Timers

From EVE University Wiki
Revision as of 15:39, 28 May 2014 by Indis ormand (talk | contribs)
Jump to: navigation, search

Template:Work in Progress A brief overview about the basics of timers and their impact on capsuleers in empire space.

Crimewatch Timers

The Retribution expansion introduced a new and improved timers system called Crimewatch 2.0, which greatly improve upon the previous one by getting rid of the Global Countdown Timer and generally streamlining the system via the use of specific flags.

Weapons Timer (WT)

This 60 second timer is triggered on activating any offensive module (this includes Electronic Warfare modules) against any property of another capsuleer, be it a flown ship or any object floating in space which currently belongs to another player:

  • shooting a player/npc or a wreck/can belonging to someone
  • attacking a target with your drones (can be initiated "passively" by drones set to aggressive)
  • using any form of electronic warfare on the target

While the WT is active it prevents you from using a stargate or docking. The WT flag has the visual appearence of a red linked chain:

File:WeaponsTimer.jpg

Example: You are traveling low-sec and get aggressed by a player at a gate. If you do not return fire you will be able to use the stargate, while the hostile has to wait out his 60 second AT.

Example: You undock and aggress a player outside of the station, you are now unable to dock for 60 seconds after deaggressing the target.

NPC Timer Flag

This 5 minutes flag ensues when a capsuleer activate any offensive modules against a NPC controlled ship or viceversa. This flag will be applied in any region of space. If a capsuleer logs out while this flag is active his ship won't be removed from space until the timer is expired.

The NPC flag has the visual appearance of a yellow circled exclamation mark:

File:NPCTimer.jpg


PvP Timer Flag

This 15 minutes flag will be applied when a capsuleer activate any offensive module against a player-owned ship; if the recipient ship is piloted at that time, then its owner will also receive such flag. The flag will be applied in any region of space. If a capsuleer logs out while this flag is active his ship won't be removed from space until the timer is expired.

The PvP flag has the visual appearance of a red circled exclamation mark:

File:PvPTimer.jpg


Legality Flags

This flag and its relative 15 minutes timer exists to penalize those who commit criminal and/or suspicious actions in Empire space, meaning that this flags won't be applied in any circumstances within Null Security space. A capsuleer with a Legal flag is always a legal target for offense from all other players.

This flag has two severity levels: suspect and criminal. They both share the same design but the former is yellow while the latter is red: Suspect.jpg File:Criminal.jpg

The severity depends on what action is performed and where it happens.

File:WIP Flags.png
Flags awarded for combat actions









The severity also controls what consequences can occur.

File:WIP Consequences.png
Consequences of having a flag









This flag functions only in Empire areas of space. The criminal severity will always override suspect.



Miscellaneous Timers/Countdowns

Session Change Timer (SCT)

The SCT is a 10 second timer initiated after performing one of the following things:

  • jumping through a stargate or wormhole
  • docking/undocking
  • joining a fleet or getting moved to a different position within that fleet
  • upon booster/role changes applied to you in that fleet
  • cyno-jumping
  • leaving your ship, either through ejecting or having it destroyed
  • performing a clone jump
  • being podded
  • changing corp wallet divisions (yes, really)

While the SCT is active it prevents you from doing any of the things that cause a session change timer (i.e. anything on the list above).

Scotty.jpg

The SCT is displayed in the top left corner of your screen. The exact time remaining will be displayed upon mouse-over.

Sct.jpg

Examples of the SCT in action:

1: You are scouting lo-sec systems in a CovOps for a fleet and the FC moves you to another wing or squad without telling you. You arrive on a stargate to jump through, but the SCT prevents you from jumping.  Unfortunately there happened to be a hostile there, and because you were decloaked by the stargate, you are destroyed.

2: You are fighting on a wormhole and your ship is destroyed. You attempt to jump your capsule through the wormhole to get away, but your SCT from your ship being destroyed prevents you jumping (and so your capsule is destroyed too!).

SCT and invulnerability

The game grants you a protection after undocking. If you do not activate any modules, or target anyone, or move your ship in any direction after undocking you cannot be locked/fired upon for 30 seconds. This can be used to wait out your SCT and re-dock.

Example: You undock and spot hostiles around the station, you hit "ctrl-space" to stop your ship and prevent it from drifting outside of docking range of the station. You wait out your SCT while being invulnerable. You dock up again.

Important note: There are certain stations that will eject you (kick-out) outside of docking range and prevent you from using this tactic without reapproaching the station's docking radius. A prominent example would be the EVE-University HQ at Aldrat IX – Pator Tech School.

File:Hq75.jpg

SCT and cloak

The other form of protection granted is the cloak after using a stargate. When jumping through you will stay cloaked for 60 seconds unless you move or activate any modules. As with the station dock invulnerability, this allows you to wait out your SCT and reapproach the gate to jump back through it. However, you will be several (up to 15) kilometers away from the gate when you enter the system, and since you instantly de-cloak the moment you begin moving and you must be within 2500 meters to jump through the gate, you need to have a VERY fast ship to be able to jump back through the gate before anyone can webify or destroy your ship.


Example: You jump through a gate and spot hostiles upon system entry. You stay cloaked and let your SCT expire, and then reapproach the gate as fast as you can and try to jump back through before being fired on.

Gate Cloak Timer

After jumping through a stargate or wormhole you will have an SCT for 10 seconds, however the entire gate cloak timer is 60 seconds. For the entire period you are invulnerable to damage from such effects as bombs, smartbombs and ECM Bursts. For the entire duration of the cloak you cannot be de-cloaked by someone coming within 2000 meters. For the entire period you cannot be bumped to cause you to lose your cloak.

Logout Timer

When logging out in space, your ship (if not warp-disrupted/scrambled) will warp off to a random location and remain there for 1 minute until disappearing.

This timer will extend to 5 minutes if you were involved in combat with npc ships.

It will get extended to 15 minutes if you were involved in pvp, be it you being aggressive or being aggressed by someone. Should your ship be destroyed during this time, another 15 minute timer applying to your pod will start.

Polarization Timer for Wormholes

You can make a maximum of 2 jumps through a specific wormhole in 5 minutes. If you try to jump a third time through the same wormhole inside those 5 minutes, you will receive a message informing you how long you have to wait before you can jump again.  This timer doesn't apply to jumping through different wormholes.

Trade Modification Timer

When you place or modify a buy or sell order in the market, you will not be allowed to modify that order or delete that order until 5 minutes have elapsed.

Corporation Roles & Titles Timer

While the timer does still exist, members can quit corporation even without waiting 24 hours after dropping roles by right clicking their portrait in chat and choosing quit corporation? and confirm quit corporation.

Character Termination Timer

If you choose to terminate one of the characters owned by your account, it will enter the recycling queue for a 10 hour waiting period. When the 10 hour timer expires, you can complete the termination of the character and re-use the slot for a new character.

Links

  • Log off mechanic threads here and here on the official Eve Online forum.