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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 or "lit" by the ship module Cynosural Field Generator I. 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. | 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 or "lit" by the ship module Cynosural Field Generator I. 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. | ||
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 are sometimes used for | 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|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 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 [[Cruiser#Recon Ships|Force Recons]] and [[Battleship#Black_Ops|Black Ops Battleships]]. 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). | |||
Cynos are sometimes used for "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. | |||
==Covert Cynosural Fields== | ==Covert Cynosural Fields== | ||