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Jump drives: Difference between revisions

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Jump Bridges: Clarified effects of Jump Fuel Conservation.
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Categorized.
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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]]).  
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]]).  


=Jump Drives=
==Operation==
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|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 [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives:  
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]
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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 [[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.
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=
==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.
''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.
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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.
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 Bridges=
==Jump Bridges==


[[Titans]] and [[Black Ops]] ships are able to fit a special module called a Jump Portal Generator. 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 the bridge costs 500 units of Strontium Clathrates (modified by {{sk|Jump Portal Generation|icon=yes}}), and when ships jump across the bridge, they consume fuel from the Generator ship's fuel bay. When a ship opens a jump portal, it does not automatically jump through.
[[Titans]] and [[Black Ops]] ships are able to fit a special module called a Jump Portal Generator. 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 the bridge costs 500 units of Strontium Clathrates (modified by {{sk|Jump Portal Generation|icon=yes}}), and when ships jump across the bridge, they consume fuel from the Generator ship's fuel bay. When a ship opens a jump portal, it does not automatically jump through.
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Both Titans and Black Ops can bridge and jump to Cynosural Fields, but only Black Ops can bridge and jump to Covert Cynosural Fields.
Both Titans and Black Ops can bridge and jump to Cynosural Fields, but only Black Ops can bridge and jump to Covert Cynosural Fields.


=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]]:  
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]]:  
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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 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.
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=
==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 5 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.
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 5 days. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.
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* After waiting for 3h10m for the JRT to decay, the pilot has JRT:0m and JF:7d18h58m
* After waiting for 3h10m for the JRT to decay, the pilot has JRT:0m and JF:7d18h58m
* After the fifth jump, the pilot has JRT:19h5m and JF:30d (because JF caps at 30d)
* After the fifth jump, the pilot has JRT:19h5m and JF:30d (because JF caps at 30d)


Two groups of ships have special considerations:
Two groups of ships have special considerations:
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* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 75% reduction to effective distance jumped when calculating fatigue.
* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 75% 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.
* [[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.
[[Category:Ships]]
[[Category:Game mechanics]]