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m →Covert Cynosural Fields: More paragraphing and clarification. |
Various clarifying tweaks, copyedits, and a revised subheading structure. |
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[[File:Cyno Types.png|400px|thumb|right|The three types of Cynosural Fields, the ships that can light them, and the ships that can use their Jump Drives to reach them.]] | [[File:Cyno Types.png|400px|thumb|right|The three types of Cynosural Fields, the ships that can light them, and the ships that can use their Jump Drives to reach them.]] | ||
'''Jump Drives''' are | '''Jump Drives''' are a means of interstellar travel, and the main alternative to the standard network of stargates. Ships with built-in jump drives can use their drives to instantly travel to a friendly '''Cynosural Field''' or Pharolux Cyno Beacon in another star system, within a limited range and at the cost of consuming Isotopes as fuel. | ||
All [[capital ships]], [[Jump Freighter]]s, and [[Black Ops|Black Ops Battleships]] have built-in jump drives. Jump drives allow for rapid movement and deployment of both subcapital and supercapital ships across long ranges, and are commonly used for defensive, offensive, and logistical purposes. | |||
==Operation== | ==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]] | ||
* [[Capital_Ship#Carriers|Carriers]] | * [[Capital_Ship#Carriers|Carriers]] | ||
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* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] | * [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] | ||
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed | Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed the jump drive, and can be produced by refining [[Ice_Mining#Ice_distribution|corresponding ice]]. The respective fuel type for each faction is: | ||
<table border="1"> | <table border="1"> | ||
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</table> | </table> | ||
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space | The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the straight-line distance between the two systems in space, measured in light-years. Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. These qualities are modified by skills: | ||
The skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] increases the jump range by 20% per level which means at the maximum of level five the range is doubled. | |||
The skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] reduces the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five. | * The skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] increases the jump range by 20% per level which means at the maximum of level five the range is doubled. | ||
* The skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] reduces the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five. | |||
Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. | Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. | ||
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==Cynosural Fields== | ==Cynosural Field Types== | ||
Cynosural Fields come in three varieties: normal or so-called "hard" cynos, covert cynos, and industrial cynos. | |||
The three types differ in important ways in their equipment requirements, in their fuel use, and in the ships which they can transport. | |||
===Normal Cynosural Fields=== | |||
[[File:Cynosural field.jpg|thumb|320px|right]] | [[File:Cynosural field.jpg|thumb|320px|right]] | ||
''Cynosure'' (pronounced like "sigh no sure") is a little-used word outside of EVE. 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'' (pronounced like "sigh no sure") is a little-used word outside of EVE. 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. | ||
Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by | Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by a player-deployed navigational structure, the [[Navigation_structures#Pharolux_Cyno_Beacon|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. | 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. | ||
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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. | 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=== | ||
Covert Cynosural Fields are a special variant of the "normal" Cynosural Fields discussed above. In a context in which either type might be mentioned, a "normal" cyno is often called a "hard cyno". | Covert Cynosural Fields are a special variant of the "normal" Cynosural Fields discussed above. In a context in which either type might be mentioned, a "normal" cyno is often called a "hard cyno". | ||
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Only [[Black Ops Battleship|Black Ops battleships]] can jump and bridge to covert cynos. Black Ops Battleships can only bridge ships which are able to fit a Covert Ops Cloaking Device (it doesn't have to be fitted). Bridges by Black Ops only last 20 seconds. For more details about bridging mechanics see the below section about it. | Only [[Black Ops Battleship|Black Ops battleships]] can jump and bridge to covert cynos. Black Ops Battleships can only bridge ships which are able to fit a Covert Ops Cloaking Device (it doesn't have to be fitted). Bridges by Black Ops only last 20 seconds. For more details about bridging mechanics see the below section about it. | ||
==Industrial Cynosural | ===Industrial Cynosural Fields=== | ||
An Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]] and [[Battleship#Black Ops Battleships|Black Ops Battleships]]. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to: | |||
* the [[Venture]], which has a role bonus cutting the industrial cyno's Liquid Ozone cost in half | |||
* [[Hauling#T1_Industrials|Industrial ships]] | |||
* [[Hauling#Blockade_Runners|Blockade Runners]] | |||
* [[Hauling#Deep_Space_Transport|Deep Space Transports]] | |||
Arriving ships materialize at a random point 5km from the Cynosural Field location. Jump Freighters will typically prefer to dock instantly which requires the Cynosural Field to be at least 5km within the structure's dock range. However, if the Cynosural Field is located too close to the structure (<5km), then the arriving ship may materialize with the structure, causing it to be ejected at a high velocity and be far from the dock range. Standard warp mechanics will not allow the ship to warp back to the structure until it has slowed sufficiently to align and warp. | Arriving ships materialize at a random point 5km from the Cynosural Field location. Jump Freighters will typically prefer to dock instantly, which requires the Cynosural Field to be at least 5km within the structure's dock range. However, if the Cynosural Field is located too close to the structure (<5km), then the arriving ship may materialize with the structure, causing it to be ejected at a high velocity and be far from the dock range. Standard warp mechanics will not allow the ship to warp back to the structure until it has slowed sufficiently to align and warp. For more discussion of safe jump freighter piloting, see [[Jump Freighters]]. | ||
==Bridging== | ==Bridging== | ||
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* [[Capsules|Capsules]] | * [[Capsules|Capsules]] | ||
= Links = | == Links == | ||
* [https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue Jump Activation and Jump Fatigue] (EVE Help Center) | * [https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue Jump Activation and Jump Fatigue] (EVE Help Center) | ||