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Missions: Difference between revisions

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{{MissionLinks}}
{{MissionLinks}}
{{related class|Missions (CORE class)}}
{{related class|Missions (CORE class)}}
A '''mission''' is a task offered by a non-player character (NPC) to a player that requires the player to accomplish a set of objectives in exchange for a set of rewards. Such NPCs are called [agents]] and they describe the task and specify the rewards for its completion.
A '''mission''' is a task offered by a non-player character (NPC) to a player that requires the player to accomplish a set of objectives in exchange for a set of rewards. Such NPCs are called [[agents]] and they describe the task and specify the rewards for its completion.


== Mission levels ==
== Mission levels ==
Mission levels go from 1 to 5. Higher level missions generally requires that you have better skills and access to bigger ships. Higher level missions also increase [[#Rewards|rewards]]. A mission's level is identical to the offering [[agents]] level with the exception of [[#Storyline missions|Storyline missions]]. As your corporation and faction standing increases, you'll gain access to higher level agents and thus missions.
Mission levels go from 1 to 5. Higher level missions generally requires that you have better skills and access to bigger ships. Higher level missions also increase [[#Rewards|rewards]]. A mission's level is identical to the offering [[agents]] level with the exception of [[#Storyline missions|Storyline missions]]. As your corporation and faction standing increases, you'll gain access to higher level agents and thus missions.


* '''Level 1''' The most basic type. Can be run by basic [[frigates]]. Only the most basic [[Starting skills|piloting skills]] are required.
* '''Level 1''': The most basic type. Can be run by basic [[frigates]]. Only the most basic [[Starting skills|piloting skills]] are required.
* '''Level 2''' While Mining and Courier missions may be run in frigates, Encounter is designed for [[cruiser]] hulls. You are expected to improve your abilities and learn how to [[Fitting ships|fit out new ships]].
* '''Level 2''': While Mining and Courier missions may be run in frigates, Encounter is designed for [[cruiser]] hulls. You are expected to improve your abilities and learn how to [[Fitting ships|fit out new ships]].
* '''Level 3''' As you specialize, you will need a [[battlecruiser]], [[Mining Barge]], or a medium-sized [[hauler]]. These missions go faster if you have trained for better ships and at least some [[Tech 2]] fittings.
* '''Level 3''': As you specialize, you will need a [[battlecruiser]], [[Mining Barge]], or a medium-sized [[hauler]]. These missions go faster if you have trained for better ships and at least some [[Tech 2]] fittings.
* '''Level 4''' These require a [[battleship]], an [[exhumer]], or a large [[hauler]]. These missions can be time-consuming, but they offer large rewards. These missions require [[Omega clone|omega]] to run.
* '''Level 4''': These require a [[battleship]], an [[exhumer]], or a large [[hauler]]. These missions can be time-consuming, but they offer large rewards. These missions require [[Omega clone|Omega]] to run.
* '''Level 5''' Mostly encounter (combat) missions designed for [[#Missioning with a fleet|groups of players]] or [[capital ships]] and are exclusively located in Low Security space. Like level 4, these also require omega to run.
* '''Level 5''': Mostly encounter (combat) missions designed for [[#Missioning with a fleet|groups of players]] or [[capital ships]] and are exclusively located in Low Security space. Like level 4, these also require Omega to run.


== Mission types ==
== Mission types ==
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=== Storyline missions ===
=== Storyline missions ===
As you continue to complete missions, you will occasionally get a Storyline Mission offer from a special Storyline agent. The game tracks how many missions you've completed for each combination of level and faction. For every 16 missions of {{Co|lime|''the same level and faction (but not necessarily the same corporation)''}} that you complete, you will get a new Storyline mission offer from the nearest Storyline agent of the same faction. This will always be the Storyline agent closest to the regular agent who gave you your 16th mission (in terms of number of jumps) with two exceptions:
As you continue to complete missions, you will occasionally get a Storyline Mission offer from a special Storyline agent. The game tracks how many missions you've completed for each combination of level and faction. For every 16 missions of {{Co|lime|''the same level and faction (but not necessarily the same corporation)''}} that you complete, you will get a new Storyline mission offer from the nearest Storyline agent of the same faction. This will always be the Storyline agent closest (in terms of number of jumps) to the regular agent who gave you your 16th mission with two exceptions:
* If the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline agent that you get the offer from.
* If the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline agent that you get the offer from.
* If the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline agent in High Security.
* If the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline agent in High Security.
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== Rewards ==
== Rewards ==
Completing missions will reward you with ISK, [[Loyalty Points]], standings and occasionally with items.
Completing missions will reward you with ISK, [[loyalty points]], standings and occasionally with items.


The amount of ISK received is influenced by the {{sk|Negotiation}} skill giving 5% additional ISK per skill level.
The amount of ISK received is influenced by the {{sk|Negotiation}} skill giving 5% additional ISK per skill level.


Being paid with ISK is clear-cut, however, new missioneers often forget about Loyalty points they gain whilst running missions. Loyalty Points (LP) are a currency that you receive from the corporation whose agent gives you a mission. These points can be used to buy things at the corporation's store. LP (plus a certain amount of ISK and/or particular items) can be exchanged for valuable items in the LP store of the mission agent's corporation. For some players, it is more profitable to accumulate LP to exchange them for goods that can then be sold than it is to kill, loot, and salvage in encounter missions. See [[Loyalty Points]] for more details on what to do with LP.
=== Loyalty points ===
 
Being paid with ISK is clear-cut, however, new missioneers often forget about [[loyalty points]](LP) they gain whilst running missions. Loyalty points are a currency that you receive from the corporation whose agent gives you a mission. These points can be used to buy things at the corporation's store. LP (plus a certain amount of ISK and/or particular items) can be exchanged for valuable items in the LP store of the mission agent's corporation. For some players, it is more profitable to accumulate LP to exchange them for goods that can then be sold than it is to kill, loot, and salvage in encounter missions.
The mission LP rewards scale with the system security of the agent and the level of the "Division" Connections skill. The formula for calculating the LP reward is:
The mission LP rewards scale with the system security of the agent and the level of the "Division" Connections skill. The formula for calculating the LP reward is:


: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) </math>
: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ Division Connections }\times 0.1) </math>


This means that an agent in a 0.5 security system pays 80% more than an agent in 1.0 security system. Note that the system security used here is the [[System security#True security|true security]] of the system.
This means that an agent in a 0.5 security system pays 80% more than an agent in 1.0 security system. Note that the system security used here is the [[System security#True security|true security]] of the system.
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The rewards are also dynamically adjusted based on past completion data. This dynamic calculation affects ISK/LP payout, bonus reward, and timed bonus reward.<ref name="dynamic rewards">[https://oldforums.eveonline.com/?a=topic&threadID=795200 https://oldforums.eveonline.com/?a=topic&threadID=795200 On the mission reward balancer]</ref>
The rewards are also dynamically adjusted based on past completion data. This dynamic calculation affects ISK/LP payout, bonus reward, and timed bonus reward.<ref name="dynamic rewards">[https://oldforums.eveonline.com/?a=topic&threadID=795200 https://oldforums.eveonline.com/?a=topic&threadID=795200 On the mission reward balancer]</ref>


=== Standings ===
When you complete a regular mission for an agent, you get increased standings with the agent and the corporation, but not the faction. It is worth noting that if the mission involves destroying ships or structures of a different faction, your standings with the target faction will go down due to a "Combat - Ship Kill" malus. Those who wish to be able to fly in all of High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, anti-Minmatar and anti-CONCORD). Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [[Friendly Spies]], where if you destroy the mission objective but none of the hostile ships you won't lose Gallente Federation standings. In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [[Amarrian Tyrants (Level 3)]]. However, some missions will incur -2.4% standing losses for ship kills and might require one or more completed storyline missions for the opposing side to repair the standings losses.
When you complete a regular mission for an agent, you get increased standings with the agent and the corporation, but not the faction. It is worth noting that if the mission involves destroying ships or structures of a different faction, your standings with the target faction will go down due to a "Combat - Ship Kill" malus. Those who wish to be able to fly in all of High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, anti-Minmatar and anti-CONCORD). Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [[Friendly Spies]], where if you destroy the mission objective but none of the hostile ships you won't lose Gallente Federation standings. In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [[Amarrian Tyrants (Level 3)]]. However, some missions will incur -2.4% standing losses for ship kills and might require one or more completed storyline missions for the opposing side to repair the standings losses.


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Gaining standings with an agent, corporation or faction can be lucrative. With higher standings, you will be able to take higher level missions, pay fewer [[Trading#Broker's fee|broker fees]] in NPC stations and get cheaper [[reprocessing]] in NPC stations. See [[NPC standings]] for all advantages of standings. The amount of standing received is influenced by the {{sk|Social}} skill giving 5% bonus per level to NPC agent, corporation and faction standing increase.
Gaining standings with an agent, corporation or faction can be lucrative. With higher standings, you will be able to take higher level missions, pay fewer [[Trading#Broker's fee|broker fees]] in NPC stations and get cheaper [[reprocessing]] in NPC stations. See [[NPC standings]] for all advantages of standings. The amount of standing received is influenced by the {{sk|Social}} skill giving 5% bonus per level to NPC agent, corporation and faction standing increase.


=== Bounties ===
You will also receive ISK from bounties while killing NPC pirates, not [[Factions#Empires|empire factions]]. You will often get more ISK from bounties than from the mission reward. Bounties are a fixed amount per ship type so the total bounty depends on number and types of ships you destroy.
You will also receive ISK from bounties while killing NPC pirates, not [[Factions#Empires|empire factions]]. You will often get more ISK from bounties than from the mission reward. Bounties are a fixed amount per ship type so the total bounty depends on number and types of ships you destroy.


=== Loot and salvage ===
You will also be able to loot and [[salvage]] the wrecks though it depends on the mission level and killed NPCs whether it is profitable or not. There is always a rare chance of an item of considerable value dropping as loot.
You will also be able to loot and [[salvage]] the wrecks though it depends on the mission level and killed NPCs whether it is profitable or not. There is always a rare chance of an item of considerable value dropping as loot.


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[[File:Opportunities-mission card-offered.png|thumb|Opportunities mission card with offer timer. Identified by the orange speech balloon on the agent portrait.]]
[[File:Opportunities-mission card-offered.png|thumb|Opportunities mission card with offer timer. Identified by the orange speech balloon on the agent portrait.]]
The offer or acceptance timer starts when talking to the agent and has a duration of 6 to 7 days. When the mission is not accepted in this time frame the agent will withdraw the offer and send you a message, telling you how displeased they are:
The offer or acceptance timer starts when talking to the agent and has a duration of 6 to 7 days. When the mission is not accepted in this time frame the agent will withdraw the offer and send you a message, telling you how displeased they are:
{{Quote|I can no longer await your response to my offer. I am displeased by your indecisiveness.}}
{{Quote|'''Mission Offer Expired'''
 
I can no longer await your response to my offer. I am displeased by your indecisiveness.
}}
Aside from this general message some missions like [[Carrying AIMEDs]] have a more flavored text:
{{Quote|'''Would you believe it?'''
 
Those fools went and let ships dock with no medics to give the okay. Turns out one of 'em was carrying some kind of plague, and the whole station ended up sick before they figured out what was going on.
 
Anyway, you don't need to take the AID parts over anymore. They'll take care of that when they refurbish the place after the hazmat team finishes sterilizing it and incinerating the bodies.
}}
Letting the offer timer expire has no consequences for your standings.
Letting the offer timer expire has no consequences for your standings.