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===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, which is very appropriate given the nature of cynosural fields in New Eden. | |||
The Field Generator module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to operate. For a ship to activate the module, it must have 500 units (200 m3) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. | In order to jump, a jump drive must first lock onto a cynosural field, or "cyno", at its destination. These fields can be produced either by the Cynosural Field Generator modules, or the [[POS_Structures#Cynosural_Generator_Array|Cynosural Generator Array]], which can be anchored at a POS. Both the module and the array can only generate a cynosural field in systems with a security of 0.4 or below, so if a ship can't use a stargate, it cannot enter high security space. | ||
The Field Generator module requires the [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] skill to operate. For a ship to activate the module, it must have 500 units (200 m3) of liquid ozone in its cargohold, which is consumed when the module is activated. The amount of fuel required to "light a cyno" is reduced by 10% for every level of [[Skills:Electronics#Cynosural_Field_Theory|Cynosural Field Theory]] the user has. The cynosural field stays active for 10 minutes, during which time the ship generating the field is unable to move, dock, or eject its pilot. It's dangerous enough to be immobile in lowsec, but it gets worse: when the cyno is active, it appears on the system overview, so that anybody in the system can warp to its location. As a result, most ships that light a cyno are expendable frigates. The Tech 2 [[Cruiser#Recons|Force Recon]] cruisers get an 80% reduction in the cost to light a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno. | |||
===Covert Cynosural Fields=== | ===Covert Cynosural Fields=== | ||