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===Cynosural Fields=== | ===Cynosural Fields=== | ||
In order to jump, a jump drive must be locked onto a cynosural field, or "cyno". These fields can be produced either by the | In order to jump, a jump drive must be locked onto a cynosural field, or "cyno". 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 Field Generator module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to operate. For a ship to activate the module, it must have 500 units (200 m3) 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 [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] 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. When the cyno is active, anybody in the system can warp to its location, making the cyno pilot a sitting duck. As a result, most ships that light a cyno are expendable frigates. | The Field Generator module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to operate. For a ship to activate the module, it must have 500 units (200 m3) 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 [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] 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. When the cyno is active, anybody in the system can warp to its location, making the cyno pilot a sitting duck. As a result, most ships that light a cyno are expendable frigates. | ||