Difference between revisions of "Cynosural field"
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Revision as of 10:35, 16 December 2008
A cynosural field, also known colloquially as a "cyno", is a cosmic anomaly that acts as a pseudo-gravity well. With the correct calibration information, interstellar jump drives can focus on the field and target it for creating a wormhole exit point.
Field Generation
Cynosural field generation requires the user have levels in Cynosural Field Theory. Remote generation of cynosural fields is not currently possible. Thus, capital pilots must rely upon another pilot to generate a cynosural field in the target system. When activated, cynosural fields act as beacons, allowing any pilot in the system to locate and warp to the field.
Jump drives rely upon out-of-band faster-than-light communications in order to calibrate and lock onto a cynosural field. Because of this, both the cynosural field generator and jumping pilot must be in the same fleet when the cynosural field is generated. This information is broadcast only once, when the cynosural field is activated. Thus, pilots entering the fleet after the field has been activated will not be able to lock onto the field. By relying upon FTL communications, only authorized pilots (those in your fleet) will be able to jump to the same field, preventing an enemy capital fleet from jumping to a friendly cynosural field.
Cynosural fields can also be generated on a continuous basis by using a Cynosural Field Generator. Such generators require an alliance to have appropriate sovereignty to use. These generators operate on a constant basis, broadcasting the appropriate calibration information out-of-band via the Alliance channel, allowing any pilot in that alliance to lock onto the generator's field.
Effects
Generating a cynosural field is a highly taxing operation. In addition to requiring a certain amount of liquid ozone to create the field, all the ships resources must then be concentrated on maintaining the field. This is at the expense of weapons, navigation, and defensive systems, all of which are disabled while the field is active. This leaves the generator extremely vulnerable to attack. Once the field collapses, the generator regains full control of their ship.
Field Placement
Nearly any pod pilot with a few weeks of training can activate a cynosural field. However, such pilots must understand that they have a great responsibility. Capital ships and jump freighters are slow and clumsy.
This makes the placement of a cynosural field extremely important. Activating a cynosural field in a safespot is not a good decision as the beacon created by the field will alert all pilots in system to the location of the safespot. There are two generally accepted locations that are good for placing a field: friendly starbases (POS) and stations.
At a Starbase
Placing a cynosural field at a friendly POS generally ensures that there will be protection for the field generator and jumping ship. The turrets and other defensive equipment can be used to attack anyone approaching the field, giving the jumping ship enough time to get into the protective force field of the POS or to warp to another protected location. Cynosural fields cannot be activated within the protective force field. Additionally, the incoming jumping ship will not have the appropriate force field password set on jump-in, so placing the field too close to the force field may result in the jumping ship being forcefully ejected from the force field, leaving the ship highly vulnerable. Generally, a well accepted location to activate a field is about halfway between the force field and a grouping of turret/missile batteries.
At a Station
Another viable location for locating a cynosural field is at a station or outpost. The key here is to select a station with a large docking radius, but an area that is generally devoid of the actual station structure. Such locations are often found above or below the station or just off the undock point. When placing the cynosural field, the generator should be far enough into the docking ring such that the jumping pilot can immediately dock after the session timer expires, but far enough from the station structure such that the jumping pilot's ship won't be forcefully ejected from the station. This can be a vulnerable location for the field generator, however, as there are little or no protections at stations to prevent an immobilized generator from being attacked and destroyed.