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Cynosural Field (n.) - a temporary beacon created using a Cynosural Field Generator I module along with a small quantity of Liquid Ozone which is used by jump-capable ships as the endpoint of a faster than light jump
AKA: Cyno, Cyno Field Usage: “Cyno up in M-N7WD near 8-12 station, is it friendly or enemy?” “Cletus light your cyno and broadcast it. Carriers be prepared to jump to Cletus Cassidy.”
Properties
An example of the Liquid Ozone consumption and cargospace required for lighting a cyno using a Cynosural Field Generator I in a non-Recon ship, such as a Probe, based on the level you have trained your Cynosural Field Theory skill to:
Force Recon ships (Pilgrim, Falcon, Arazu, Rapier) received an 80% reduction in fuel requirements for lighting cynos.
The 80% reduction for force recon ships gives the following Liquid Ozone consumption and cargo space required for lighting a cyno based on the level you have trained your Cynosural Field Theory skill to:
To light a regular cyno (non covert) you just need a ship with a Cynosural Field Generator I fitted in a high slot and a quantity of Liquid Ozone in your cargohold that matches your Cynosural Field Theory skill level (see above).
When lighting a cyno in a non-Force Recon ship, you cannot move for 10 minutes while the cyno cycle completes, so you're basically a sitting duck if someone comes along to kill you. You may also not light a cyno field while moving at speeds greater than 500m/s. That's why cynos are often lit by cheap frigates with nothing but a cyno field generator in the high slot and some LO in the cargohold.
Infomorph Pyschology is not required, but recommended as it enables you to easier travel to and from various cyno routes with a single character.