Mechanic

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:

Calculation

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

Fatigue Bonus

ShipJumping 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

Jump Range

ShipRange (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)