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* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid. | * Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid. | ||
==See also== | ==See also== | ||
* [[Warp | * [[Warp mechanics]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]][[Category:PvP]] | ||
[[Category:PvP]] | |||