User Tools

Site Tools


training:game_mechanics:cynosural_field

This is an old revision of the document!


Cynosural Field


Overview

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

  • A cynosural field lasts ten (10) minutes when lit by all ships except for Force Recons in which case the cynosural field's duration is halved to five (5) minutes.
  • As long as the cyno field is active the ship which is creating it cannot move, dock or jump.
  • The Cynosural Field Theory skill is required in order to fit the Cynosural Field Generator module. Each level of training in this skill reduces the consumption of Liquid Ozone by 50 units.
  • A cynosural field is visible on the The Overview for anyone in the solar system and can be warped to just like a planet or moon.

Liquid Ozone Consumption for Cyno (non Force Recon)

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:

  1. Requires 450 LO which takes up 180 m3 in cargo space
  2. Requires 400 LO which takes up 160 m3 in cargo space
  3. Requires 350 LO which takes up 140 m3 in cargo space
  4. Requires 300 LO which takes up 120 m3 in cargo space
  5. Requires 250 LO which takes up 100 m3 in cargo space

Liquid Ozone Consumption for Cyno (Force Recon)

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:

  1. Requires 90 LO which takes up 36 m3 in cargo space
  2. Requires 80 LO which takes up 32 m3 in cargo space
  3. Requires 70 LO which takes up 28 m3 in cargo space
  4. Requires 60 LO which takes up 24 m3 in cargo space
  5. Requires 50 LO which takes up 20 m3 in cargo space

How to light a cyno

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.

  1. Electronics IV
  2. Electronics V
  3. Cynosural Field Theory I
  4. Cynosural Field Theory II
  5. Cynosural Field Theory III
  6. Cynosural Field Theory IV
  7. Infomorph Psychology I
  8. Infomorph Psychology II
  9. Infomorph Psychology III

Infomorph Pyschology is not required, but recommended as it enables you to easier travel to and from various cyno routes with a single character.

training/game_mechanics/cynosural_field.1487133925.txt.gz · Last modified: 2017/02/15 04:45 by conscript