Difference between revisions of "User:Erwin Madelung/Sandbox2"

From EVE University Wiki
Jump to: navigation, search
Line 1: Line 1:
==Cynosural Fields==
+
==Jump Portal==
  
''Cynosure'' (pronounced like "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.
+
A (Covert) Jump Portal Generator allows 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|black ops battleship]]. They are  high-slot passive modules which enable the bridge function of the ship.
 +
This allows them to transport other ships to a cynosural field or beacon.
 +
Titans can bridge any subcap while black ops battleship can bridge
  
Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by the navigational structure [[Pharolux Cyno Beacon]] (colloquially simply called beacon or cyno beacon). Cynosural fields are generated by the ship module Cynosural Field Generator. Cynosural fields and their generators are colloquially abbreviated as cyno. A cynosural field can be seen on the overview from any place in the system and is "warpable". Further, it appears on the universe map.
+
even if the other ships do not have jump drives of their own.
The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory|icon=yes}} at level one to be fitted. Its activation time is ten minutes and it has a base consumption of 500 Liquid Ozone per cycle. As the Liquid Ozone consumption reduced by 10% per level of Cynosural Field Theory, the maximum consumption is actually 450 Liquid Ozone per cycle. The minimum consumption is thus 250, but commonly the skill is trained to level four so that 300 Liquid Ozone is needed. This corresponds to 120 m³ of cargo which fits into the [[corvettes]] Ibis, Velator, and Reaper (but not Impairor). Those ships are popular as throw away cyno ships, because you can always board your corvette in any structure. Cynos can only be lit in [[System security|null and low sec]] but not in high sec and [[wormhole space]]. [[Mobile Cynosural Inhibitor|Mobile Cynosural Inhibitors]] 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 selfdestruct and immediatly jump to it, you can minimize your risk to be caught. But, be aware that if you jump to a cyno in the same moment as the cyno ship dies you still jump but don't land at the former spot of the cyno but at the sun – usually, a very undesirable result.
 
  
Cynos are commonly lit on cheap expandable ships. Corvettes have already been mentioned above. T1 exploration frigates are also useful as they have a relatively big cargo hold, while being cheap and warping fast. [[Nereus]] can be useful for cynos which are supposed to stay up as they can fit a strong passive shield regen tank and have a good cargo. Typical ships to fit a bait cyno are the [[Maller]] and [[Gnosis]] as they are cheap and can be fitted relatively tanky. [[Cruiser#Recon Ships|Force Recons]] have a bonus to cynos (80% fuel reduction and 50% cycle time), but they are more relevant for covert cyno, which are expleained below.
+
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 a Titan bridge costs 500 units of Strontium Clathrates (there is no cost for opening a Black Ops bridge), modified by {{sk|Jump Portal Generation|icon=yes}}, and when ships jump across the bridge, they consume fuel from the bridging ship's fuel bay.
 +
If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold. Titan bridges last for 60 seconds and have ''huge'' fuel bays (60000m3).  
 +
 
 +
For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.
 +
 
 +
Ships that jump through a jump portal use up isotopes from the bridger's fuel hold. The formula to calculate how much fuel is used is:
 +
 
 +
{{code|Mass × Portal Consumption Mass Factor × Base Cost × Skill Mod × Distance in LY}}
 +
 
 +
{| class="wikitable"
 +
|
 +
!Titan
 +
!Black Ops
 +
|-
 +
|Base Cost
 +
|3000 Isotopes
 +
|700 Isotopes
 +
|-
 +
|Portal Consumption Mass Factor
 +
|0.000000001
 +
|0.000000135
 +
|-
 +
|Skill Modifier
 +
|colspan="2" |1 - (0.1 x Generator's {{sk|Jump Fuel Conservation|icon=yes}} level)
 +
|}
 +
 
 +
For example, a Manticore jumping through a Black Ops bridge will consume 69 isotopes per LY with {{sk|Jump Fuel Conservation|V|icon=yes}}:
 +
 
 +
{{code|<nowiki>1,470,000kg mass x 0.000000135 x 700 isotope base cost x 0.5 JFC V modifier x 1LY = 69.4575</nowiki>}}
 +
 
 +
Both Titans and Black Ops can bridge and jump to Cynosural Fields, but only Black Ops can bridge and jump to Covert Cynosural Fields.
 +
 
 +
A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.

Revision as of 18:20, 18 July 2019

Jump Portal

A (Covert) Jump Portal Generator allows 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. This allows them to transport other ships to a cynosural field or beacon. Titans can bridge any subcap while black ops battleship can bridge

even if the other ships do not have jump drives of their own.

Using the module requires Icon skillbook2.png Jump Portal Generation. 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 a Titan bridge costs 500 units of Strontium Clathrates (there is no cost for opening a Black Ops bridge), modified by Icon skillbook2.png Jump Portal Generation, and when ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold. Titan bridges last for 60 seconds and have huge fuel bays (60000m3).

For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.

Ships that jump through a jump portal use up isotopes from the bridger's fuel hold. The formula to calculate how much fuel is used is:

Mass × Portal Consumption Mass Factor × Base Cost × Skill Mod × Distance in LY
Titan Black Ops
Base Cost 3000 Isotopes 700 Isotopes
Portal Consumption Mass Factor 0.000000001 0.000000135
Skill Modifier 1 - (0.1 x Generator's Icon skillbook2.png Jump Fuel Conservation level)

For example, a Manticore jumping through a Black Ops bridge will consume 69 isotopes per LY with Icon skillbook2.png Jump Fuel Conservation V:

1,470,000kg mass x 0.000000135 x 700 isotope base cost x 0.5 JFC V modifier x 1LY = 69.4575

Both Titans and Black Ops can bridge and jump to Cynosural Fields, but only Black Ops can bridge and jump to Covert Cynosural Fields.

A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.