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[[File:Cyno Types.png|400px|thumb | [[File:Cyno Types.png|400px|thumb|The three types of Cynosural Fields, the ships that can light them, and the ships that can use their Jump Drives to reach them.]] | ||
'''Jump Drives''' are a means of interstellar travel, and the main alternative to the standard network of stargates. Ships with built-in jump drives can use their drives to instantly travel to a friendly '''Cynosural Field''' or Pharolux Cyno Beacon in another star system, within a limited range and at the cost of consuming Isotopes as fuel. | '''Jump Drives''' are a means of interstellar travel, and the main alternative to the standard network of stargates. Ships with built-in jump drives can use their drives to instantly travel to a friendly '''Cynosural Field''' or Pharolux Cyno Beacon in another star system, within a limited range and at the cost of consuming Isotopes as fuel. | ||
All [[capital ships]], [[Jump | All [[capital ships]], [[Jump Freighters]], and [[Black Ops Battleship]]s have built-in jump drives. Jump drives allow for rapid movement and deployment of both subcapital and supercapital ships across long ranges, and are commonly used for defensive, offensive, and logistical purposes. | ||
==Operation== | == Operation == | ||
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the {{Sk|Jump Drive Operation}} skill to pilot. The following classes of ship contain jump drives: | |||
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the | |||
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]] | * [[Capital_Ship#Dreadnoughts|Dreadnoughts]] | ||
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The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the straight-line 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. These qualities are modified by skills: | The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the straight-line 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. These qualities are modified by skills: | ||
* The skill | * The skill {{Sk|Jump Drive Calibration}} increases the jump range by 20% per level which means at the maximum of level five the range is doubled. | ||
* The skill | * The skill {{Sk|Jump Fuel Conservation}} reduces the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five. | ||
Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. | Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. | ||
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|} | |} | ||
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of | Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of {{Sk|Jump Drive Operation}}). Because Jump Drive Operation level five is required for the {{Sk|Jump Drive Calibration}} skill, it is usually assumed to be at level five. At this level, 71.25% of the capacitor is consumed which rounds up to 75% in everyday communications and is colloquially called "jump cap". Because of the huge amount of cap needed for jumping capital ships usually have a capacitor booster fitted. But, in special cases you would rather fit cap rechargers and capacitor power relays to reduce the amount of time between jumps. | ||
Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.) | Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.) | ||
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{\color{red} ( 1 - JDE_1) \times ( 1 - ( JDE_2 \times 0.869 )) \times ( 1 - ( JDE_3 \times 0.571 )) \times ( 1 - ( JDE_4 \times 0.283 ))} </math> | {\color{red} ( 1 - JDE_1) \times ( 1 - ( JDE_2 \times 0.869 )) \times ( 1 - ( JDE_3 \times 0.571 )) \times ( 1 - ( JDE_4 \times 0.283 ))} </math> | ||
The white part of the formula applies to all [[ | The white part of the formula applies to all [[#Operation|jumpdrive capable ships]]. The green part only applies to [[Jump Freighters]] and the red part only applies to [[Jump Freighters]] and [[Rorqual]]s. The red part is [[Stacking_penalties|stacking penalized]] so the order of the modules is from highest bonus to lowest bonus. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| JFC || {{sk|Jump Fuel Conservation|icon=yes}} level || 0-5 || | | JFC || {{sk|Jump Fuel Conservation|icon=yes}} level || 0-5 || | ||
|- | |- | ||
| JF || {{sk|Jump Freighters|icon=yes}} level || 0-5 || Only applies to [[ | | JF || {{sk|Jump Freighters|icon=yes}} level || 0-5 || Only applies to [[Jump Freighters]]. | ||
|- | |- | ||
| JDE''x'' || [http://games.chruker.dk/eve_online/inventory.php?group_id=1299 Jump Drive Economizer] module || 0.04, 0.07, 0.1 || Jump Drive Economizer fuel bonus. [[Stacking_penalties|Stacking penalized]], ordered with highest bonus | | JDE''x'' || [http://games.chruker.dk/eve_online/inventory.php?group_id=1299 Jump Drive Economizer] module || 0.04, 0.07, 0.1 || Jump Drive Economizer fuel bonus. [[Stacking_penalties|Stacking penalized]], ordered with highest bonus | ||
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|} | |} | ||
==Cynosural Field Types== | == Cynosural Field Types == | ||
''Cynosure'' (pronounced like "sigh no sure") is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It originates in the ancient Greek name for the North Star, making it a very appropriate term for the cynosural fields of New Eden. | ''Cynosure'' (pronounced like "sigh no sure") is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It originates in the ancient Greek name for the North Star, making it a very appropriate term for the cynosural fields of New Eden. | ||
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Cynosural Fields come in three varieties: '''normal''' or so-called '''"hard" cynos''', '''covert cynos''', and '''industrial cynos'''. The three types differ in important ways in their equipment requirements, in their fuel use, and in the ships which they can transport. | Cynosural Fields come in three varieties: '''normal''' or so-called '''"hard" cynos''', '''covert cynos''', and '''industrial cynos'''. The three types differ in important ways in their equipment requirements, in their fuel use, and in the ships which they can transport. | ||
===Normal Cynosural Fields=== | === Normal Cynosural Fields === | ||
[[File:Cynosural field.jpg|thumb|320px | [[File:Cynosural field.jpg|thumb|320px]] | ||
Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by a player-deployed navigational structure, the [[ | Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by a player-deployed navigational structure, the [[Pharolux Cyno Beacon]] (colloquially simply called "beacon" or "cyno beacon"). Cynosural fields are generated or "lit" by the ship module Cynosural Field Generator I. Cynosural fields and their generators are colloquially abbreviated as "cyno". A normal (or "hard") 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 base 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, and the minimum consumption is thus 250. | The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory|icon=yes}} at level one to be fitted. Its base 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, and the minimum consumption is thus 250. | ||
Cynos can only be lit in [[System security|null and low sec]]. Cynos cannot be lit in high sec, and while they can be lit in [[wormhole space]] they serve no purpose as jump drives cannot jump to systems in wormhole space. [[Mobile Cynosural Inhibitor | Cynos can only be lit in [[System security|null and low sec]]. Cynos cannot be lit in high sec, and while they can be lit in [[wormhole space]] they serve no purpose as jump drives cannot jump to systems in wormhole space. [[Mobile Cynosural Inhibitor]]s 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 immediately 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 you land at the destination system's star, not at the former spot of the cyno. | 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 immediately 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 you land at the destination system's star, not at the former spot of the cyno. | ||
As of the September 2019 release, cynos can only be fitted to [[ | As of the September 2019 release, cynos can only be fitted to [[Force Recon]]s and [[Black Ops Battleship]]s. Both Force Recons and Black Ops (except the [[Marshal]]) have 50% reduced cycle time for cynos (both normal and Covert), but Force Recons add an 80% fuel cost reduction on top of the reduced cycle time (reducing the duration to 5 minutes and only 50 Liquid Ozone). Because of this change, recent cyno vigils have typically been done with hulls that can fit an Industrial Cynosural Field instead. | ||
===Covert Cynosural Fields=== | === Covert Cynosural Fields === | ||
Covert Cynosural Fields are a special variant of the "normal" Cynosural Fields discussed above. In a context in which either type might be mentioned, a "normal" cyno is often called a "hard cyno". | Covert Cynosural Fields are a special variant of the "normal" Cynosural Fields discussed above. In a context in which either type might be mentioned, a "normal" cyno is often called a "hard cyno". | ||
Unlike a normal cyno, a Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[ | Unlike a normal cyno, a Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[Black Ops Battleship]], [[Blockade Runners]], [[Frigate#Covert Ops|Covert Ops Frigates]], [[Cruiser#Recon Ships|Force Recon Ships]], [[Stealth Bombers]], and [[Strategic_Cruiser|Strategic Cruisers]] (with the covert subsystem); further, the single hulls [[Etana]], [[Prospect]], and [[Rabisu]]. As a rule all ships which can fit a covert cloak (except the [[Sisters of EVE]] ships) can fit a covert cyno. | ||
The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory|icon=yes}} at level 5. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of [[Cruiser#Recon Ships|Force Recon Cruisers]] and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds. | The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory|icon=yes}} at level 5. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of [[Cruiser#Recon Ships|Force Recon Cruisers]] and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds. | ||
Only [[Black Ops Battleship | Only [[Black Ops Battleship]]s can jump and bridge to covert cynos. Black Ops Battleships can only bridge ships which are able to fit a Covert Ops Cloaking Device (it doesn't have to be fitted). Bridges by Black Ops only last 20 seconds. For more details about bridging mechanics see the below [[#Bridging|section]] about it. | ||
=== Industrial Cynosural Fields === | === Industrial Cynosural Fields === | ||
An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[ | An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[Black Ops Battleship]]s. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to: | ||
* the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half | * the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half | ||
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Industrial Cynos are sometimes used for their visual effect during "cyno vigils" to remember eve online players who died in real life. If other pilots are aware of such an occasion, they usually don't attack those vigils out of piety. | Industrial Cynos are sometimes used for their visual effect during "cyno vigils" to remember eve online players who died in real life. If other pilots are aware of such an occasion, they usually don't attack those vigils out of piety. | ||
==Bridging== | == Bridging == | ||
A Jump Bridge is a way for a [[Titan]] or [[Black Ops Battleship]] to launch its allies, who cannot use jump drives, across space into battle. | A Jump Bridge is a way for a [[Titan]] or [[Black Ops Battleship]] to launch its allies, who cannot use jump drives, across space into battle. | ||
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A (Covert) Jump Portal Generator allows the user to create a bridge to another system. The Jump Portal Generator can only be fitted on a Titan, and the Covert version only to a Black Ops Battleship. They are high-slot passive modules which enable the bridge function of the ship. The module will visibly activate and cycle while the bridge is active, but cannot be manually activated. | A (Covert) Jump Portal Generator allows the user to create a bridge to another system. The Jump Portal Generator can only be fitted on a Titan, and the Covert version only to a Black Ops Battleship. They are high-slot passive modules which enable the bridge function of the ship. The module will visibly activate and cycle while the bridge is active, but cannot be manually activated. | ||
Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the [[Cloaking|Covert Ops Cloaking Device]]. (The ships do not need to have the module fitted in order to use the bridge.) This includes the [[Sisters of EVE]] ships, and [[Strategic | Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the [[Cloaking|Covert Ops Cloaking Device]]. (The ships do not need to have the module fitted in order to use the bridge.) This includes the [[Sisters of EVE]] ships, and [[Strategic Cruisers]] fitted with the Covert Reconfiguration subsystem. | ||
Using the module requires {{sk|Jump Portal Generation|icon=yes}} skill at level one. | Using the module requires {{sk|Jump Portal Generation|icon=yes}} skill at level one. | ||
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As of the October 2014 Phoebe release, traveling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 hours. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump. | As of the October 2014 Phoebe release, traveling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 hours. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump. | ||
* Jump fatigue has a minimum value of 10 x (1 + (LY just | * Jump fatigue has a minimum value of 10 x (1 + (LY just traveled)) minutes | ||
* Otherwise, the existing jump fatigue is multiplied by (1+(LY just | * Otherwise, the existing jump fatigue is multiplied by (1+(LY just traveled)) | ||
[[file:JumpFatigue.png]] | [[file:JumpFatigue.png]] | ||
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Two groups of ships have special considerations: | Two groups of ships have special considerations: | ||
* [[ | * [[Black Ops Battleship]]s and the covert cloaking ships they bridge gain a 75% reduction to effective distance jumped when calculating fatigue. | ||
The following ships gain a 90% reduction to effective distance traveled when calculating fatigue: | The following ships gain a 90% reduction to effective distance traveled when calculating fatigue: | ||
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== External links == | == External links == | ||
* [https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue Jump Activation and Jump Fatigue] (EVE Help Center) | * [https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue Jump Activation and Jump Fatigue] (EVE Help Center) | ||
* [https://www.eveonline.com/ | * [https://www.eveonline.com/news/view/sovereignty-warfare-and-jump-fatigue-changes-coming-in-the-march-release Dev Blog Jump Fatigue Changes March 2018] | ||
* [ | * [https://fatigue.nakamura-labs.com/ Jump Fatigue and Jump Activation Cooldown calculator] | ||
[[Category:Ships]] | [[Category:Ships]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||