Eve Glossary

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IainC:
Quote from: Darniaq on March 01, 2008, 04:29:55 AM

Can you add to the list: Evetime- The Eve Timezone? Because I don't know and am finding it oddly difficult to find :)


EvE time is GMT or Zulu time. Iceland doesn't have DST so neither does EvE.

Jayce:
Please define:

grid (as in "on-grid")

truesec

tazelbain:
Quote from: IainC on March 03, 2008, 12:56:09 AM

Quote from: Darniaq on March 01, 2008, 04:29:55 AM

Can you add to the list: Evetime- The Eve Timezone? Because I don't know and am finding it oddly difficult to find :)


EvE time is GMT or Zulu time. Iceland doesn't have DST so neither does EvE.

I have been to Iceland.  There is no daylight to save.

ajax34i:
Quote from: Jayce on April 04, 2008, 02:09:08 PM

Please define:

grid (as in "on-grid")

truesec


Grid:

Each solar system in EVE is actually a zone that you can only exit via the gates (or jump drive).  The volume of space in this zone is actually divided into cubes, and your client only displays the details of the cube your ship is currently in.  You may see suns, planets, and even space stations from very far away, because they are big things, but when it comes to ships, you only see the grid (cube) you're in.  They're typically 700 km radius, with stations or stargates at the center.  So if you fly away from a station without warping, when you reach about 700 km the ships, cans, drones, etc around the station suddenly disappear from view, as your client crosses into the next grid.  You also disappear from their overview/view, as if you'd cloaked.  You're still visible in the scanner, though.  If you fly back towards them, they suddenly reappear.

Practical uses:  The one I've found was for ships that can use the regular cloak, but not the cov-ops cloak that lets you warp while cloaked.  If you manage to make a bookmark to a spot just off-grid, you can warp to it while visible, cloak up, then approach the station while cloaked, and so you'd have the same capabilities as a cov-ops frigate that can warp-in cloaked.  Another one would be for sniper battleships (can target and shoot at 200km, and if you just happen to be next to the grid's edge, you can cross it and disappear from view, enemy snipers lose lock on you, etc etc.).


Truesec:

The EVE client displays the sec rating of each system as anything from 1.0 down to 0.0.  This includes the map, everything, that's the range that you see.

However, 0.0 space has wild variations in the quality of the rats and the ore, from system to system.  Some spots have arkonor, others don't.  The way CCP accomplished this was to have a hidden sec rating variable in the database, which goes from +1.0 to -1.0.  The client displays anything below 0 as 0.0 space, but for 0.0 space, the lower the truesec the better the rats and minerals are.

The truesec value of all the systems has been released (repeatedly) when they exported the database and made that available for download.  This is how fansites that keep track of ore or maps etc can tell you what rats and minerals are where, they use the information from the released database export file.  For example, Grismar is one such fan site (available in-game too), you can see the truesec of systems here.

Jade Constantine:
Quote from: Lorekeep on May 24, 2007, 03:11:55 PM

Could someone add an explanation of cyno?


Some other cyno facts :

1. The ship opening a cyno field from its module is fixed in space for 10 minutes min (cycle time of the module)  and cannot move/dock/disappear from space (even if the user logs out).
2. The conventional cyno field appears on the system overview as a beacon (warp to point) that is accessible to everyone in the system while the cyno field is active.
3. Any jump drive capable ship in gang can jump to a gangmates open Cyno Field if they are within range of the beacon.

(see Jump Planner for an excellent utility to plot jump routes -> http://www.eve-icsc.com/jumptools/jumpplanner.php

4. Force Recon class ships reduce the cyno field module cycle time to 5mins (thus reducing its vulnerability to attack while its fixed in place)
5. A new type of "Covert Cyno" field was introduced alongside black ops battleships that allow an secret cyno field to be established that doesn't appear on the system overview. These cyno fields can only be by black ops battleships (which have their own jump drive) + ships sent through the cyno by covert ops portals (see below)
6. Two classes of ships have a Jump Portal module - this can be used to push non jump capable ships through the Cyno Field as long as they have appropriate jump fuel in their cargo bay. Titans have a full jump portal and can move any class of non jump capable ship (including freighters). Black ops battleships can mount a Covert Portal which is capable of moving Covert Frigates, Stealth Bombers and Force recon ships through the portal.
7. Covert cyno fields have a default cycle time of 1 minute rather than the ordinary 10, and if mounted on a force recon ship this is reduced to 30 seconds only. Which means a ship with a covert cyno can afford to open the field actually in a battle and have a fair chance of being able to move and evade afterwards.

Hope these help.


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