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Connner
JUDGE DREAD Inc.
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Posted - 2008.07.30 16:52:00 -
[1]
First of all whats the difference between cyno fields and jump drives? Second with more regard to the cyno fields, how do they work? Who can use them?
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Fantastic Johnson
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Posted - 2008.07.30 17:04:00 -
[2]
Jump drives are built into capital ships - they're not a module in themselves, they're a feature of the ship (in the same way that all ships have built-in warp drives).
The jump drive enables the capital ship to use fuel (in the form of ice products; the exact one used varies on the race of the capital ship) in order to jump to a remote system - effectively acting as its own stargate. In order to control where they come out (both for gameplay and RP reasons), they must jump to a cynosural field at the remote destination, which acts as a target/anchor for their jump drives.
The 'cyno' must be opened by another player in the capital ship pilot's gang. This is done by the other player equipping a Cynosural Field Generator to their ship, carrying enough fuel in their cargo to create the cyno, and then activating the generator. The carrier can then jump to the cyno field (usually through a fleet broadcast; I'm not sure if the broadcast is automatic when the cyno is opened or whether the cyno character has to manually broadcast the fact). For the pilot opening the cyno field, they are stuck there unable to move while the field is open, which is 10 minutes without skills (and force recon ships get a bonus (i.e. reduction) to this time).
The range of jump drives is limited (and unlike 'normal' distances between systems this is measured in AU, not in stargate jumps) and varies according to the class of ship and the pilot's skills. The actual correlation between AU and jumps is fairly random - some distances between stargates are much longer than any single jump, while sometimes the distances can be tiny, or sequential jumps actually curve back around so somewhere 6 jumps away is closer (in AU) than somewhere 3 jumps away, etc.
Finally certain ships and POS modules can create jump bridges, which allows other ships to use the jump bringing ship as a temporary stargate. The mechanics are similar except instead of the jump drive ship heading straight to the cyno themselves, they hold open a bridge to the cyno that other ships without a jump drive can pass through. The Black Ops battleship can do this, for example.
There's probably a lot of detail that I've missed out, never having actually used one, but that should cover the basics.
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Irongut
M'8'S Frontal Impact
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Posted - 2008.07.30 17:04:00 -
[3]
Cyno fields are beacons that a capital ship can lock onto to jump there from another system. They are created using a Cyno Field Generator (high slot module) and any alt can create them within 2 weeks. The cyno generating character must be in gang before creating the cyno. Once the cyno is created their ship can't move for 10 minutes (less for Recons) and is very vulnerable to attack. As a result cynos are usually created by alts used for only that purpose.
Jump drives are how capital ships travel and are built into those ships. You get someone in gang to light a cyno in a system that is within range of your jump drive then right click their portrait and chose jump from the menu. It is also possible for them to broadcast the cyno beacon in gang, then you can right click the broadcast instead.
There are also covert cynos that work slightly differently and are used for Black Ops battleships but the principles are the same.
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The future is Black. Brace for Impact! |

Connner
JUDGE DREAD Inc.
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Posted - 2008.07.30 17:11:00 -
[4]
So only a cap ship can make use of a cyno field?
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Irongut
M'8'S Frontal Impact
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Posted - 2008.07.30 17:13:00 -
[5]
Originally by: Fantastic Johnson The carrier can then jump to the cyno field (usually through a fleet broadcast; I'm not sure if the broadcast is automatic when the cyno is opened or whether the cyno character has to manually broadcast the fact).
Broadcasting the cyno in gang is a manual operation. You right click the top section of the fleet window, where it says "Fleet" and the name of the FC if you have one, and choose broadcast jump beacon from the menu.
Originally by: Fantastic Johnson For the pilot opening the cyno field, they are stuck there unable to move while the field is open, which is 10 minutes without skills (and force recon ships get a bonus (i.e. reduction) to this time).
Skills don't change it, the time is always 10 minutes unless you are in a Recon.
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The future is Black. Brace for Impact! |

Irongut
M'8'S Frontal Impact
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Posted - 2008.07.30 17:16:00 -
[6]
Originally by: Connner So only a cap ship can make use of a cyno field?
The only ships that can jump to a cyno field are capitals, Jump Freighters and Black Ops battleships (T2 BS).
There is a slight exception to this, Titans and Black Ops can send other ships to a cyno using a Jump Portal Generator module.
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The future is Black. Brace for Impact! |

Easy Target
Minmatar Black Nova Corp Band of Brothers
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Posted - 2008.07.30 17:29:00 -
[7]
Cyno in action
Incase u wondered what they look like Impressive graphics when a load of capitals jump through :)
Jumps start at 36 seconds in. -----------------------------------------------
No i'm not good... but i have never claimed to be -------------------- |

Lord Haur
Amarr Imperial Academy
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Posted - 2008.07.30 19:57:00 -
[8]
Originally by: Fantastic Johnson The range of jump drives is limited (and unlike 'normal' distances between systems this is measured in AU, not in stargate jumps) and varies according to the class of ship and the pilot's skills. The actual correlation between AU and jumps is fairly random - some distances between stargates are much longer than any single jump, while sometimes the distances can be tiny, or sequential jumps actually curve back around so somewhere 6 jumps away is closer (in AU) than somewhere 3 jumps away, etc.
I should hope you meant to say Light-years, not Astronomical Units, since the distances within a single system can be up to 200AU, if not more.
To expand on the "Distance != no. of jumps", If you look on the starmap at the southern edge of the map there is a large void between Delve/Querious/Period Basis and Stain/Paragon Soul. There is a similar void (acutally taken up by Jove space) at the north of the map, between Venal/Tenal and the northern Drone Regions. Across these voids, there are a few stargate links, which enables conventional fleets to instantaneously traverse the void, whereas Cap fleets will have to jump all the way around the edge. --- Sig Starts Here --- Lord Haur - Imperial Academy Logistical Support
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