|This is a depcrecated 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.
This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.
Illustration link for class description on the Eve University forum: http://i757.photobucket.com/albums/xx216/ScoopIrish/mission_impossible_logo.gif
Mission running is one of the most popular activities in EVE. Though simple to start, missioning requires certain skills and experience to master. This class will describe the basics of effective mission running, and how missions can play an important role in your long-term goals and objectives.
Course title: Missioning 101
'Duration:' 60 minutes
Location: Docked up safely in any station
Class Content: - Mission running fundamentals - Required skills for effective missioning - Strategic mission running - Q&A [- Optional practical exercise]
Student Requirements: - Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide
- Access to the Lecture.E-UNI in-game chat channel
- Optional: A frigate or larger ship, either active armor or active shield tanked, for the practical mission running exercise]
Additional information: This class is a lecture delivered in the Lecture.E-UNI channel in Mumble, followed by Q&A [and an optional practical exercise]. This class may be recorded for UNI student purposes.
If you have any additional questions, please post them here and I will respond.
You can copy and paste the following BBCode template to create a forum announcement:
[img]http://images.metaservices.microsoft.com/img/tvcards/240/1301_19.jpg[/img] Mission running is one of the most popular activities in EVE. Though simple to start, missioning requires certain skills and experience to master. This class will describe the basics of effective mission running, and how missions can play an important role in your long-term goals and objectives. * Instructor: [b]Instructor name here[/b] * When: yyyy.mm.dd hh:mm EVE Time * Location: Docked up safely in a station [b]Class overview[/b] * Mission running fundamentals * Required skills for effective missioning * Strategic mission running * Q&A [b]Student requirements[/b] * Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: [url=http://wiki.eveuniversity.org/Mumble]Mumble[/url] * Access to the Lecture.E-UNI in-game chat channel [b]Questions?[/b] Ask here in this thread.
Notes for the Teacher
Required materials: Lecture.E-UNI chat channel, to receive questions and post relevant links
- UniWiki articles:
- Agent search links
- Guides and resources for improving faction standings:
Slides (Google docs) - Developed by Niss for an instance given 2014.05.21
Welcome to Missioning 101, a class on effective mission running!
This course is designed primarily for capsuleers that want to earn ISK and other rewards from running missions, or for pilots that want to run missions more effectively and efficiently, so that they can achieve more strategic, long-term objectives.
Over the 60 minutes or so, we shall cover a basic introduction to missioning, discuss the essential skills required to do mission running effectively, and explore how running missions can be a valuable way to achieve immense fame and fortune in the game.
(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.
Everyone ready? OK, then - let's begin....
There are four basic mission types:
Encounters, or kill missions, require flying to a location to destroy ships. There are currently two types of encounter missions:
Deadspace: Pilots warp to an acceleration gate prior to engaging with NPCs.
Gateless: Pilots warp directly to the engagement.
Courier missions involve moving goods from one station to another. These goods may be specific sealed cargoes or common market commodities.
Trade missions involve providing the agent with goods they request in the mission briefing. These goods need to be purchased (or produced) by the pilot and delivered to a specific destination station.
Similar to trade missions, mining missions involve delivery of minerals or ore to a certain location.
Career missions are introductory missions for learning different mechanics and career opportunities in EVE. To locate career missions, press F12, then click the "Show Career Agents" button.
After every 16 regular missions completed, pilots will be offered a storyline mission. These will be one of the regular mission types but will differ by having a great impact on your faction as well as corporation standings. The initial 16 missions can be completed for any agent, as long as those agents are aligned with the same faction and are at the same level as each other. The number of missions is not altered or reset by rejecting or failing an accepted mission.
Epic mission arcs are a series of branching missions that present the player with choices that determine how the Epic Arc concludes. All empire factions and several pirate factions offer Epic Arcs. With the exception of the Sisters of Eve arc, Epic Arcs require a 5.0 standing with either the offering faction itself, or with a specific corporation within that faction. Completing an Epic Arc will increase your faction standing considerably, though not necessarily with the offering faction. All Epic Arcs can be repeated once every three months, measured from when the last arc mission was completed. Most Epic Arcs are geared toward experienced players, containing missions slightly more difficult than average level 4 mission, with the exception of the Sisters of Eve
The Blood-Stained Stars
The Blood-Stained Stars is the first Epic Arc that most players will attempt. Most of the missions in this arc have a difficulty on par with level 1 missions.
Most of the Cosmos missions may only be done once, but they provide unique rewards and give a significant boost in standings. However, pilots have to find Cosmos agents inside complexes to receive such an offer. COSMOS missions are one of the sources of blueprints for "storyline"-type modules.
Data centers offer one-time agent missions that give a faction standing increase in exchange for a number of pirate tags. Data Centers are deadspace locations found at beacons in high-security 'Empire' space. There are twelve Data Centers total with three Data Centers for each of the four major Empire factions, Caldari, Minmatar, Gallente and Amarr. (Amarr share theirs with the Ammatar and have more agents total.)
Missions are organized into difficulty levels ranging from level I to level V, with I being relatively easy and V being very difficult. Missions of levels I-IV can be soloed with the right ships and fittings, but level V missions usually require a team of players to complete successfully.
Missions of a given level are intended to be run by ships of a given size. For missions that are located in open complexes, this is merely a guideline, and pilots can take any kind of ship they wish. Other missions will have ship restrictions that are enforced by an acceleration gate. You will be alerted to any ship restrictions upon accepting a mission, and the agent will also let you know if your current ship is able to run the mission.
- Level 1: Frigates/destroyers
- Level 2: Cruisers
- Level 3: Battlecruisers
- Level 4: Battlecruisers/Battleships
- Level 5: Group of players, the more firepower the better
With sufficient skills, Tech II and pirate ships are generally able to run missions one level higher than their intended size. While Tech III ships are capable of completing level IV missions, it will take them significantly longer than a more appropriately-sized ship, so they are not recommended.
Higher level missions can take much more time to complete - while most level I missions take only a few minutes, some level IV missions can take more than an hour!
- Completion Reward: A payment of ISK for completing the mission that will vary by mission type and level. Level 1 mission rewards can be just a few thousand ISK, while level IV missions pay up 1 million ISK or more. This reward can be increased by training Negotiation.
- Time Bonus: If you complete the mission within a certain time limit, you will receive a bonus, usually ISK and sometimes other items such as modules, implants or blueprint copies.
- Bounties: Like other NPCs, killing mission NPCs will reward bounties. This can rival the payout for the mission itself sometimes!
- Loyalty Points - Loyalty points can be redeemed in that corporation's Loyalty Store for special items and ships. There are three skills that can increase loyalty point rewards, and each is specific to the agent type:
- Storyline Rewards - Storyline missions provide a big faction standing increase, and will also sometimes reward valuable items, depending on the difficulty level.
- Loot and Salvage - Wrecks remain in space for approximately two hours, and will not despawn with the rest of the mission area. While most loot won't be particularly valuable, larger modules are generally more valuable than smaller modules, so the value of loot will generally scale with the mission level.
Agents and Standings
Agents are classified by Division and Level:
he department in which the agent works for that corporation. This determines the types of missions provided by that agent.
- Security: These agents offer encounter/kill missions.
- Distribution: These agents primarily offer courier missions, but also offer trade missions.
- Mining: These agents primarily offer mining missions, but also offer trade missions.
- Storyline: These agents, also classified as Security, Distribution, or Mining, offer Storyline missions exclusively.
Level determines the difficulty of missions provided.
- Level I-IV agents can be found in highsec.
- Level V agents are found only in lowsec. However, level V agents located near highsec may occasionally give missions located in highsec systems.
An agent's level determines the standings you require to receive a mission from that agent.
- Both corporate and faction standings can be used to meet an agent's requirement. Note that for faction standings, you will need standings with the faction the agent's corporation is a member of, NOT the faction whose space you are currently in.
Note: All agents above level I require faction standing above -2.0. This supersedes any corporate standings.
- Level I: None
- Level II: 1.0 or higher
- Level III: 3.0 or higher
- Level IV: 5.0 or higher
- Level V: 7.0 or higher
There are several skills that are relevant to agent standings:
- Social - 5% increased standings gain per level when completing missions.
- Connections - 5% increase per level in effective standings with corporations/factions with positive standings toward you that CONCORD likes
- Criminal Connections - 5% increase per level in effective standings with corporations/factions with positive standings toward you that CONCORD dislikes
- Diplomacy - 5% increase per level in effective standings with corporations/factions with negative standings toward you
Finding An Agent
- Select "Agents" in the fourth tab.
- You can filter search results by several criteria:
- Agent Division
Obtaining a Mission
1. Talk to an agent in a station for whom you have sufficient standing - if you don't have high enough standings, they won't speak to you.
- Read the mission briefing, and either accept, reject or delay
- If you accept, you will have a time limit to complete the missions, and will receive a bonus if you complete it in a certain time.
- Most missions must be accepted while docked in an agent's station. Some missions (such as Epic Arc missions) can be accepted remotely.
- If you reject, you can do so once every four hours with that agent without penalty - if you reject multiple missions in less than four hours, you will take a corporation and faction standing hit.
- If you delay (or just close the agent conversation window), you can come back to that mission later - it will be held in your Journal until the mission expires in 7 days. There is no penalty for allowing missions to expire, unless you accepted it and did not complete it.
- If you accept, you will have a time limit to complete the missions, and will receive a bonus if you complete it in a certain time.
- After completing the mission, return to the agent, open the mission dialogue screen, and click the mission completed button.
- Some missions can be turned in remotely (such as Epic Arc missions).
- You will then get rewards, usually ISK and Loyalty Points, and sometimes other benefits: modules, implants, blueprints or other goodies.
- Completing a mission will also cause any complexes or deadspace pockets to despawn, leaving behind any wrecks. Turning a mission before salvaging can expedite the salvaging process, as this also removes the need to use acceleration gates.
Use EVE-Survival for details about the mission you are attempting. Note that there are sometimes multiple versions of the same mission at differents levels of difficulty.
- Check NPC faction
- Fit the appropriate weapons and tank modules to deal with those enemies.
- Fit a tank (armor or shield) that can be sustained for a long time/indefinitely (i.e., you are cap stable).
- Active armor/shield tank
- Passive shield tank
- Buffer tank can be appropriate when blitzing, but is not recommended
- Note any EWAR that will be present
- Higher-level missions have more EWAR
- Note wave triggers and groups
- Ships will often aggro as a group, but will not cause other groups to aggro (though this is not always the case)
- Being aware of wave triggers will help you to avoid getting overwhelmed by unexpected spawns
Upon entering the mission system:
- Check for war targets
- If war targets are present, reconsider doing the mission at this time
- Being in a deadspace pocket will make you harder to scan down, but it's not impossible
Upon entering the mission complex/pocket:
- Make sure your modules are activated!
- Take a breath - is anyone targeting or attacking you yet?
- Take stock of the situation - where are the NPC groupings?
- Pick a grouping, kill the tackling frigates and cruisers first - use drones, missiles or small guns
- Watch for aggression from multiple groups - be prepared to warp out if necessary
- Make sure your drones' settings are appropriate for the mission
- If there are no damage triggers, feel free to set your drones to "aggressive" - you can always redirect them. If damaging something will trigger a wave, set your drones to "passive" and direct them manually.
- Ninja salvagers - best to ignore them; they may taunt you to try to get you to aggress them.
- Thanks for attending this class!
- If you liked the class, please send me 1 ISK with a comment.
- I would appreciate any feedback from people on how to improve the class - send me an EVE mail with your suggestions.
- Questions ?