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Jump drives: Difference between revisions

From EVE University Wiki
Added Phoebe Jump Fatigue mechanics
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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 fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, 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.
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 fitted with a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, 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=
As of the October 2014 Phoebe release, travelling 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 30 days. 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 travelled)) minutes
* Otherwise, the existing jump fatigue is multiplied by (1+*LY just travelled)
After each jump, a Jump Reactivation Timer also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal. The magnitude of the Jump Cooldown Timer is a function of the Jump Fatigue present on the pilot [u]before the jump[/u], with a minimum value of 1+(LY just travelled) in minutes.
In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Two groups of ships have special considerations:
* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 50% reduction to effective distance jumped when calculating fatigue.
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]], [[Hauling#Deep_Space_Transports_.28T2_Industrial.29|Deep Space Transports]] and [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]] gain a 90% reduction to effective distance travelled when calculating fatigue.




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