Jump fatigue is not limited to capital pilots; it also affects anyone using a jump bridge.
Feel free to read up on the original fatigue implementation (2014), and subsequent iterations on jump ranges (2016) and fatigue penalty (2018).
Cooldown = Timer preventing you from jumping
Fatigue = Penalty timer used as a basis for the cooldown timer
Every time you travel using a jump mechanic this happens:
Cooldown (minutes) = Max ( fatigue / 10, 1 + ( distance in lightyears * ( 1 - bonus ) ) )
Fatigue (minutes) = Min ( 60 * 5, Max ( fatigue, 10 ) * ( 1 + ( distance in lightyears * ( 1 - bonus ) ) ) )
Be aware that there is no benefit to waiting for fatigue to decay below 10 minutes
Ship | Jumping to Cyno Bridged by Titan Using Jumpbridge | Jumping to Covert Cyno Bridged by Black Ops |
---|---|---|
Black Ops | 75% | 75% |
Covert Ops, Force Recon | 0% | 75% |
Blockade Runner | 90% | 97.5% |
Pod, Shuttle, T1 Industrial, DST, Rorqual, Freighter, JF | 90% | N/A |
Everything else | 0% | N/A |
Ship | Range (ly) |
---|---|
Rorqual, JF | 5.0 - 10.0 |
Black Ops | 4.0 - 8.0 |
Carrier, Force Auxiliary, Dreadnought | 4.2 - 7.0 |
Supercarrier, Titan | 3.6 - 6.0 |
Based on original mechanics introduced in the Phoebe expansion released 30.10.2014 17:19
Updated with new jump ranges established in Ascension, and fatigue mechanics established in the "March release" implemented 20.03.2018
Originally created by kiu Nakamura / Brave Collective
Rewritten for current mechanics by oaao
Containerized by Sjolus / Capital Fusion (GitHub)