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* Unlike gates, you can be as much as 5km away to jump. | * Unlike gates, you can be as much as 5km away to jump. | ||
* When you jump through, you will spawn some distance from the wormhole. This depends on the mass of your ship and the amount of mass left on the wormhole, plus a random amount of variability. For instance a Covert Ops frigate will spawn anywhere from 7km to 10.5km, depending on the lifecycle of the hole. This means that a Covert Ops frigate will never land within decloaking range of the wormhole. A ship with much larger mass, such as a carrier or dreadnought, will land anywhere from 15km to 18km off the hole. | * When you jump through, you will spawn some distance from the wormhole. This depends on the mass of your ship and the amount of mass left on the wormhole, plus a random amount of variability. For instance a Covert Ops frigate will spawn anywhere from 7km to 10.5km, depending on the lifecycle of the hole. This means that a Covert Ops frigate will never land within decloaking range of the wormhole. A ship with much larger mass, such as a carrier or dreadnought, will land anywhere from 15km to 18km off the hole. | ||
* Each | * Each jump from system to system will generate a 5 minute timer preventing you from doing the same jump in the same direction for the duration of the timer. | ||
** If I jump from System A to System B, and then immediately jump back from System B to System A, I won't be able to jump A to B again until the polarization timer runs out. | |||
** If I jump from System X to System Y, wait 1 minute, then jump back, I have to wait out a 5 minute timer before jumping X to T again, and an addition 1 minute before jumping D to C again. Polarization times happen both ways! | |||
** This is a very important thing to keep in mind, especially if you need to quickly leave a wormhole. | |||
== What is w-space? == | == What is w-space? == | ||