EVE 102: After the Tutorials
|This is a deprecated class syllabus, intended as historical record for the teaching department.
Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.
- 1 Class Information
- 2 Class Contents
- 2.1 Introduction
- 2.2 Definitions
- 2.3 Brief History and Lore
- 2.4 Races
- 2.5 Ships: Bigger is not better
- 2.6 Weapon Systems (Strengths and weaknesses)
- 2.7 Skill planning
- 2.8 Standings
- 2.9 Class Wrap-up
This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.
This class's goal is to provide new players with essential knowledge of various topics throughout the game. Further study is identified and encouraged in these topics.
- Duration: 60-90 minutes
- Location: Docked up safely in a station
- Brief history of New Eden
- The 4 Races
- Ship classes and Weapon types
- Attributes and Remapping
- Standings and Security Status (their effect on gameplay)
- E-UNI public Mumble server registration - make sure you have Mumble sorted out and operational well before the class begins. See here for instructions.
- Access to the Lecture.E-UNI in-game chat channel
Additional information: This class may be recorded.
[center][size=150][color=#0D7CFF][b]EVE: Careers[/b][/color][/size] [img]https://wiki.eveuniversity.org/images/4/42/Careers.jpg[/img][/center] This course is designed for new students who want to now what are good ideas for things to do and think about in their first few months in EVE. This course will - over the course of 60-90 minutes - present a condensed overview of the lore, ships, and career paths available to players in EVE. [color=#E8830C][b]Duration:[/b][/color] 60-90 minutes, plus Q&A [color=#E8830C][b]Location:[/b][/color] [color=#FFEF29]Docked-up[/color] [color=#E8830C][b]Class contents:[/b][/color][list] [*] Definitions [*] Brief overview of game and lore [*] Races [*] Basic ship types [*] Weapon systems [*] Skill planning [*] Standings & security status [*] Questions and answers[/list] [color=#E8830C][b]Student requirements (General):[/b][/color][list] [*] Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. [*] Use [color=#FF0000][url=https://wiki.eveuniversity.org/Mumble]this guide[/url][/color] for set-up and ensure you have Push-to-talk set. [*] Access to the [color=#810CE8][b]Lecture.E-UNI[/b][/color] in-game chat channel[/list] [color=#E8830C][b]Questions?[/b][/color] Post them here for follow up in this thread.
Notes for the Teacher
- Access to the E-UNI public Mumble server.
- Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
- Access to this syllabus
This is not a mechanics class. The goal of this class it to give a student ideas of what is out there without having to read random wiki pages to get a good overview. Aim for the big picture (open students eyes to aspects of the game they don't know even exist), the minute details are covered in other classes.
Welcome to this class on Eve.
This course is designed primarily for new students who want to know what are good ideas of things to do and think about in their first few months in the game.
Over the 60-90 minutes or so, we shall cover
- Brief history of game and lore
- Basic Ship types (Frigates - Supercaps)
- Weapon Systems (Strengths and weaknesses)
- Skill planning
- Neural Remapping
- Security Status
(Instructor should then introduce himself or herself - covering relevant experience level and background.)
We have a few ground rules for this class:
- Please put your Mumble settings on "Push to Talk" if you have not already done so.
- Feel free to type any questions in the Lecture.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
- You should be [docked up safely in a station, or located....]
Everyone ready? OK, then - let's begin....
Core: Anything related to piloting performance and fitting for your ship. Basic can/able-ness of a ship and responsiveness to do something.
Brief History and Lore
- Colonization of New Eden
- Amarr crawling advance to most advanced
- Minmatar primitive to slaves to freedom
- Gallente lover of all, absorber of some
- Caldari the efficiency of the many outweigh all else
WHY IMPORTANT? Because Eve does not lock you into a race. Cross-training is common and available for all ships and weapon types. Also, it's good to know what you're up against.
Ships: Bigger is not better
Tech 1 : Versatile, Cheap
- Small, fast, EWAR, tackling, scouting, death of 1000 pinpricks, ~500k ISK (unfitted)
- Specialized, salvage, 2-3x price of Frigates
- Middle class, versatility is key, heavy tackle, logistics 10-20x price of Frigates
- Slower, powerful, limited capabilities, drones, 80x price of frigates
- Slow, powerful, tracking problems, 300x price of Frigates
Tech 2 : Specialized, Expensive
- Frigate (40-60x base frigate)
- Advanced tackle, Anti-Frigate, specialized EWAR, advanced scouting, stealth bombing
- Destroyer (70-90x base frigate)
- AOE Warp Disruption (Null-Sec only)
- Cruiser (212-300x base frigate)
- AOE & Targeted Warp Disruption (Null/Low Sec only), Heavy Damage Dealing, Better Logistics, Specialized EWAR
- BattleCruisers (360-410x base frigate)
- Command Ships
- BattleShips (1600-1840x base frigate)
- Tank/Damage/Salvager (Mission runner), Black Ops
Tech 3: Modular, Very Expensive
- Cruiser (250x base frigate)
- Customizable, used mostly in Wormholes or for transport/scouting in Null Sec
- Requires subsystems (5): prices vary from 29-90 frigates each
Eve University Class: Strategic Cruisers 101
Capitals: Very expensive, Very powerful
- Carriers - Fleet logistical support, with the ability to field 10-15 fighter class drones
- Dreadnoughts - Siege weapon platform designed to destroy stationary structures and other capital ships
- Super Carriers - Carrier on steroids, immune to all forms of electronic warfare, with the ability to field 20-25 fighter/fighter bomber drones as well as fire remote ECM bursts
- Titans - Dreadnought on steroids, immune to all forms of electronic warfare, Able to open jump bridges for a fleet as well as the ability to fire a doomsday device
Eve University Class: Capital Ships 101
Remember Eve's Golden Rule: Don't fly what you can't afford to replace (several times)!!
Weapon Systems (Strengths and weaknesses)
- Turrets: Instant damage, uses tracking
- Missiles: delayed damage, affected by target's sig. radius and velocity
- Drones: High skill requirements (lowered in Summer 2014 expansion), versatile
- EWAR: Force Multiplier
- Logistics: Everybody's Best Friends
- Propulsion: Intelligence/Perception
- Core Ship Skills, Tanking, Industry, Drones (M/I), PI Scanning: Intelligence/Memory
- Unlocking T1 Ships, Gunnery, Missiles, T2 Ships (W/P): Perception/Willpower
- Command Skills, PI Command Center (C/I): Charisma/Willpower
- 3 Remaps for New Character. 1 normal, 2 bonus
- I recommend staying balanced: Pick ship type(s) and begin training core skills and navigation). For industrialist or traders being training science/industry or trade skills (2-3 months). If you do not mind spending one of your LIMITED reamaps, you can remap to Intelligence/Perception to make this go faster, Intelligence higher for industrialists or Perception higher for Pilots.
Eve University Class: Messing With Your Head
Eve University Guide: Ways to Plan
1. Core/Fleet Support (Most endorsed by other pilots)
- Stay balanced and train navigation, trade, social, and leadership skills. It is a good idea to get at least one racial frigate skill to 5 and one or more racial Cruiser or racial BattleCruiser to 4. Also put some effort into getting gunnery or missile skills to 3-4 for these ship types.
- Map to Memory/Intelligence: Train most fitting , tanking , drone (favors Amarr and Gallente), EWAR, and logistics skills. Industry or mining is an option here for income.
- Remap to Perception/Willpower: Start training Tech 2 ships of whatever role(s) you've enjoyed the first year. Cross train races if desired. Max gunnery and/or missile skills.
- Strength: Very strong support skills (fleet) and great T1 performance (in all core areas), low budget. Doesn't use bonus remaps unless desired early.
- Weaknesses: Poor Damage Skills and no Tech 2 for about a year.
2. Damage Dealing/MultiRacial Pilot
- Note: train essential fitting skills early to 4-5 in the balance phase, otherwise you'll be very frustrated trying to fit Tech 2 ships and guns which you can get to faster. Also invest in getting Tanking Skills to 3 (and Mechanics and Hull or Shield Upgrades to 5).
- Stay balanced and train navigation, fitting, trade, social, and leadership skills.
- Map to Perception/Willpower: Train for whatever ships desired. This is a great time to cross-train into any/all races.
- Remap to Memory/Intelligence: Max fitting skills, drones (you can probably fly Gallente or Amarr by now), and tanking. Can cross-train into fleet support at this time.
- Strengths: Very quick to high damage output and specialized T2 ships.
- Weaknesses: Less support/utility skills, poorer ship performance (other than damage), and much more expensive (buying T2 is not cheap). Might use extra remap or two if pilot does not train enough essential skills early on.
Standings are how much you are liked by someone or a group of people. They range on a scale of -10 to +10. They impact gainplay in many ways.
- Mission Access: L2 1.0, L3 3.0, L4 5.0, L5 (Low Sec only) 7.0
- Faction Warefare: 0.0
- Refining: No equipment tax at 6.67
- Jump clones: 8.0
- Broker Fees: reduced significantly at faction/corp owned stations
- Faction NPC spawns at gate if empire faction doesn't like you (-5)
How relatively law abiding you are (aka CONCORD standing). There are no CONCORD agents.
- Range from -10 to 5 (generally).
- Impact where you can go in space (-5)
- Thanks for attending this class!
- I would appreciate any feedback from people on how to improve the class
Plug for Mentor Program and Corporations in General
- Questions ?