick for extra safe traveling. The cyno needs several seconds until it appears on the universe map. If you light the cyno shortly before you self destruct and immediatly jump to it, you can minimize the risk of being caught. But, be aware that if you jump to a cyno in the same moment as the cyno ship dies you still jump but don't land at the former spot of the cyno but at the sun – usually, a very undesirable result.


The Field Generator module requires the {{sk|Cynosural Field Theory|icon=yes}} skill to operate. For a ship to activate the module, it must have 500 units (200 m<sup>3</sup>) 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 {{sk|Cynosural Field Theory|icon=yes}} 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. (Other systems still work as normal.) 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. It also appears on the universe map. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recon Ships|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.
Cynos are commonly lit on cheap expandable ships. Corvettes have already been mentioned above. T1 exploration frigates are also useful as they have a relatively big cargo hold, while being cheap and warping fast. [[Nereus]] can be useful for cynos which are supposed to stay up as they can fit a strong passive shield regen tank and have a good cargo. Typical ships to fit a bait cyno are the [[Maller]] and [[Gnosis]] as they are cheap and can be fitted relatively tanky. [[Cruiser#Recon Ships|Force Recons]] have a bonus to cynos (80% fuel reduction and 50% cycle time), but they are more relevant for covert cyno, which are explained below.


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.
Cynos are sometimes used for cyno vigils to remember eve online players who died in real life. If other pilots are aware of such an occasion they don't attack those vigils out of piety.
 
Once the cyno is lit, a capital ship in the same fleet as the ship lighting it (or in the same alliance, in the case of the array) can right-click on the pilot lighting the cyno and select "Jump" to jump to the field.


==Jump Bridges==
==Jump Bridges==