Difference between revisions of "User:Sichlor auscent"
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<tr><td>Titan</td> <td>3.5 ly</td> <td>1000 units</td> <td>60000</td> <td>400000</td></tr> | <tr><td>Titan</td> <td>3.5 ly</td> <td>1000 units</td> <td>60000</td> <td>400000</td></tr> | ||
<tr><td>Jump Freighter</td> <td>5 ly</td> <td>3100 units</td> <td>10000</td> <td>66666</td></tr> | <tr><td>Jump Freighter</td> <td>5 ly</td> <td>3100 units</td> <td>10000</td> <td>66666</td></tr> | ||
− | <tr><td>Black Ops Battleship</td><td>3.5 ly</td><td>300 units</td><td> | + | <tr><td>Black Ops Battleship</td><td>3.5 ly</td><td>300 units</td><td>1250</td> <td>8333</td></tr> |
<tr><td>Capital Industrial Ship</td><td>5 ly</td><td>1000 units</td><td>10000</td><td>66666</td></tr> | <tr><td>Capital Industrial Ship</td><td>5 ly</td><td>1000 units</td><td>10000</td><td>66666</td></tr> | ||
</table> | </table> |
Revision as of 13:43, 25 February 2013
I should probably make a new page for the Tech I Role Reference.
Jump Drives and Cynosural Fields
Most capital ships, the largest ships in New Eden, are too large to use the stargates that smaller ships use. Instead of using stargates, these ships have a built-in "jump drive" that they can use to teleport to a cynosural field in a different system. A small number of ships have jump drives even though they are small enough to use stargates.
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 Jump Drive Operation skill to pilot. The following classes of ship contain jump drives:
- Dreadnoughts
- Carriers
- Supercarriers
- Titans
- Jump Freighters
- Black Ops Battleships
- Capital Industrial Ships
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay which can only store fuel for the jump drive. The fuel required depends on the race that constructed that drive, and can be produced by refining ice mined in that race's territory. The respective fuel type for each race is:
Amarr | Helium isotopes |
Caldari | Nitrogen isotopes |
Gallente | Oxygen isotopes |
Minmatar | Hydrogen isotopes |
ORE | Oxygen isotopes |
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 (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year. The maximum jump range is extended by the skill Jump Drive Calibration (25% increase per level), and the fuel consumption is reduced by the skill Jump Fuel Conservation (10% reduction per level). Jump freighters also have their required fuel reduced by the skill required to fly them. These three skills make a huge difference to the figures shown in the table.
Ship type | Range | Fuel per ly | Fuel bay (m3) | Fuel bay (units) |
---|---|---|---|---|
Dreadnought | 5 ly | 1000 units | 8000 | 53333 |
Carrier | 6.5 ly | 1000 units | 3000 | 20000 |
Supercarrier | 5 ly | 1000 units | 5000 | 33333 |
Titan | 3.5 ly | 1000 units | 60000 | 400000 |
Jump Freighter | 5 ly | 3100 units | 10000 | 66666 |
Black Ops Battleship | 3.5 ly | 300 units | 1250 | 8333 |
Capital Industrial Ship | 5 ly | 1000 units | 10000 | 66666 |
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of Jump Drive Operation), so capital ships are relatively weak just after jumping.
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, making it a very appropriate name to give to the cynosural fields of New Eden.
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 Cynosural Generator Array, which can be anchored at a POS. The module can only generate a cynosural field in systems with a security of 0.4 or below, and the array can only be anchored in sovereign nullsec. If a ship can't use a stargate, it cannot enter high security space. It is also impossible to produce a cynosural field in wormhole space.
The Field Generator module requires the 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 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 Force Recon cruisers get an 80% reduction to the cost of lighting a cyno, and are only rendered immobile for 5 minutes, but they're expensive ships for lighting a cyno.
The cynosural field generated by the Cynosural Generator Array is always active. The array must be anchored at a starbase by a member of the alliance that has claimed sovereignty over the system, and has also installed the Cynosural Navigation upgrade. Remember that students of Eve University are forbidden to enter sovereign nullsec.
Once the cyno is lit, a capital ship in the same fleet at the ship lighting it (or in the same alliance, in the case of the array) can activate their jump drive to jump to the field.
Covert Cynosural Fields
Jump Bridges
Item Types
Ammunition and Charges
Anything that can be loaded into a module.
- Bombs
- Ammo
- Missiles
- Probes
- Scripts
Apparel
Items that change how an avatar looks.
- Accessories
- Men's clothing
- Women's clothing
Blueprints
AKA BPOs. Blueprints are used in the manufacture of items. They can be researched to make better blueprints.
Drones
Tiny automatic ships that can be loaded into and deployed from a drone bay.
- Combat drones
- Combat utility drones
- Drone upgrades
- Electronic warfare drones
- Logistic drones
- Mining drones
Implants and Boosters
Items that can be used to increase the attributes or skills of a character. Boosters last for a limited time, and implants last until removed voluntarily or podded.
Manufacture and Research
Items used in any sort of manufacturing process.
- Components
- Ship components
- Tech 2 and 3 components
- Datacores
- Outpost platforms
- Station components
- Materials
- Alloys
- Salvage
- Gas and gas products
- Ice and ice products
- Moon materials
- Ore and minerals
- Planetary materials
- Reaction recipes
Planetary Infrastructure
Command centers for planetary interaction, and customs offices for planets that don't have one.
Ship Equipment
All modules.
Ship Modifications
Rigs and tier 3 subsystems.
Ships
All spaceships.
- Frigates
- Destroyers
- Cruisers
- Battlecruisers
- Battleships
- Capital ships
- Dreadnoughts
- Carriers
- Titans
- Industrial ships
- Freighters
- Shuttles
- Mining barges
Skills
All skillbooks.
Starbase and Sovereignty Structures
Starbases (POSes) are corporation-owned structures, anchored at moons. They are typically capable of some industrial and defensive tasks. This category also includes all structures used to claim or maintain sovereignty in nullsec.
Trade Goods
- Dog tags
- PLEX
- charters
- items traded by NPCs