A corpmate of mine had just finished training for Gallente Carrier, and while working his way toward that goal had arranged for the carrier to be built in a shipyard not too many light years away from the area where he’ll be storing and using the new ship. Since Carriers need a “beacon” to lock on to while jumping, he asked me to assist in providing him with a cynosural field beacon to jump to. We had been planning this occasion for a while, and I had already training Cynosural Field Theory to level II a couple of months ago. It was a nice occasion to use the Falcon I had just built for myself (and of course now having the skills to fly it too). I made sure the Falcon had the proper amount of Liquid Ozone for fuel, and that everything including the high-slot Cynosural Field Generator was installed.
I jumped up to where our POS was, and my corpmate instructed me on how to “light” the cyno beacon. Since I’d never done this before, it was a new experience for me, and I had to have guidance on where the right dropdowns were to start the beacon. Essentially, once you’re in fleet, you have the selection to broadcast the beacon to fleet members. Once I had the beacon on and going, I broadcast the beacon, and a Carrier appeared next to my Falcon right outside our POS. Once the Carrier was safe and sound, I warped off after the Cyno generator cycle time was up.
The important things to note about Cyno fields for those of you who haven’t done it yet are that:
- You cannot do anything while the field is lit. You are vulnerable while this is going, so make sure you know what’s in the system before you activate it.
- Set the Cyno Field Generator auto-repeat to off, just in the off-chance it cycles again on you and then you have to wait another cycle before getting out of harm’s way.
- Make sure you double check your Liquid Ozone fuel quantity before you go. In a Falcon, with my skills, it took about 80 LO to light the beacon for one cycle. I brought 500 units.

