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Proton three (talk | contribs) →Getting Started as an Explorer: Typesetting refinement. Also, complete obliteration of passive voice yaaaaaay~ |
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= Getting Started as an Explorer = | = Getting Started as an Explorer = | ||
== Skills == | == Skills == | ||
Much like | Much like mining, exploration doesn’t require a high skill level to get started. The three basic exploration-related skills follow. | ||
* [[Skills:Science#Astrometrics|Astrometrics]] (+5% scan strength per level, | * [[Skills:Science#Astrometrics|Astrometrics]] (+5% scan strength per level, −5% max scan deviation per level, −5% scan probe scan time per level) | ||
** Astrometrics allows you to use a Probe Launcher to launch (crazily enough) Scan Probes which | ** Astrometrics allows you to use a Probe Launcher to launch (crazily enough) Scan Probes which you will use to locate hidden exploration sites filled with loot, enemies you can destroy, valuable gas clouds, or even wormholes to unknown parts of space! | ||
** New characters start their career with Astrometrics | ** New characters start their career with Astrometrics I, but existing characters can easily obtain the skillbook from the Exploration tutorial missions. | ||
** While Astrometrics | ** While exploration does not strictly require Astrometrics as much as it did pre-Odyssey, it provides useful bonuses and any serious explorer should plan to train to at least Astrometrics IV, which [[Skills:Science#Astrometric Pinpointing|Astrometric Pinpointing]] requires. | ||
* [[Skills:Science#Archaeology|Archaeology]] (Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.) | * [[Skills:Science#Archaeology|Archaeology]] (Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.) | ||
** | ** Relic Analyzers require Archaeology, and are a fairly cheap mid-slot module used to interact with structures found inside exploration-located Relic Sites. A good amount of your income as an explorer will come from accessing these structures, so note this skill's importance! | ||
** Higher skill levels make the minigame associated with opening Relic Site structures easier, with Archaeology | ** Higher skill levels make the minigame associated with opening Relic Site structures easier, with Archaeology V allowing you to use the significantly-more-powerful Relic Analyzer II module. Any serious explorer should plan to eventually max this skill out. | ||
* [[Skills:Science#Hacking|Hacking]] (Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.) | * [[Skills:Science#Hacking|Hacking]] (Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.) | ||
** | ** ''A la'' Archaeology, Data Analyzers require Hacking, and open structures found in Data Sites. Hacking I has slightly higher requirements than Archaeology I, but make sure you get both skills: Data Sites tend to yield more valuable items, and you won't want to miss out on any sites you find! | ||
** Also like Archaeology, higher skill levels make the Hacking minigame easier, and Hacking | ** Also like Archaeology, higher skill levels make the Hacking minigame easier, and Hacking V will give you access to a more powerful hacking module. | ||
Some additional skills exist to make site location easier as you advance in your exploration career. | |||
* [[Skills:Science#Astrometric Rangefinding|Astrometric Rangefinding]] (+5% probe scan strength) | * [[Skills:Science#Astrometric Rangefinding|Astrometric Rangefinding]] (+5% probe scan strength) | ||
* [[Skills:Science#Astrometric Pinpointing|Astrometric Pinpointing]] ( | * [[Skills:Science#Astrometric Pinpointing|Astrometric Pinpointing]] (−5% maximum scan deviation) | ||
** Both these skills make it easier to track down difficult-to-find sites. | ** Both these skills make it easier to track down difficult-to-find sites. You can learn and train Rangefinding at the start of your career, while Pinpointing requires Astrometrics IV as a prerequisite. | ||
* [[Skills:Science#Astrometric Acquisition|Astrometric Acquisition]] ( | * [[Skills:Science#Astrometric Acquisition|Astrometric Acquisition]] (−5% scan time) | ||
** Not as important at the start of your career, Acquisition speeds up how long a single scanning cycle | ** Not as important at the start of your career, Acquisition speeds up how long a single scanning cycle takes—normally 10 seconds. Later on, when scanning in hostile territory, or attempting to probe for the location of an enemy ship, Acquisition becomes an important supplemental skill, but as a new explorer, patience suffices. | ||
== Ships == | == Ships == | ||
Any ship with a high slot can fit a Probe Launcher and start to explore. | Any ship with a high slot can fit a Probe Launcher and start to explore. Keep this in mind as you advance in your career and start thinking about fitting ships to accomplish multiple tasks (i.e., explore in hostile territory, explore and complete any Combat Sites located). | ||
However, a new explorer would | However, a new explorer would benefit most flying a ship specifically designed for exploration: a '''Tech 1 Exploration Frigate'''. Each race has one. | ||
* Gallente [[Imicus]] | * Gallente [[Imicus]] | ||
** The Imicus has the best drone capabilities of any Tech 1 Exploration Frigate, making it a good choice if | ** The Imicus has the best drone capabilities of any Tech 1 Exploration Frigate, making it a good choice if you’d like to use your exploration ship for some very light PvE duty. | ||
* Minmatar [[Probe]] | * Minmatar [[Probe]] | ||
** The Probe | ** The Probe has enough mid slots for all the exploration modules you will want, plus 3 low slots for a defensive [[Armour Tanking|armour tank]], or whatever other miscellaneous modules you think you may need. | ||
* Amarr [[Magnate]] | * Amarr [[Magnate]] | ||
** In a post-Odyssey world, the Magnate suffers a bit as an exploration frigate choice due to its limited number of mid slots, requiring it to make some tough decisions about what kind of equipment to take exploring, and what to leave back at the station. | ** In a post-Odyssey world, the Magnate suffers a bit as an exploration frigate choice due to its limited number of mid slots, requiring it to make some tough decisions about what kind of equipment to take exploring, and what to leave back at the station. | ||
* Caldari [[Heron]] | * Caldari [[Heron]] | ||
** The Heron | ** The Heron mainly benefits from having 5 mid slots. As we will learn below, the standard fitting for a beginner’s exploration ship requires 4 mid slots, meaning that the Heron has an empty mid slot to further improve its exploration capabilities or defense. | ||
All four ships give a 7.5% increase to scan strength of probes per Racial Frigate level, as well as a static +5 bonus to the Virus Strength of any Relic or Data Analyzers you fit. Each also gives a small bonus to Salvager cycle time, in case you occasionally use your ship to salvage wrecks. Useful bonuses all around! | All four ships give a 7.5% increase to scan strength of probes per Racial Frigate level, as well as a static +5 bonus to the Virus Strength of any Relic or Data Analyzers you fit. Each also gives a small bonus to Salvager cycle time, in case you occasionally use your ship to salvage wrecks. Useful bonuses all around! | ||
At the end of the day | At the end of the day, feel free to use whichever frigate you fly easiest (usually the one produced by your race), as they all run pretty closely in effectiveness. | ||
== Equipment and Modifications == | == Equipment and Modifications == | ||
=== Probes and Probe Launchers === | === Probes and Probe Launchers === | ||
The key module required for exploration | The key module required for exploration, the Probe Launcher, fits in a ship’s high slot. Probes and Probe Launchers come in several different varieties, but as a beginning explorer, you should only concern yourself with one type of each. | ||
* '''Core Probe Launcher I''' | * '''Core Probe Launcher I''' | ||
** Easy to fit, and does the job. It can only fire the most basic of probes, however, but this | ** Easy to fit, and does the job. It can only fire the most basic of probes, however, but this doesn’t hinder most explorers. | ||
* '''Core Scanner Probe I''' | * '''Core Scanner Probe I''' | ||
** The basic ammunition for the Core Probe Launcher. | ** The basic ammunition for the Core Probe Launcher. You can reuse them, and the Core Probe Launcher can hold eight at a time. You can technically locate an exploration site with as few as four, but for convenience, consider carrying at least one full reload (8), or even several reloads. This guide will assume you have at least 8 probes in your cargo hold at all times. | ||
Both of these items | Both of these items each also come in a more expensive Sisters of Eve Faction version. | ||
* '''Sisters Core Probe Launcher''' | * '''Sisters Core Probe Launcher''' | ||
** Provides a 10% bonus to scan strength of probes, but | ** Provides a 10% bonus to scan strength of probes, but costs an exorbitant amount; as of 7 June 2013, it sells for just over 55 million ISK at Jita. | ||
* '''Sisters Core Scanner Probe''' | * '''Sisters Core Scanner Probe''' | ||
** Sisters probes have 10% greater scan strength than the garden variety Core Scanner Probes. | ** Sisters probes have 10% greater scan strength than the garden variety Core Scanner Probes. They’re a bit expensive, but vastly more affordable than the Sisters launcher; as of 7 June 2013, they sell for just over 700 thousand ISK each at Jita. | ||
Consider looking into these as an upgrade once | Consider looking into these as an upgrade once you’re starting to get the hang of exploration, but remember EVE Rule #1: don’t use them if you can’t afford to lose them! | ||
=== Core Exploration Modules === | === Core Exploration Modules === | ||
In addition to your Probe Launcher for finding exploration sites, | In addition to your Probe Launcher for finding exploration sites, you’ll need a few core pieces of equipment in order to effectively plunder what you find for loot! These all fit in mid slots on your frigate. | ||
* '''Relic Analyzer I and Data Analyzer I''' | * '''Relic Analyzer I and Data Analyzer I''' | ||
** As mentioned previously, these | ** As mentioned previously, you’ll need these to access the loot structures in any Relic or Data Sites you find while exploring. You will definitely want both, and the vanilla Tech I version works perfectly fine at entry level. | ||
* '''Cargo Scanner I''' | * '''Cargo Scanner I''' | ||
** Successfully accessing an exploration structure starts a short | ** Successfully accessing an exploration structure starts a short “twitch-based” encounter that involves tractor beaming loot containers into your ship’s cargo hold. A Cargo Scanner makes this game easier by giving you advance notice of exactly which loot containers you should go after during the encounter. It will also tell you which structures in an exploration site have the most valuable loot, which becomes extraordinarily important if you get into a situation in which you’re competing with another explorer for the loot! | ||
While the above three | While the author considers the above three as “core” modules for running exploration sites, the author also strongly recommends fitting your ship with a 1MN Microwarpdrive module to make travel to and around scanned areas much easier. This makes a total of four mid slot modules—one more than the Amarr Magnate can slot. If you’re piloting one of those, you’ll have to make occasional decisions about which of these four modules to leave back at the station. In most situations, you’ll leave behind the Microwarpdrive, but if you know for a fact that your run will only include exploration sites of a single type (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need. | ||
=== Rounding Out Your Fitting === | === Rounding Out Your Fitting === | ||
After fitting your Probe Launcher and exploration modules, | After fitting your Probe Launcher and exploration modules, you’ll have some space leftover for other equipment. What you choose here depends on your playstyle, but some general recommendations follow. The author also recommends that you take a peek at the [[Fitting Modules and Rigs Guide]] for more information on the sorts of options available to you here. | ||
==== Cloaking ==== | ==== Cloaking ==== | ||
Most explorers will use a high slot to fit a cloaking device on their frigate: in this case, a Prototype Cloaking Device I. The topic of [[Cloaking]] | Most explorers will use a high slot to fit a cloaking device on their frigate: in this case, a Prototype Cloaking Device I. The topic of [[Cloaking]] goes beyond the scope of this article, and generally unnecessary for any high-sec exploration that you undertake, but keep it in mind for your future development as an explorer. | ||
==== High-Sec PvE Combat ==== | ==== High-Sec PvE Combat ==== | ||
You may reasonably add a few modules to make your ship capable of handling some of the easier combat encounters that you’ll encounter while probing high-sec space. Specific fits will vary depending on your choice of frigate, but some options follow. | |||
* Weapons | * Weapons | ||
** | ** You’ll likely have one or two high slots available for weapon turrets or missile launchers. None of the Tier 1 Exploration Frigates get bonuses to weapons, so use whatever weapon you have trained (generally tied to your race). Since Exploration Frigates don't slug things our well, consider longer-range options. | ||
* An armor or shield tank | * An armor or shield tank | ||
** Tanking | ** Tanking goes beyond the scope of this article, but thankfully the University has good lessons in place already for both [[Shield Tanking]] and [[Armour Tanking]]. Equipping your ship with a few appropriate tanking modules will increase its survival rate if you decide to tangle with easier NPC targets. Note that you should never try to build both a shield tank AND armour tank on the same ship, and that shield tanking generally requires mid slots, of which your exploration kit already eats three. Beyond those caveats, a Shield Extender or some Armor Plates might make the difference between successful retreat and successful ejection from your freshly destroyed ship. | ||
* A Salvager | * A Salvager | ||
** Salvaging the wrecks left by destroyed NPC ships | ** Salvaging the wrecks left by destroyed NPC ships supplements a new player’s income, so consider strapping a Salvager I module to your frigate if you intend to tangle with Combat Sites. Note that if you will only take your ship through non-Combat Sites (Data Sites and Relic Sites), you don’t need a Salvager. Some such sites did require a Salvager before Odyssey! You can find more info on salvaging at [[Salvaging 101]]. | ||
* Drones | * Drones | ||
** Exploration Frigates | ** Exploration Frigates have limited combat capability, but can all carry a payload of drones to make quick work of NPC frigates. The author advises you to carry a full Drone Bay of appropriate light scout drones any time you plan to run high-sec Combat Sites. Indeed, since they don’t cost much and have no downside to keeping them on hand, feel free to carry them anytime! Drones help in a wide variety of situations in Eve, so definitely give [[Drones 101]] a read and learn more about these incredible little guys. | ||
** | ** If using drones, the author recommends a Drone Damage Amplifier to improve their offensive capability for a low-power slot. | ||
==== Miscellaneous ==== | ==== Miscellaneous ==== | ||
* Several new mid slot modules exist that increase your scanning abilities: the Scan Acquisition Array, the Scan Pinpointing Array and the Scan Rangefinding Array. While these | * Several new mid slot modules exist that increase your scanning abilities: the Scan Acquisition Array, the Scan Pinpointing Array and the Scan Rangefinding Array. While you may wish to look into these eventually, they only recently entered the game and cost a lot—and more likely than not, you won’t have the mid slots open for them anyway! | ||
* Some low slot modules | * Some low slot modules that increase ship agility and speed exist, namely Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors. Speed always helps, as it makes maneuvering between exploration site structures easier, and makes it more likely for you to escape if something goes wrong. Of those three modules, Nanofiber Structures will probably benefit you most, as they raise several speed/agility related stats in exchange for a none-too-painful drawback. | ||
==== Rigs ==== | ==== Rigs ==== | ||
Of all rigs, you’ll most likely want to install the Gravity Capacitor Upgrade I, which increases probe scan strength by 10%. Fitting two Tech I rigs provides a greater improvement than a single Tech II rig, which works out great as a low-skill explorer. | |||
= Exploration Using Probes = | = Exploration Using Probes = | ||