These structures can be anchored within visual range but not tether range of a citadel, so make sure to be cautious when jumping to them.ĭreadnoughts, Force Auxiliaries, and Rorquals all share a special type of module which is technically different for each ship, but serves the same general purpose. Access to them is controlled by citadel ACLs, and not linked to a fleet. These were added in the Onslaught Update and replace the old POS Mounted Cynosural Generator Arrays. These beacons are bound to the fleet the owner was in when they were launched, and will remain accessible even if the owner drops fleet or logs off.Ĭynosural Beacons are anchored in space, usually off of a citadel. They are 400 m3 in volume, have a 2 minute activation period, and last for a maximum of 1 hour or until they've been destroyed. They were added in the Fleet Formations Update and give some new versatility to cynos, though due to their low health are unsuitable for deployment in combat. Mobile Cynosural Beacons are personal deployables that anyone can drop into space. If the owner of a ship mounted cyno leaves fleet, their cyno will be completely unusable for the remainder of its cycle. Anyone in the same fleet as the pilot who lit the cyno can jump to it, provided they are in range and have the required fuel. Ship Mounted Cynosural Fields are restricted to only a few classes of ships (See the section below), and last between 30 seconds and 10 minutes depending on their class. It has a maximum time of 30:00 minutes, and is calculated as 10% of your Jump Fatigue Timer before you jump. The Jump Reactivation Timer is orange, and will prevent you from using the jump drive of any ship while active. It has a maximum time of 5:00:00 hours, and can be ignored when at less than 10:00 minutes. The Jump Fatigue Timer is blue, and serves only to determine how long your next Jump Reactivation Timer will be. Jump Drive related timers are linked to your character, not ship. These timers influence each other, and will both increase exponentially if not waited out. It can also be reduced by training the "Jump Fuel Conservation" (JFC) skill.Īctivating a Jump Drive on any ship creates two timers, a Jump Fatigue Timer, and a Jump Reactivation Timer. The maximum possible jump ranges for each capital ship class are:įuel usage is unique to each ship, but scales with how many Lightyears your jump is. RangeĮvery capital ship has a base jump range, which can be extended by training the "Jump Drive Calibration" (JDC) skill. Warping in a capital is relatively uncommon, and using normal gates is extremely rare. Your Jump Drive is your primary method of navigation. Bear in mind that while this menu does list the target system, it does NOT list the location of the cyno within the system. The "Jump To" dropdown menu includes all ship mounted cynosural fields and Mobile Cynosural Beacons in your fleet, as well as all Cynosural Beacons in range that you have access to. To activate your jump drive, right click your ship's capacitor, hover over the "Jump To" option, and select a cynosural field to jump to. You also accrue a Jump Fatigue Timer and Jump Reactivation Timer which changes based on the class of ship and distance jumped. The jump uses up the majority of your ship's capacitor, along with an amount of fuel isotopes that is unique to each ship. This allows them to instantly jump to any Cynosural Fields and Beacons within a certain range which is unique to each class of ship. All capital ship hulls have a built in navigation tool called a Jump Drive.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |