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Opening Moves: Difference between revisions

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|ShipSuggestion= Cruiser
|ShipSuggestion= Cruiser
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{{MissionBriefing
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Oh, we have a number of possibilities, but only a few really choice assignments for especially trustworthy capsuleers like yourself.


These are definitely dangerous times, <Pilot>. The corsairs are getting bolder, crime is rampant, and the empires are pretty much at war, which will plunge us all into chaos and cost millions of lives. Unfortunately for people like me, there's not much we can do to change the inevitable; all we can do is try to make sure that what comes costs us as little as possible — in lives, worlds, and materials. To that end, I'm overseeing a lot of war prep in this region, and I'm in need of good pilots who know their stuff and aren't afraid to take some risks now and again.


===Single Pocket===
This has been a hot sector lately. The Angel Cartel is especially active, but fortunately for us they're equal opportunity raiders, and have been as hard on the Caldari and the Amarr as they have on us. Amarr, for their part, have been sending in reconnaissance craft, which suggests either that they have designs on this region or they think we'll be using it as a staging area.
 
In fact, we think Imperial forces are rebuilding an abandoned CONCORD station in <System> and will be using it to service their vessels, so they may be planning a more long-term presence in the region. These are just the opening moves in the great game, I assure you, but we can't let ourselves be outmaneuvered.
 
We're short-handed right now, so we're not above hiring independents; we'd like you to take out this station. There may be some Amarrian ships in the area, but we don't anticipate anything like a full-scale defense. Get in, destroy the base, and get out, and you'll have earned yourself a nice reward... and helped to keep the Empire out of this sector. }}
 
=== Single Pocket ===


Destruction of the fuel depot is not required for completion of the mission, but will spawn a reinforcement wave. None of the structures drop loot.
Destruction of the fuel depot is not required for completion of the mission, but will spawn a reinforcement wave. None of the structures drop loot.
-0.24 standing loss with Amarr Empire, since you need to destroy the Amarr Forward Base.


{{NPCTableHead|Initial Group, 20km}}
{{NPCTableHead|Initial Group, 20km}}
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{{NPCTableRow|Frigate|5-7|Angel Cartel Frig}}
{{NPCTableRow|Frigate|5-7|Angel Cartel Frig}}
|}
|}
Sometimes, the optional reinforcement is an Angel Cartel Destroyer (Defacer)


{{Missionrelated}}


{{Missionrelated}}
[[Category:Security missions]]
[[Category:Mission reports]]

Latest revision as of 09:56, 16 January 2025


Level 2
Type Encounter
Factions Amarr EmpireAngel Cartel
Best damage to deal Kinetic damage KinThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage ThExplosive damage ExKinetic damage Kin
Ship suggestion Cruiser
Mission briefing

Oh, we have a number of possibilities, but only a few really choice assignments for especially trustworthy capsuleers like yourself.

These are definitely dangerous times, <Pilot>. The corsairs are getting bolder, crime is rampant, and the empires are pretty much at war, which will plunge us all into chaos and cost millions of lives. Unfortunately for people like me, there's not much we can do to change the inevitable; all we can do is try to make sure that what comes costs us as little as possible — in lives, worlds, and materials. To that end, I'm overseeing a lot of war prep in this region, and I'm in need of good pilots who know their stuff and aren't afraid to take some risks now and again.

This has been a hot sector lately. The Angel Cartel is especially active, but fortunately for us they're equal opportunity raiders, and have been as hard on the Caldari and the Amarr as they have on us. Amarr, for their part, have been sending in reconnaissance craft, which suggests either that they have designs on this region or they think we'll be using it as a staging area.

In fact, we think Imperial forces are rebuilding an abandoned CONCORD station in <System> and will be using it to service their vessels, so they may be planning a more long-term presence in the region. These are just the opening moves in the great game, I assure you, but we can't let ourselves be outmaneuvered.

We're short-handed right now, so we're not above hiring independents; we'd like you to take out this station. There may be some Amarrian ships in the area, but we don't anticipate anything like a full-scale defense. Get in, destroy the base, and get out, and you'll have earned yourself a nice reward... and helped to keep the Empire out of this sector.

Single Pocket

Destruction of the fuel depot is not required for completion of the mission, but will spawn a reinforcement wave. None of the structures drop loot. -0.24 standing loss with Amarr Empire, since you need to destroy the Amarr Forward Base.


Initial Group, 20km
WD EWAR L


Frigate 4 x Frigate Imperial Haran/Felix/Paladin
Destroyer 1 x Destroyer Imperial Templar


Optional Reinforcement, 20km
WD EWAR L


Frigate 5-7 x Frigate Angel Cartel Frig

Sometimes, the optional reinforcement is an Angel Cartel Destroyer (Defacer)