Difference between revisions of "Silence Deep as Death"

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m (Regular ISK and LP rewards should not be noted in this parameter as per the {{Missiondetails}} documentation. See Template:Missiondetails.)
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{{survival copy}}{{NPCTableCSS}}{{MissionLinks}}
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{{NPCTableCSS}}{{MissionLinks}}
  
{{Missiondetails}}name= Silence Deep as Death, level 3
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{{Missiondetails
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|Level= 3
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|Type= Encounter
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|Objective= Investigate the distress beacon and rescue the lost miners (17x Troubled Miner 34{{m3}}).
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|Faction1= Angel Cartel
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|DamageToDeal1=
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|DamageToResist1=
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|WebPoint=
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|EWAR=
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|ShipSizeLimit=
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|ShipSuggestion= Battlecruiser
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|Rewards=
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|Extra=  
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}}
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{{MissionBriefing
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|Yes, that's true. You're <Pilot>, right? So many new capsuleers these days – hard to keep them all straight. My apologies.
  
Faction: Angel Cartel<br>
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Anyway, listen: We recently lost contact with a small group of miners at <System>. Outside of the miners' distress beacon being activated, we've heard nothing from them for two days. Just... silence.
Mission type: Encounter<br>
 
Space type: Deadspace<br>
 
Damage dealt: (Exp?, Kin?)<br>
 
Recommended damage: Exp, Kin<br>
 
Recommended ships: Drake<br>
 
  
===Single Pocket===
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Normally, we'd just hire new crews. But we spent a fortune on implants for those miners, and we're not ready to write those off. So would you please go to <System> and see what's what?
At warp-in there is 1 group. Upon this group's destruction a reinforcement wave spawns.
 
Last ship in 2nd wave drops a cargo container. The 17 miners (i.e. 34.0m^3 mission objective) are in that can.
 
  
First Wave:<br>
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Whatever the case, you'll need to bring those miners back here for examination and questioning.
1-15km
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}}
2/3x Frigates (Gistii Outlaw/Raider/Shatterer/Republic Radur)<br>
 
2/3x Destroyers (Gistior Defacer/Defiler)<br>
 
3x Cruisers (Gistum Liquidator/Marauder)<br>
 
  
Reinforcement Wave:<br>
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{{MessageBox|'''The Slave Trade'''
5-15km (spawned when 1st wave is destroyed)
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|It never fails to amuse the more cynical in New Eden that the Amarr — with all their holier than thou piety — see nothing wrong with their use of slaves. Still, this darker side of the Amarrian faith, while upsetting to many, never fails to generate the gleam of potential profits for those willing to provide such slaves.
2/3x Frigates (Gistii Impaler/Raider)<br>
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0/1x Crusier (Republic Solon)<br>
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The Angel Cartel — arguably the strongest criminal organization plaguing the star lanes today — has not let this business opportunity go amiss. Yet it is a matter even the Cartel handles delicately, since it has no wish to openly provoke the Minmatar Empire or its Gallente allies. Still, if a few Minmatar ships go missing, who would notice? The blackness of space promises many dangers to the unwary, and much ISK to those who happen to be in the right place at the right time (with the right weapons...).
2/3x Battlecruisers (Gistatis Praefectus/Tribuni)<br>
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|collapsed= yes}}
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=== Warp-in ===
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A few seconds after arrival, the three Republic frigates (flagged as enemies) are triggered to blow up regardless of player interaction. A reinforcement group arrives when the last initial enemy is destroyed. After the last ship is destroyed, the Troubled Miners are transferred to your cargo, no need to loot.
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{{MessageBox|In local, Just after destruction of the Republic ships
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|{{Co|#80d8fc|It's a trap! A <i>Trap! It's the Angels – they're slave-raiding for the Amarr! They set our distress beacon to draw in more ships, and more potential slaves. We're on one of their ships, and we've just managed to rig this radio down here in-
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 +
 
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Oh no! They're coming down the hall! They must have detected the signal... save us!}}
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|collapsed= yes}}
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{{NPCTableHead|Initial (5-20km)}}
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{{NPCTableSeparator|The miners (Blow up soon after warp-in)}}
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{{NPCTableRow|Frigate|2|Republic Radur/Skadi/Ormur}}
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{{NPCTableRow|Cruiser|1|Republic Solon}}
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{{NPCTableSeparator|The Angels (Auto aggro)}}
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{{NPCTableRow|Frigate|2-3|Gistii Outlaw/Thug}}
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{{NPCTableRow|Destroyer|2|Gistior Defacer/Defiler/Shatterer}}
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{{NPCTableRow|Cruiser|3|Gistum Liquidator/Marauder}}
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|}
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{{NPCTableHead|Reinforcement (5-20km)}}
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{{NPCTableRow|Frigate|2-3|Gistii Ambusher/Hunter/Impaler}}
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{{NPCTableRow|Battlecruiser|2-3|Gistatis Praefactus/Tribuni}}
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|}
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 +
{{NPCTableHead|Asteroids}}
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{{NPCTableRow|Astroids|16|Veldspar}}
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|}
  
'''Asteroids:'''<br>
 
Veldspar - 16 asteroids
 
  
 
{{Missionrelated}}
 
{{Missionrelated}}
[[Category:Mission reports]]
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 +
[[Category:Security missions]]

Latest revision as of 08:24, 11 September 2023


Level 3
Type Encounter
Objective Investigate the distress beacon and rescue the lost miners (17x Troubled Miner 34 m3).
Faction Angel Cartel
Best damage to deal Explosive damage ExKinetic damage Kin
Damage to resist Explosive damage ExKinetic damage Kin
Ship suggestion Battlecruiser
Mission briefing
Yes, that's true. You're <Pilot>, right? So many new capsuleers these days – hard to keep them all straight. My apologies.

Anyway, listen: We recently lost contact with a small group of miners at <System>. Outside of the miners' distress beacon being activated, we've heard nothing from them for two days. Just... silence.

Normally, we'd just hire new crews. But we spent a fortune on implants for those miners, and we're not ready to write those off. So would you please go to <System> and see what's what?

Whatever the case, you'll need to bring those miners back here for examination and questioning.

The Slave Trade
It never fails to amuse the more cynical in New Eden that the Amarr — with all their holier than thou piety — see nothing wrong with their use of slaves. Still, this darker side of the Amarrian faith, while upsetting to many, never fails to generate the gleam of potential profits for those willing to provide such slaves.

The Angel Cartel — arguably the strongest criminal organization plaguing the star lanes today — has not let this business opportunity go amiss. Yet it is a matter even the Cartel handles delicately, since it has no wish to openly provoke the Minmatar Empire or its Gallente allies. Still, if a few Minmatar ships go missing, who would notice? The blackness of space promises many dangers to the unwary, and much ISK to those who happen to be in the right place at the right time (with the right weapons...).

Warp-in

A few seconds after arrival, the three Republic frigates (flagged as enemies) are triggered to blow up regardless of player interaction. A reinforcement group arrives when the last initial enemy is destroyed. After the last ship is destroyed, the Troubled Miners are transferred to your cargo, no need to loot.

In local, Just after destruction of the Republic ships
It's a trap! A Trap! It's the Angels – they're slave-raiding for the Amarr! They set our distress beacon to draw in more ships, and more potential slaves. We're on one of their ships, and we've just managed to rig this radio down here in-


Oh no! They're coming down the hall! They must have detected the signal... save us!


Initial (5-20km)
WD EWAR L
The miners (Blow up soon after warp-in)
Frigate 2 x Frigate Republic Radur/Skadi/Ormur
Cruiser 1 x Cruiser Republic Solon
The Angels (Auto aggro)
Frigate 2-3 x Frigate Gistii Outlaw/Thug
Destroyer 2 x Destroyer Gistior Defacer/Defiler/Shatterer
Cruiser 3 x Cruiser Gistum Liquidator/Marauder


Reinforcement (5-20km)
WD EWAR L


Frigate 2-3 x Frigate Gistii Ambusher/Hunter/Impaler
Battlecruiser 2-3 x Battlecruiser Gistatis Praefactus/Tribuni


Asteroids
WD EWAR L


16 x Astroids Veldspar