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{{Update|Add something about the new Jump Gate, Cyno Beacon and Cyno Jammer. Also check the sections after the Operation section}} | {{Update|Add something about the new Jump Gate, Cyno Beacon and Cyno Jammer. Also check the sections after the Operation section}} | ||
{{Update|Announcement of changes coming to Cynos in September 2019 : https://forums.eveonline.com/t/chaos-era-continues-cyno-update/182197}} | |||
Most [[Capital_Ship|capital ships]], the largest ships in New Eden, have more options than just stargates to move around. These ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. Operating a jump drive requires a lot of skill points, but it gives capital ships the potential to move to a different system very quickly (subject to [[Jump_Drives_and_Cynosural_Fields#Jump_Fatigue|Jump Fatigue]]). | |||
==Operation== | ==Operation== | ||
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* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] | * [[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. The fuel required depends on the | 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 Mining|ice mined in that race's territory]]. The respective fuel type for each race is: | ||
<table border="1"> | <table border="1"> | ||
<tr><td>Amarr | <tr><td>Amarr</td><td>Helium isotopes</td></tr> | ||
<tr><td>Caldari | <tr><td>Caldari</td><td>Nitrogen isotopes</td></tr> | ||
<tr><td>Gallente | <tr><td>Gallente</td><td>Oxygen isotopes</td></tr> | ||
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr> | <tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr> | ||
<tr><td>ORE</td><td>Oxygen isotopes</td></tr> | |||
</table> | </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 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 base figures, as shown in the table. Jump ranges are prone to rebalance with patches. Used to be 3.5 - 6.5 ly base ranges, but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec. This change is being reverted, together with a big increase in jump ranges for the capital industrial ship, in the November 2016 Ascension expansion. | ||
The skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] | |||
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 base figures, as shown in the table. Jump ranges are prone to rebalance with patches. Used to be 3.5 - 6.5 ly base ranges, but were shortened during the October 2014 Phoebe release as part of an effort to reduce long range power projection in nullsec. This change is being reverted, together with a big increase in jump ranges for the capital industrial ship, in the November 2016 Ascension expansion. | |||
<table border="1"> | |||
<tr><th>Ship type</th> <th>Base Range</th><th>Max Skills Range</th><th>Fuel per ly</th><th>Fuel bay (m3)</th><th>Fuel bay (units)</th></tr> | |||
<tr><td>Dreadnought</td> <td>3.5 ly</td> <td>7.875 ly</td> <td>3000 units</td> <td>8 000</td> <td>266 666</td></tr> | |||
<tr><td>Carrier</td> <td>3.5 ly</td> <td>7.875 ly</td> <td>3000 units</td> <td>3 000</td> <td>100 000</td></tr> | |||
<tr><td>FAX</td> <td>3.5 ly</td> <td>7.875 ly</td> <td>3000 units</td> <td>3 000</td> <td>100 000</td></tr> | |||
<tr><td>Supercarrier</td> <td>3 ly</td> <td>6.75 ly</td> <td>3000 units</td> <td>5 000</td> <td>166 666</td></tr> | |||
<tr><td>Titan</td> <td>3 ly</td> <td>6.75 ly</td> <td>3000 units</td> <td>60 000</td> <td>2 000 000</td></tr> | |||
<tr><td>Jump Freighter (Anshar)</td> <td>5 ly</td> <td>11.25 ly</td> <td>9400 units</td> <td>12 000</td> <td>400 000</td></tr> | |||
<tr><td>Jump Freighter (Nomad)</td> <td>5 ly</td> <td>11.25 ly</td> <td>8200 units</td> <td>12 000</td> <td>400 000</td></tr> | |||
<tr><td>Jump Freighter (Ark)</td> <td>5 ly</td> <td>11.25 ly</td> <td>8800 units</td> <td>12 000</td> <td>400 000</td></tr> | |||
<tr><td>Jump Freighter (Reha)</td> <td>5 ly</td> <td>11.25 ly</td> <td>10000 units</td> <td>12 000</td> <td>400 000</td></tr> | |||
<tr><td>Black Ops Battleship</td><td>4 ly</td><td>9 ly</td> <td>700 units</td><td>1 250</td> <td>41 666</td></tr> | |||
<tr><td>Capital Industrial Ship</td><td>5 ly</td><td>11.25 ly</td> <td>4000 units</td><td>10 000</td><td>333 333</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]]) | 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 the above mentioned ships are relatively weak just after jumping. Capital ships making multiple jumps are often fit with cap rechargers and capacitor power relays (a ''travel fit'') to reduce the amount of time between jumps. | ||
== | ==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 (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. | |||
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. | |||
The | |||
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. | |||
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 | ==Jump Bridges== | ||
[[Titans]] and [[Black Ops]] ships are able to fit a special module called a Jump Portal Generator. This is a high-slot passive module which enables the Bridge function of the ship. This allows them to transport other ships to a cynosural field, even if the other ships do not have jump drives of their own. Using the module requires {{sk|Jump Portal Generation|icon=yes}}. The ship with the Generator must first be within jump range of a cyno lit by a member of the fleet. Once the cyno is lit, the Generator pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. The jump bridge stays open for one minute, and immobilizes the ship holding it open. The act of opening a Titan bridge costs 500 units of Strontium Clathrates (there is no cost for opening a Black Ops bridge), modified by {{sk|Jump Portal Generation|icon=yes}}, and when ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold. Titan bridges last for 60 seconds and have ''huge'' fuel bays (60000m3). | |||
This allows them to transport other ships to a cynosural field | |||
Using the module requires {{sk|Jump Portal Generation|icon=yes}} | |||
The ship with the | |||
Once the cyno is lit, the Generator pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet. | |||
The jump bridge stays open for one minute, and immobilizes the ship holding it open. | |||
The act of opening a Titan bridge costs 500 units of Strontium Clathrates (there is no cost for opening a Black Ops bridge), modified by {{sk|Jump Portal Generation|icon=yes}}, and when ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. | |||
If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold. | |||
For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up. | For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up. | ||
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==Covert Cynosural Fields== | ==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 [[Battleship#Black_Ops|Black Ops Battleships]], as well as all ships that can fit a [[Cloaking|Covert Ops Cloaking Device]], with exception of the [[Astero]] and [[Stratios]]: | |||
The | |||
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]] | |||
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]] | |||
* [[Stealth_Bomber|Stealth Bombers]] | |||
* [[Cruiser#Recon Ships|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 a few important ways. | |||
* Activating the module requires the [[Skills:Navigation#Cynosural_Field_Theory|Cynosural Field Theory]] skill to be trained to V. | |||
* The field does not appear on the overview of everyone in the system (although it still shows up when probed or scanned for). | |||
* The fuel cost and duration are a tenth of that of a normal cynosural field. | |||
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays. | |||
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds. | |||
Only [[ | 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, does not have to be fit just has to be able to fit it, (Covert Ops, Stealth Bombers, Force Recons, Blockade Runners) and T3 cruisers with the Covert Reconfiguration subsystem installed 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. | ||
==Jump Fatigue and Jump Activation Cooldown== | ==Jump Fatigue and Jump Activation Cooldown== | ||