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training:game_mechanics:time_dilation [2017/02/15 05:23] conscript |
training:game_mechanics:time_dilation [2019/04/14 15:37] (current) GeneralCamo |
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*90% TIDI it will take 100 seconds. | *90% TIDI it will take 100 seconds. | ||
- | The actual math is: '''Game Time''' / [1 - ('''TIDI Factor''' / 100)] = Actual wall clock time. where "Game Time" is the time the game says an action should take (10 seconds to load a missile launcher, 10 minutes for a non-bonused Cyno, etc). | + | The actual math is: |
+ | |||
+ | <WRAP center round box 60%> | ||
+ | Actual Time = Game Time / [1 - ( TIDI Factor / 100)] | ||
+ | </WRAP> | ||
+ | |||
+ | Where "Game Time" is the time the game says an action should take (10 seconds to load a missile launcher, 10 minutes for a non-bonused Cyno, etc). | ||
=== Tactical Implications === | === Tactical Implications === | ||
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However, capital ships can jump from beyond 5 jumps away, and might be able to stage in a system unaffected by TIDI. A [[training:game_mechanics:cynosural_field|Cynosural Field]] lit in a system with 90% TIDI will last for about an hour and a half. Those capitals have an hour or so to stage and jump in during a TIDI battle. This has happened before and does need to be considered. Your enemies, or allies, will have time to stage to help or hurt you. | However, capital ships can jump from beyond 5 jumps away, and might be able to stage in a system unaffected by TIDI. A [[training:game_mechanics:cynosural_field|Cynosural Field]] lit in a system with 90% TIDI will last for about an hour and a half. Those capitals have an hour or so to stage and jump in during a TIDI battle. This has happened before and does need to be considered. Your enemies, or allies, will have time to stage to help or hurt you. | ||
- | [[Alpha Fleet]] type engagements will be affected as well. Without passive targeters your enemies will have *quite* a bit of warning that they are being locked before they explode. This will give logistics time to react. | + | Alpha Fleet type engagements will be affected as well. Without passive targeters your enemies will have *quite* a bit of warning that they are being locked before they explode. This will give logistics time to react. |
===== Items NOT affected by TIDI ===== | ===== Items NOT affected by TIDI ===== | ||
* Anchoring timers for warp disruption spheres. | * Anchoring timers for warp disruption spheres. | ||
* Skill training | * Skill training | ||
+ | * Jump Fatigue Timer | ||