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Jump drives: Difference between revisions

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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. The module can only generate a cynosural field in systems with a [[System_Security|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.
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. The module can only generate a cynosural field in systems with a [[System_Security|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 [[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 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 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#Recon Ships|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.  
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.  
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* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]
* [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]]
* [[Stealth_Bomber|Stealth Bombers]]
* [[Stealth_Bomber|Stealth Bombers]]
* [[Cruiser#Recons|Force Recon Cruisers]]
* [[Cruiser#Recon Ships|Force Recon Cruisers]]
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)
* [[Strategic_Cruiser|Strategic Cruisers]] (with the appropriate subsystem)


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* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays.  
* The module can be used even in sovereign nullsec systems which contain cyno-jamming arrays.  


The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recons|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.
The module still immobilizes the ship generating the field. When the module is used by a [[Cruiser#Recon Ships|Force Recon Cruiser]], the covert cyno (and immobilization) lasts only 30 seconds.


Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship that can fit a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.
Only one class of ship has a jump drive capable of locking onto covert cynosural fields: the [[Battleship#Black_Ops|Black Ops Battleship]]. Luckily, this class of ship can also fit a Covert Jump Portal Generator (requiring [[Skills:Science#Jump_Portal_Generation|Jump Portal Generation]]), which creates a ''covert jump bridge'' to the battleship's destination. Any ship that can fit a Covert Ops Cloaking Device (Covert Ops, Stealth Bombers, Black Ops Battleships, Force Recons, Blockade Runners, and T3 cruisers with the Covert Reconfiguration subsystem installed) can jump across the bridge, as long as it is in the same fleet as the ship opening the bridge. The bridge lasts for 20 seconds, and ships jumping through consume fuel from the fuel bay of the Black Ops ship. The bridge allows groups of stealthy ships to sneak behind enemy lines.