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Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the {{Sk|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 {{Sk|Jump Drive Operation}} skill to pilot. The following classes of ship contain jump drives: | ||
* [[ | * [[Dreadnoughts]] | ||
* [[ | * [[Carriers]] | ||
* [[ | * [[Supercarriers]] | ||
* [[ | * [[Titans]] | ||
* [[Jump Freighters]] | * [[Jump Freighters]] | ||
* [[Black Ops Battleship]]s | * [[Black Ops Battleship]]s | ||
* [[ | * [[Capital_Ships#Capital Industrial Ships|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 the jump drive, and can be produced by refining [[Ice_Mining#Ice_distribution|corresponding ice]]. The respective fuel type for each faction is: | 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: | ||
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* The skill {{Sk|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 {{Sk|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 | Jump freighters also have their required fuel reduced by the {{Sk|Jump Freighters}} skill, required to fly them. | ||
The following table shows the range, base fuel consumption, and fuel capacity of all jump drive-capable ships. | The following table shows the range, base fuel consumption, and fuel capacity of all jump drive-capable ships. | ||
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{| class="wikitable" id="compare" | {| class="wikitable" id="compare" | ||
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! (units) | ! (units) | ||
|- | |- | ||
| rowspan= | | rowspan= 3 |Capital | ||
| Dreadnought | | Dreadnought | ||
| rowspan= | | rowspan= 3 |3.5 | ||
| rowspan= | | rowspan= 3 |7 | ||
| rowspan= | | rowspan= 3 |3 000 | ||
| 8 000 | | 8 000 | ||
| 266 666 | | 266 666 | ||
|- | |- | ||
| Carrier | | Carrier | ||
| rowspan= | | rowspan= 2 |3 000 | ||
| rowspan= | | rowspan= 2 |100 000 | ||
|- | |- | ||
| FAX | | FAX | ||
|- | |- | ||
| rowspan= | | rowspan= 2 |Super Capital | ||
| Supercarrier | | Supercarrier | ||
| rowspan= | | rowspan= 2 |3.0 | ||
| rowspan= | | rowspan= 2 |6 | ||
| rowspan= | | rowspan= 2 |3 000 | ||
| 5 000 | | 5 000 | ||
| 166 666 | | 166 666 | ||
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| 2 000 000 | | 2 000 000 | ||
|- | |- | ||
| rowspan= | | rowspan= 4 |Jump Freighter | ||
| Anshar | | Anshar | ||
| rowspan= | | rowspan= 4 |5.0 | ||
| rowspan= | | rowspan= 4 |10 | ||
| 9 400 | | 9 400 | ||
| rowspan= | | rowspan= 4 |12 000 | ||
| rowspan= | | rowspan= 4 |400 000 | ||
|- | |- | ||
| Nomad | | Nomad | ||
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| 10 000 | | 10 000 | ||
|- | |- | ||
| colspan= | | colspan= 2 |Black Ops Battleship | ||
| 4.0 | | 4.0 | ||
| 8 | | 8 | ||
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Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.) | Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.) | ||
==Jumpdrive Isotope Usage Formula== | == Jumpdrive Isotope Usage Formula == | ||
The amount of fuel used in a jump can be calculated with the following formula. | The amount of fuel used in a jump can be calculated with the following formula. | ||
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== Cynosural Field Types == | == Cynosural Field Types == | ||
''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 originates in the ancient Greek name for the North Star, making it a very appropriate term for 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 originates in the ancient Greek name for the North Star, making it a very appropriate term for the cynosural fields of New Eden. | ||
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. Cynos | 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. 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]]s 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]]. | ||
=== Normal Cynosural Fields === | === Normal Cynosural Fields === | ||
[[File:Cynosural field.jpg|thumb]] | |||
[[File:Cynosural field.jpg|thumb | |||
Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by a player-deployed navigational structure, the [[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 normal (or "hard") 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 a player-deployed navigational structure, the [[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 normal (or "hard") 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 | The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory}} 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. | ||
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. | 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. | ||
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=== 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". | ||
Unlike a normal cyno, a Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[Black Ops Battleship]], [[Blockade Runners]], [[Frigate#Covert Ops|Covert Ops Frigates]], [[Cruiser#Recon Ships|Force Recon Ships]], [[Stealth Bombers]], and [[Strategic_Cruiser|Strategic Cruisers]] (with the covert subsystem); further, the single hulls [[Etana]], [[Prospect]], and [[Rabisu]]. As a rule all ships which can fit a covert cloak (except the [[Sisters of EVE]] ships) can fit a covert cyno. | Unlike a normal cyno, a Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[Black Ops Battleship]], [[Blockade Runners]], [[Frigate#Covert Ops|Covert Ops Frigates]], [[Cruiser#Recon Ships|Force Recon Ships]], [[Stealth Bombers]], and [[Strategic_Cruiser|Strategic Cruisers]] (with the covert subsystem); further, the single hulls [[Etana]], [[Prospect]], and [[Rabisu]]. As a rule all ships which can fit a covert cloak (except the [[Sisters of EVE]] ships) can fit a covert cyno. | ||
The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory | The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory}} at level V. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of [[Cruiser#Recon Ships|Force Recon Cruisers]] and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds. | ||
Only [[Black Ops Battleship]]s 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 [[#Bridging|section]] about it. | Only [[Black Ops Battleship]]s 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 [[#Bridging|section]] about it. | ||
=== Industrial Cynosural Fields === | === 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]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[Black Ops Battleship]]s. Of these ships, only Capital Industrial Ships can bridge to it. Second, similar to Normal Cynosural Fields, Industrial Cynosural Fields appear on the Overview when lit. 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: | 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]], [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] and [[Black Ops Battleship]]s. Of these ships, only Capital Industrial Ships can bridge to it. Second, similar to Normal Cynosural Fields, Industrial Cynosural Fields appear on the Overview when lit. 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: | ||
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== Bridging == | == Bridging == | ||
A Jump Bridge is a way for a [[Titan]], [[Black Ops Battleship]] or [[Rorqual]] to launch its allies, who cannot use jump drives, across space to where they are required. | A Jump Bridge is a way for a [[Titan]], [[Black Ops Battleship]] or [[Rorqual]] to launch its allies, who cannot use jump drives, across space to where they are required. | ||
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Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the [[Cloaking|Covert Ops Cloaking Device]]. (The ships do not need to have the module fitted in order to use the bridge.) This includes the [[Sisters of EVE]] ships, and [[Strategic Cruisers]] fitted with the Covert Reconfiguration subsystem. Rorquals can only bridge [[Mining Frigate]]s, [[Expedition Frigates]], [[Mining Barges]], [[Exhumers]], and the [[Porpoise]]. | Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the [[Cloaking|Covert Ops Cloaking Device]]. (The ships do not need to have the module fitted in order to use the bridge.) This includes the [[Sisters of EVE]] ships, and [[Strategic Cruisers]] fitted with the Covert Reconfiguration subsystem. Rorquals can only bridge [[Mining Frigate]]s, [[Expedition Frigates]], [[Mining Barges]], [[Exhumers]], and the [[Porpoise]]. | ||
Using the module requires {{sk|Jump Portal Generation | Using the module requires {{sk|Jump Portal Generation}} skill at level one. | ||
The ship with the generator must first be within jump range of a cyno lit by a member of the fleet. | The ship with the generator must first be within jump range of a cyno lit by a member of the fleet. | ||
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|- | |- | ||
|Skill Modifier | |Skill Modifier | ||
|colspan= | |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 with {{sk|Jump Fuel Conservation|V | For example, a Manticore jumping through a Black Ops bridge with {{sk|Jump Fuel Conservation|V}}: | ||
:<math> 1\,470\,000\,\text{kg} \times 0.000000135 \times 700\,\text{isotopes} \times 0.5 \times 1\,\text{ly} = 69.4575\,\text{isotopes}</math> | :<math> 1\,470\,000\,\text{kg} \times 0.000000135 \times 700\,\text{isotopes} \times 0.5 \times 1\,\text{ly} = 69.4575\,\text{isotopes}</math> | ||
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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. | 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. | ||
===Conduit Jumps=== | === Conduit Jumps === | ||
A Black Ops Battleship or a Rorqual can instead conduit jump to their respective cyno. This both jumps them and to 30 eligible ships in a 10 km radius to the cyno. Unlike bridging, conduit jumping costs a flat amount of fuel no matter the size or mass of the affected ships, at a base value of 1000 isotopes, making conduit jumping a more efficient way of moving a smaller fleet around. A Rorqual can only conduit jump if its Industrial Core is disabled. | A Black Ops Battleship or a Rorqual can instead conduit jump to their respective cyno. This both jumps them and to 30 eligible ships in a 10 km radius to the cyno. Unlike bridging, conduit jumping costs a flat amount of fuel no matter the size or mass of the affected ships, at a base value of 1000 isotopes, making conduit jumping a more efficient way of moving a smaller fleet around. A Rorqual can only conduit jump if its Industrial Core is disabled. | ||
Since Equinox, | Since the [[Expansions#Equinox|Equinox expansion]], [[carriers]] have also gained the capacity to conduit jump requiring the {{Sk|Capital Jump Portal Generation}} skill. | ||
== Jump Fatigue and Jump Activation Cooldown == | |||
As of the October 2014 Phoebe release, traveling 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 hours. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump. | As of the October 2014 Phoebe release, traveling 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 hours. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump. | ||
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* [[Freighters]] | * [[Freighters]] | ||
* [[Jump Freighters]] | * [[Jump Freighters]] | ||
* [[ | * [[Capital Ships#Capital Industrial Ships|Capital Industrial Ships]] | ||
* Industrial Command Ships i.e. the [[Porpoise]] and [[Orca]] | * Industrial Command Ships i.e. the [[Porpoise]] and [[Orca]] | ||