Difference between revisions of "Enforcer (Career Agent)"

From EVE University Wiki
Jump to: navigation, search
m (Djavin novienta moved page Military career agent to Military Career Agent)
m (Replace icon/ship combination with {{Sh}}.)
 
(58 intermediate revisions by 10 users not shown)
Line 1: Line 1:
The '''Military Career Agent''' is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The military career agent missions teach you about [[PvE]] combat. In total these missions pay about 2M ISK in rewards.  
+
{{NPCTableCSS}}
 +
The '''Enforcer''' (used to be called the Military Career Agent) is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The military career agent missions teach you about [[PvE]] combat. In total, these missions pay about 2M ISK in rewards.  
 +
{{Toclimit|2}}
 +
== Cash Flow for Capsuleers (1 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy NPC pirates ("[[rat]]s").
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Faction-specific weapon and ammunition - See table below.
 +
|StandingLoss=
 +
|Extra=
 +
}}
 +
{| class="wikitable" style="text-align:center; vertical-align:middle;"
 +
|+ Faction-Specific Rewards
  
=== Cash Flow for Capsuleers (1 of 10) ===
+
|-
'''{{co|#9ef37c|Objective:}}''' Destroy NPC pirates ("[[rat]]s").
+
! Faction
 +
! Reward
 +
! Bonus Reward
 +
! Weapon Type
  
Use any combat-capable ship you have (your Corvette is sufficient) and undock from the station.
+
|-
 +
| {{icon|isis amarr|22|Amarr}}Amarr
 +
| Gatling Pulse Laser I
 +
| 3 x Multifrequency S
 +
| [[Energy Turret]]
  
[[File:Mouseover-weapon-range.jpg|thumb|right|Move your mouse over your weapon to show its characteristics.]] [[File:Set-default-orbit-distance.jpg|thumb|right|Set your ship's default orbit distance.]] Before you warp to anywhere, move your mouse cursor your weapon and note its [[Gunnery Guide#Range|optimal and falloff ranges]]: these are the maximum distances at which your weapon will be effective against enemies. It's probably a good idea to set your ship's default "orbit" and "keep at range" distances to a distance around your weapon's optimal range - this will make it easier for you to command your ship to try and maintain the ideal distance between it and enemy ships. To do this, right-click on any entry in the [[Overview]], go into the "Orbit" sub-menu, then into the "Set Default" sub-menu, and select the appropriate range. Repeat for "Keep at Range".
+
|-
 +
| {{icon|isis caldari|22|Caldari}}Caldari
 +
| 75mm Gatling Rail I
 +
| 2,000 x Antimatter S
 +
| [[Hybrid Turret]]
  
[[File:Right-click-space-navigate.jpg|thumb|right|Right-click in space to warp to the mission location.]] Note that the mission takes place in a [[deadspace]] pocket specifically created for this mission; to warp to it, either use the drop-down menu in the Info Panel (left side of the screen) or right-click anywhere in space.
+
|-
 +
| {{icon|isis gallente|22|Gallente}}Gallente
 +
| 75mm Gatling Rail I
 +
| 2,000 x Antimatter S
 +
| [[Hybrid Turret]]
  
[[File:Yellow-red-boxing.jpg|thumb|right|300px|Rats targeting and firing at your ship.]]Once you arrive at the deadspace pocket, you will encounter several rats; order your ship to approach the closest rat. As you get closer, take a look at their icons in the Overview: if there is a yellow box around them, it means that they are targeting your ship. If the box turns red, it means they are firing their weapons at you. [[Targeting|Target]] the closest one, order your ship to either orbit or keep at range from that enemy, and activate your weapon.
+
|-
 +
| {{icon|isis minmatar|22|Minmatar}}Minmatar
 +
| 125mm Gatling AutoCannon I
 +
| 2,000 x EMP S
 +
| [[Projectile Turret]]
  
After you have destroyed the first rat, two more rats will appear, but they will likely be much further away, and you probably won't be able to target it or fire your weapons (effectively) at them because they are too distant. Order your ship to fly toward them (using either the "Approach", "Orbit", or "Keep at Range" commands). If your ship has a propulsion module (e.g. an Afterburner or a Microwarpdrive) fitted, you can activate it to increase your ship's speed.
+
|}
  
As you're flying towards the more distant rats, select one of them, and take a look at the "Selected Item" window (by default, just above your Overview). Note that the rat has a bounty - this is an amount of ISK you will receive if you destroy it. More difficult rats (usually found in [[System Security|lower-security star systems]]) have higher bounties. Destroying rats for their bounties (known as "[[ratting]]") is one way to earn ISK as a combat pilot.
+
[[File:Mouseover-weapon-range.jpg|thumb|Move your mouse over your weapon to show its characteristics.]]
 +
[[File:Set-default-orbit-distance.jpg|thumb|Set your ship's default orbit distance.]]
 +
* You can use any ship, including your corvette, as long as it's armed with some weapons.
 +
* You can check your weapon's [[Gunnery Guide#Range|optimal and falloff ranges]] by hovering a mouse over it - these are the maximum distances at which your weapon will be effective against enemies. It's probably a good idea to set your ship's default "orbit" and "keep at range" distances to around your weapon's optimal range. To do this, right-click on any entry in the [[Overview]], go into the "Orbit" sub-menu, then into the "Set Default" sub-menu, and select the appropriate range. Repeat for "Keep at Range".  
 +
[[File:Right-click-space-navigate.jpg|thumb|Right-click in space to warp to the mission location.]]  
 +
[[File:Yellow-red-boxing.jpg|thumb|Rats targeting and firing at your ship.]]
 +
* Once you arrive at the [[deadspace]] pocket, you will encounter several rats. After you have destroyed them, two more rats will appear further away. If your ship has a propulsion module (e.g., an Afterburner or a Microwarpdrive) fitted, you can activate it to increase your ship's speed.
 +
* If there is a yellow box around the rat's icon in the Overview, it is targeting your ship. If the box turns red, it is taking offensive actions, such as firing weapons at you.
 +
* You can check a rat's description, bounty, and damage resistance profiles in its "Show Info" panel (available either from the Selected Item window or right-click menu).
  
While your ship is firing at the first rat, you can already target the other nearby rats; you can have a [[Targeting#Number of targets locked|number of enemies]] targeted simultaneously. Destroy the rats one by one. Once a green check mark appears next to the mission name in the Info Panel then you've completed the mission.  
+
* When the mission is turned in, the agent grants you a faction-specific weapon along with ammunition as bonus rewards. The table below lists the faction-specific rewards given along with links to the detailed description of each weapon system. Note that weapons outside the Civilian variant require ammunition to operate.
  
Return to your agent's station (by either right-clicking in space or using the drop-down menu in the Info Panel and start a conversation with them to complete the mission.
+
{{NPCTableHead|}}
 +
{{NPCTableSeparator|10-20km away}}
 +
{{NPCTableRow|Frigate|2||trigger= Mission completion once destroyed}}
 +
{{NPCTableSeparator|20-30km away}}
 +
{{NPCTableRow|Frigate|1||note= No need to be destroyed}}
 +
|}
 +
{{clear}}
 +
== Cash Flow for Capsuleers (2 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy rats and retrieve civilians.  
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Attack or combat frigate {{Sh|Executioner}} /{{Sh|Merlin}} /{{Sh|Atron}} /{{Sh|Slasher}})
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
'''{{co|#9ef37c|Reward:}}''' A race-appropriate weapon for your ship (e.g. a Railgun, Beam Laser), including ammunition.  
+
* Feel free to try out the new weapon module from the previous mission, noting that it requires ammunition. You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen ({{button|ALT}} + {{button|F}}) or right-clicking on the weapon in space and selecting which ammunition to load (which takes a few seconds). It's also a good idea to carry some spare ammunition in your ship's cargohold so that you can reload your weapon with fresh ammunition once it's empty (with the exception of T1 frequency crystals which do not run out).
 +
* While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not necessary.
 +
* When you destroy the last rat in the deadspace pocket, it will deposit the civilians into your cargo hold and the mission is complete. You can now dock.
 +
[[File:Overview-wrecks.jpg|thumb|Different wrecks on the overview.]]
 +
* Note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. If you want to retrieve the loot in the wrecks (it's not mandatory for completing the mission), use the same method as you used for the cargo container above. While most items you loot will have relatively little value, the amount does add up over time, and specific "elite" rats can drop very valuable items when destroyed.
 +
* The frigate given out as a reward is ideal for completing the remaining missions in the chain due to its increased combat capabilities and speed compared to a corvette.
  
=== Cash Flow for Capsuleers (2 of 10) ===
+
{{NPCTableHead|40km}}
'''{{co|#9ef37c|Objective:}}''' Destroy rats and retrieve civilians.
+
{{NPCTableRow|Frigate|2|}}
 +
{{NPCTableRow|Frigate|1|}}
 +
{{NPCTableSeparator|Reinforcements}}
 +
{{NPCTableRow|Frigate|2||trigger= Mission completion on destruction}}
 +
|}
  
Fit the weapon you received as a reward from your last mission on your ship - if you were using a [[Techs, Tiers and Meta levels#Civilian Modules|Civilian]] weapon before, then this new weapon will be a significant upgrade. However, note that all non-civilian ship-mounted weapons require ammunition:
+
{{Clear}}
* Laser crystals for [[Turrets#Energy turrets|energy weapons]]
+
== Cash Flow for Capsuleers (3 of 10) ==
* Hybrid ammunition for [[Turrets#Hybrid turrets|hybrid weapons]]
+
{{Missiondetails
* Missiles for [[Missile Launchers|missile launchers]]
+
|Level=
* Projectile ammunition for [[Turrets#Projectile turrets|projectile weapons]])
+
|Type= Encounter
 +
|Objective= Destroy rats and retrieve Secret Documents.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion= Frigate
 +
|Rewards= Two Faction specific weapon modules, see table (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
 +
}}
 +
{| class="wikitable" style="text-align:center; vertical-align:middle;"
 +
|+ Faction-Specific Rewards
  
You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen ({{button|ALT}} + {{button|F}}). It's also a good idea to carry some spare ammunition in your ship's cargo bay, so that you can reload your weapon with fresh ammunition once it's empty. While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not really necessary; if you happen to have one lying around, by all means fit it to your ship.
+
|-
 +
! Faction
 +
! Reward
 +
! Weapon Type
  
Undock from the station and warp to the mission's deadspace pocket; you will encounter several rats. As before, target them, order your ship to stay at an ideal distance for your weapons, and destroy them. If you have an Afterburner module it can be a good idea to keep it activated if you're orbiting enemies, as it will make your ship [[Gunnery_Guide#Tracking|more difficult to hit]].
+
|-
 +
| [[File:isis_amarr.png|22px|link=|Amarr Empire]]Amarr
 +
| 2 x Gatling Pulse Laser I
 +
| [[Energy Turret]]
  
When you destroy the last rat in the deadspace pocket it will drop a cargo container into space; if you cannot see it on your overview, switch to a different overview preset. Either right-click or use the radial menu on the cargo container's entry in the Overview and select the "Open Cargo" command. You need to be within 2500 m to retrieve items from containers in space; if you're further away, your ship will automatically fly closer before opening a window where you can retrieve ("loot") the items from the container.
+
|-
 +
| [[File:isis_caldari.png|22px|link=|Caldari State]]Caldari
 +
| 2 x 75mm Gatling Rail I
 +
| [[Hybrid Turret]]
  
[[File:Overview-wrecks.jpg|thumb|right|300px|Different wrecks on the overview.]] Before you return to your agent, note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. If you want to retrieve the loot in the wrecks (it's not mandatory for completing the mission), use the same method as you used for the cargo container above. While most items you loot will have relatively little value, the amount does add up over time, and specific "elite" rats can drop very valuable items when destroyed.
+
|-
 +
| [[File:isis_gallente.png|22px|link=|gallente Federation]]Gallente
 +
| 2 x 75mm Gatling Rail I
 +
| [[Hybrid Turret]]
  
Note that the mission listing on the Info Panel doesn't show a green check mark - that's because even though you have retrieved the civilans, you haven't yet returned them to the agent's station, which is a requirement for completing the mission. Therefore, return to your agent's station. While you're flying back, right-click on the civilians you rescued (in your ship's cargo bay) and select "Show Info"; note with dark amusement that, to capsuleers (like yourself), civilians are classified as "Livestock".  
+
|-
 +
| [[File:isis_minmatar.png|22px|link=|Minmatar Republic]]Minmatar
 +
| 2 x 125mm Gatling AutoCannon I
 +
| [[Projectile Turret]]
  
'''{{co|#9ef37c|Reward:}}''' Your race's [[Frigate#Fast_Frigates|fast combat frigate]] (e.g. an [[Atron]] or an [[Executioner]]). 
+
|}
  
=== Cash Flow for Capsuleers (3 of 10) ===
+
* If you wish to fly the new frigate obtained from the last mission, don't forget to take useful modules from the ship you were flying previously to the new one. To unfit modules, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting".
'''{{co|#9ef37c|Objective:}}''' Destroy rats and retrieve items from a cargo container.
+
* A weapon occupies a turret/launcher hardpoint in addition to a high fitting slot. You can check out how many hardpoints a ship has in the fitting screen or the "Show Info" panel. Depending on the ship you're flying, you may not be able to fit all three of the weapons you've gained from the missions so far.
 +
* Although not strictly necessary for this mission, it is a good habit to [[insure]] your ship to recover most of the value of the ship's hull (but NOT any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance.
 +
* While you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by clicking "group all weapons" button in the fitting screen or dragging the modules onto each other in space to stack them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be grouped, they need to be of the same type and carry the same type and number of ammunition.
 +
[[File:Ewar-npc-webbed.jpg|thumb|The electronic warfare (EWAR) display shows any hostile EWAR affecting your ship.]]
 +
* In the mission deadspace, you will encounter some Drone rats for the first time in this mission chain (you can identify them by their icon on the Overview, compared with the frigates and corvettes you have been fighting so far). Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will appear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.
 +
* A [[destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. They are named differently for each faction ({{icon|isis amarr|22|Amarr}}The Devout /{{icon|isis caldari|22|Caldari}}Tahamar /{{icon|isis gallente|22|Gallente}}Wolf /{{icon|isis minmatar|22|Minmatar}}Steon) and will serve as the primary antagonist throughout the rest of the mission chain.
 +
Even if you do manage to catch the destroyer rat, it has close to a million HP and is not worth destroying.
 +
* The Runner Drone contains the mission objective. Kill it, dock, and complete the mission. No need to loot any wrecks.
  
While your Corvette is more than capable of handling this mission, you might as well take your shiny new combat Frigate out for a spin. Before you can use it, however, you must first [[assembling|assemble it]]: Find it in your Ship Hangar, right-click on it and select "Assemble". Then right-click on your ship again and select "Make Active" to, well, activate it (i.e. to have your character change from piloting your Corvette to piloting your new Frigate).
+
{{NPCTableHead|}}
 +
{{NPCTableSeparator|Group 1}}
 +
{{NPCTableRow|Drone|1|Runner Drone|trigger= Destroy it, the Secret Documents automatically appear in your cargohold. No need to loot any wrecks.}}
 +
{{NPCTableRow|Frigate|2|}}
 +
{{NPCTableSeparator|Group 2}}
 +
{{NPCTableRow|Drone|1|Webber Drone|ewar= Web}}
 +
{{NPCTableRow|Frigate|2|}}
 +
|}
  
There are two things you should do before taking your new ship out:
+
== Cash Flow for Capsuleers (4 of 10) ==
* Fit some modules to it.
+
{{Missiondetails
** At the very least your ship needs some weapons - your agent will have given you two race-appropriate turret weapons (e.g. Railguns or Beam Lasers); open the Fitting screen and drag the turrets to your ship's High Power Slots ("[[high slot]]s"). Don't forget to load them with ammunition. If your ship has more than two turret slots you can also fit the weapon you received in [[#Cash Flow for Capsuleers (1 of 10)|mission 1]] - although if you fitted it to another ship for mission 2 you will need to remove it first. To do this, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting" (which will remove ''all'' the modules currently fitted to that ship and put them in your Item Hangar).  
+
|Level=
** Some kind of propulsion module (afterburner or microwarpdrive) would be helpful, but don't fret too much if you don't have one to hand. Later missions will reward you with one, or, if you're impatient, you can always [[trading|buy]] one from other players through the market.
+
|Type= Travel
* [[Ship Insurance|Insure your ship]]. It's good practice to always insure your ships as a new player. The insurance premiums are very low, and the insurance will pay you most of the value of the ship's hull (''excluding'' any modules or cargo) should it be destroyed.  
+
|Objective= Approach the Smuggler Stargate.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= 1MN Afterburner I
 +
|StandingLoss=
 +
|Extra=
 +
}}
 +
{{MessageBox|Warp-in message from ship computer:
 +
|My sensors have found nothing in the area other than this lone stargate, partly hidden inside a cluster of rock formations. I would advise you to proceed with care, smuggler gates such as these are rarely left undefended.
  
Once you're ready, undock from the station. Once in space you'll notice that you have an icon for each of your weapon modules - while you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by dragging the modules onto each other to "stack" them, allowing you to fire all your weapons with a single click or button press.  
+
Your agent instructed you to approach the stargate. Be ready to retreat should the need arise.
 +
}}
  
[[File:Ewar-npc-webbed.jpg|thumb|right|The EWAR (electronic warfare) display shows any hostile EWAR affecting your ship.]]
+
* Fly to the mission's deadspace location and find the "Smuggler Stargate" on your [[Overview]]. You may need to switch to a different Overview preset (or modify the presets) in order to see it.
Warp to the mission's deadspace location, and start fighting the rats there. You will encounter some Drone rats for the first time (you can identify them by their icon on the Overview, compared with the Frigates and Corvettes you have been fighting so far) <!-- screenshot -->. Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will apear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.  
+
* Once you've approached the stargate, a warning sound will play and you will take some damage. Once this happens, the mission is complete.
 +
* It is a good idea to keep flying past the objective before hitting the "DOCK" button. If you fly to the objective and stop, you can get stuck before you can enter warp and take more damage.
 +
* Damage will be inflicted on you every 10 seconds.
  
A [[Destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. The last rat that you destroy will drop a cargo container into space; as before, loot its contents, and return to your agent's station.  
+
== Cash Flow for Capsuleers (5 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy one rat while (optionally) trying out a shield hardener module.  
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Shield Hardener ({{icon|isis amarr|22|Amarr}}Civilian EM Shield Hardener /{{icon|isis caldari|22|Caldari}}Civilian Kinetic Shield Hardener /{{icon|isis gallente|22|Gallente}}Civilian Thermal Shield Hardener / {{icon|isis minmatar|22|Minmatar}}Civilian Explosive Shield Hardener) (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
=== Cash Flow for Capsuleers (4 of 10) ===
+
* Shield hardeners will reduce the damage your ship's shield takes from a specific [[damage types|damage type]], one of Electromagnetic-EM, Thermal, Kinetic, and Explosive.
'''{{co|#9ef37c|Objective:}}''' Approach a structure in space.  
+
* To see the effects of the Shield Hardener in action, once in space, open the Fitting window. Then open the Attributes panel (on the right-hand side of the Fitting window) and make sure the "Defense" section is expanded. Note that your [[tank]] is made up of shields, armor, and structure, and each has a different resistance to the four damage types. Assuming you're being shot at by all four damage types equally, adding the three tank types together gives you your ship's "effective hitpoints" (EHP), which are a good overall indication of how tough your ship is.
 +
* Note your shield's resistance to the four damage types, then activate your Shield Hardener module. Note how your shields' resistance to the module's damage type increases, and how this also increases your ship's effective hit points. NPCs (rats) in EVE are very predictable in what damage types they deal - your agent will have given you a Shield Hardener to counter the local rats' preferred damage type.
 +
* Destroy the rat in the deadspace location and feel free to activate the shield hardener in combat.
  
This mission is very simple. Fly to the mission's deadspace location, and find the "Smuggler Stargate" on your [[Overview]]. You may need to switch to a different Overview preset (or modify the presets) in order to see it. Order your ship to approach it; as you're flying, take the time to admire the pretty scenery. When you get close enough, the mission will complete (look for the green tick mark in your Info Panel) - return to your agent's station. Note that your ship will start taking damage as you approach the stargate, but unless you stay in the vicinity for a long time you won't be in danger.
 
  
'''{{co|#9ef37c|Reward:}}''' A 1MN Afterburner module. Unless you've already done so, fit it to your combat Frigate.  
+
{{MessageBox|Warp-in Message:
 +
|
 +
|collapsed= yes}}
 +
{{MessageBox|On killing the rat:
 +
|Nicely done.  Perhaps we will meet some other day. For now I will be making my way back to base in my capsule.
 +
|collapsed= yes}}
  
=== Cash Flow for Capsuleers (5 of 10) ===
+
== Cash Flow for Capsuleers (6 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Activate a resistance module, destroy one rat.
+
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy a pirate outpost.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Limited Ocular Filter
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
Your agent will give you a Shield Hardener module, which, when fitted to your ship and activated, will reduce the damage your ship takes from a specific [[damage types|damage type]]. There are four damage types in EVE (Electromagnetic, Thermal, Kinetic, and Explosive), and your ship is differently susceptible to each. Fit the Shield Hardener module to your ship (it's a [[mid slot]] module; if you don't have any spare mid slots, remove one of the existing modules and fit the Shield Hardener) and undock.  
+
* Once you activate the acceleration gate at the mission location, it flings you to another pocket with a few frigate rats. Additional rats will warp in as you destroy them.
 +
* With all the rats gone, you can now activate the second acceleration gate that leads to the pirate outpost. The outpost itself goes down easily, but the moment it is fired upon two rats and two sentry guns (powerful immobile turrets) spawn. The frigates aren't a big threat, but the sentry guns will do significant damage to your ship if they hit you.
 +
* Once the outpost goes down, the mission is complete and you can warp back to the station ignoring the enemy reinforcements. Your ship's computer warned you against taking any loot from the container that drops when the outpost is destroyed, but you're free to take any as long as the game doesn't produce a warning message about illicit materials.
 +
* Should you wish to take on the sentry guns, make sure you orbit them in close range with your propulsion module on. These sentry guns have poor [[tracking]], and by flying around them at high speed you're maximizing your ship's [[Velocities#Angular Velocity|angular velocity]] and therefore making it difficult for the sentry guns to hit you.
 +
* If your ship has taken some armor/structure damage in the last fight, either right-click on a ship in the Ship Hangar and press "Get a Repair Quote" or click the Repairshop icon in the Station Services panel to repair it for a small fee.
 +
* The Limited Ocular Filter is an [[Implant#Attribute_Enhancers|implant]] that you can "plug in" to your character's head (select the item, right-click, and choose 'plug-in') to increase their [[Skills_and_Learning#Attributes|Perception attribute]] by 1 point, which slightly increases your training speed for skills which use the Perception attribute. Note that should your [[pod]] be destroyed, any implants you have plugged in will be destroyed as well. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character - Augmentations tab.
  
To see the effects of the Shield Hardener in action, once in space, open the Fitting window. Then open the Attributes panel (on the right-hand side of the Fitting window) and make sure the "Defense" section is expanded (i.e. the details are visible). This part of the Fitting window shows you how much damage your ship can take before being destroyed (commonly known as "[[Tanking|tank]]") - note that your tank is made up of shields, armor, and structure, and each has a different resistance to the four damage types. Assuming you're being shot at by all four damage types equally, adding the three tank types together gives you your ship's "effective hitpoints" (EHP), which are a good overall indication of how tough your ship is.
+
=== Pocket 1 ===
 +
{{NPCTableHead|Initial}}
 +
{{NPCTableRow|Frigate|4||trigger= Reinforcement 1}}
 +
|}
 +
{{NPCTableHead|Reinforcement 1}}
 +
{{NPCTableRow|Frigate|3||trigger= Reinforcement 2}}
 +
|}
 +
{{NPCTableHead|Reinforcement 2}}
 +
{{NPCTableRow|Frigate|2||note= Unlocks acceleration gate}}
 +
|}
  
Note your shields' resistance to the four damage types, then activate your Shield Hardener module (it doesn't provide any benefits unless it's active). Note how your shields' resistance to the module's damage type increase, and how this also increases your ship's effective hit points. NPCs (rats) in EVE [[NPC Damage Types|are very predictable]] in what damage types they deal - your agent will have given you a Shield Hardener to counter the local rats' preferred damage type.  
+
=== Pocket 2 ===
 +
{{MessageBox|on warp in:
 +
|Looks like you found the pirate outpost.  Your instructions were to destroy it. I would recommend leaving the loot in the wreck after you obliterate the structure, you would not want to be caught trying to jump between systems with contraband in your cargo-hold. The local security forces do not look kindly upon such activity.
 +
|collapsed= yes}}
  
Fly to the mission's deadspace location, and activate your Shield Hardener module. Destroy the one rat, and return to your agent.
+
On warp-in there are no rats. Once attacking the (pirate name)'s outpost, reinforcements appears.
 +
{{NPCTableHead|Structure}}
 +
{{NPCTableRow|Structure|1|(Pirate Name)'s Outpost|trigger= Attacking triggers Reinforcements|cargo= Commodities}}
 +
|}
 +
{{NPCTableHead|Reinforcements (Does not need to be destroyed)}}
 +
{{NPCTableRow|Frigate|2|}}
 +
{{NPCTableRow|Sentry|2|(Pirate Name)'s Defense Sentry}}
 +
|}
  
=== Cash Flow for Capsuleers (6 of 10) ===
+
== Cash Flow for Capsuleers (7 of 10) ==
'''{{co|#9ef37c|Objective:}}''' Destroy a structure.  
+
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy rats while (optionally) trying out a self-repair module.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Self-repair module ({{icon|isis amarr|22|Amarr}}{{icon|isis gallente|22|Gallente}}{{icon|isis minmatar|22|Minmatar}}Small Armor Repairer I /{{icon|isis caldari|22|Caldari}}Small Shield Booster I) (granted upon acceptance)
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
By now you've probably used a bit of ammunition, so before you undock, make sure you have some spare ammunition in your combat ship's cargo hold before undocking (unless you're using Laser weapons, whose Tech 1 ammunition doesn't run out). You should also make sure that all your weapons are fully reloaded - either drag ammunition onto them in the Fitting screen, or (once you're in space), right-click on the weapon and select "Reload all".  
+
* Armor repairer and shield booster will gradually repair your ship's armor or shield respectively when activated at the cost of your ship's [[capacitor]] energy. Using modules like these to repair your armor or shield during a fight is called "active armor/shield tanking".
  
Undock and fly to the mission's location, where you will find an acceleration gate which leads you to a [[deadspace]] pocket. Approach and activate it, and it will fling your ship to a deadspace pocket. There are a few frigate rats here; you have to destroy them (and the additional ones which warp in, there are quite a few) to be able to activate the next acceleration gate. Don't forget to activate your shield hardener and your afterburner to make your ship more resistant to enemy fire and harder to hit.  
+
* Destroy all rats and reinforcements at the mission's deadspace location and use your self-repair module as appropriate. Note that armor is repaired at the end of an armor repairer cycle while shield is boosted at the beginning of a shield booster cycle. Your capacitor probably doesn't recharge quickly enough for you to run your self repair module indefinitely, so turn it off when you don't need it.
  
Once all the rats have been destroyed, activate the acceleration gate, which will fling your ship to a second deadspace pocket, containing the outpost structure you're meant to destroy. The outpost itself goes down easily, but the moment it's destroyed two rats and two sentry guns (powerful immobile turrets) spawn. The frigates aren't a big threat, but the sentry guns will do significant damage to your ship if they hit you, so make sure you're flying as fast as you can around them (turn on your afterburner!). These sentry guns have poor [[Gunnery_Guide#Tracking|tracking]], and by flying around them at high speed you're maximising your ship's [[Velocities#Angular_Velocity|angular velocity]] and therefore making it difficult for the sentry guns to hit you. 
+
{{NPCTableHead|Initial 20km away}}
 +
{{NPCTableRow|Frigate|2||trigger= Destroying triggers Reinforcement 1}}
 +
|}
 +
{{NPCTableHead|reinforcement 1}}
 +
{{NPCTableSeparator|Group A}}
 +
{{NPCTableRow|Frigate|3||trigger= Attacking triggers Reinforcement 2}}
 +
{{NPCTableSeparator|Group B}}
 +
{{NPCTableRow|Frigate|2|}}
 +
|}
 +
{{NPCTableHead|Reinforcement 2}}
 +
{{NPCTableRow|Frigate|3||trigger= Mission completion once all NPCs are destroyed}}
 +
|}
  
Return to your agent's station. Your ship has probably taken some armor damage in the last fight. If you have an Armor Repair module (note that you get one from the next mission) you can fit it to your ship and activate it the next time you're in space to repair your armor (your shields will regenerate on their own). Alternatively, if you're docked at a station with a Repairshop, you can use it to repair your ship for a small ISK fee. Click on the Repairshop icon in the Station Services panel (right-hand side of the screen), select your ship, and click "Repair Item".  
+
== Cash Flow for Capsuleers (8 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= (Attempt to) retrieve VIPs.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= 2 x Overdrive Injector System I
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
'''{{co|#9ef37c|Reward:}}''' A Limited Ocular Filter [[Implant#Attribute_Enhancers|implant]], which you can "plug in" to your character's head to increase their [[Skills_and_Learning#Attributes|Perception attribute]] by 1 point, which slighly increases your training speed for skills which use the Perception attribute. You should plug the implant into your head (right-click on it and select "Plug in"). Note that should your [[pod]] be destroyed, any implants you have plugged in will be destroyed too. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character --&gt; Augmentations tab.  
+
* Warp to the mission's deadspace location and approach the "hotel" (as usual, check your [[Overview]] preset and settings if you can't see it - the inn is in the "Large Collidable Structure" category, and your overview must be set to display these). As you approach the structure, a bomb will go off, destroying the hotel and damaging your ship.
 +
* The mission is now complete and you can return to your agent. Alternatively, you can engage the ambushing rats for bounties and loot. This group of rats is a step up from the rats in the last mission, so feel free to warp out, repair, and re-engage as necessary.
 +
* Overdrive Injector System I increases your ship's speed at the expense of reduced cargohold capacity.
  
=== Cash Flow for Capsuleers (7 of 10) ===
 
'''{{co|#9ef37c|Objective:}}''' Destroy rats.
 
  
Your agent gives you an Armor Repairer module<!-- same for all factions? -->, which, once fitted and activated, will gradually repair your ship's armor while using up some of your ship's [[capacitor]] energy. Using a module like this to repair your armor during a fight is called "active armor tanking". Fit it to your ship and undock.  
+
{{MessageBox|Message on warp-in:
 +
|I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Hotel Kim to have a better look.  Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock
  
Warp to the mission's deadspace location and start engaging the rats. There will be several waves of rats, so it's likely that your ship's armor will start taking damage. When it does, activate your armor repairer and note how it repairs a chunk of your armor at the end of each module cycle. Your capacitor probably doesn't recharge quickly enough for you to run your armor repair module all the time (particularly if you're also using an afterburner, which you should be), so turn it off when you don't need it.  
+
Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out.
 +
|collapsed= yes}}
  
To fight as effectively as possible, make sure to keep your ship within your weapons' optimal range of your current target (using the "Orbit" or "Keep at Range" commands). Additionally, keep your Shield Hardener running and keep your ship's speed up (with your afterburner) to make your ship as hard to hit as possible. If you start to get overwhelmed with rats, warp out, repair your shields and armor, and then return to the deadspace location.
+
{{NPCTableHead|Structures}}
 +
{{NPCTableRow|Structure||Hotel|trigger= destruction triggers reingorcements}}
 +
|}
 +
{{NPCTableHead|Reinforcements (Spawn on destruction of hotel)}}
 +
{{NPCTableRow|Frigate|3|}}
 +
|}
  
There is a large asteroid complex in the middle of the deadspace site. Note that you can shoot your weapons through it to hit rats on the other side, but you can't fly through it (you'll bounce harmlessly off it if you get too close, but this does slow you down considerably). If you're constantly bumping into it, [[Manual Piloting|fly your ship manually]] away from the asteroid; the rats will follow you, and you can re-engage them in open space.  
+
== Cash Flow for Capsuleers (9 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy the Narcotics Warehouse.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion=
 +
|Rewards= Stasis Webifier I
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
Once all the rats have been destroyed, return to your agent.  
+
* At the mission location, you will find an acceleration gate guarded by three rats later joined by three more reinforcements, however you can ignore them and activate the acceleration gate immediately to fling your ship into the next deadspace area, where you will find the Narcotics Warehouse you're supposed to destroy.
 +
* You can also kill the three rats guarding the warehouse (as well as the three additional ones which warp in), but they are optional.
 +
* A Stasis Webifier slows down enemy ships when used, which makes it easier for your weapons to apply damage.
  
=== Cash Flow for Capsuleers (8 of 10) ===
+
=== Pocket 1 ===
'''{{co|#9ef37c|Objective:}}''' Retrieve VIPs.
+
{{NPCTableHead|Initial}}
 +
{{NPCTableRow|Frigate|3|(Faction) Rookie|trigger= Reinforcements}}
 +
|}
 +
{{NPCTableHead|Reinforcements}}
 +
{{NPCTableRow|Frigate|2|(Faction) Rookie}}
 +
{{NPCTableRow|Frigate|1|}}
 +
|}
  
Warp to the mission's deadspace location, and approach the "hotel" (as usual, check your Overview preset and settings if you can't see it - the inn is  in the "Large Collidable Structure" category, and your overview must be set to display these). As you approach the structure, a bomb will go off, damaging your ship.
+
=== Pocket 2 ===
 +
{{NPCTableHead|Structures}}
 +
{{NPCTableRow|Structure||Narcotics Warehouse|trigger= Reinforcement 2|drop= Commodities}}
 +
{{NPCTableRow|Structure||Radioactive Cargo Rig|drop= Commodities}}
 +
|}
 +
{{NPCTableHead|Initial}}
 +
{{NPCTableRow|Frigate|3|(Faction) Rookie|trigger= Reinforcement 1}}
 +
|}
 +
{{NPCTableHead|Reinforcement 1}}
 +
{{NPCTableRow|Frigate|2|(Faction) Rookie}}
 +
{{NPCTableRow|Frigate|1|}}
 +
|}
 +
{{NPCTableHead|Reinforcement 2}}
 +
{{NPCTableRow|Frigate|2|(Faction) Rookie}}
 +
{{NPCTableRow|Frigate|1|}}
 +
|}
  
The mission is now complete and you can return to your agent. Alternatively, when the hotel exploded a number of rats warp in, and you can engage them for bounties and loot. This group of rats is a step up from the rats in the last mission, but they are a good opportunity to practice the tactics you used in the last mission.
+
== Cash Flow for Capsuleers (10 of 10) ==
 +
{{Missiondetails
 +
|Level=
 +
|Type= Encounter
 +
|Objective= Destroy the pirate leader's capsule.
 +
|Faction1=
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint=
 +
|EWAR=
 +
|ShipSizeLimit=
 +
|ShipSuggestion= Attack or Combat Frigate from [[#Cash Flow for Capsuleers (2 of 10)|mission 2]]
 +
|Rewards= Combat Frigate ({{Sh|Punisher}} /{{Sh|Merlin}} /{{Sh|Incursus}} /{{Sh|Rifter}}) (Granted Upon Accepting)
 +
|StandingLoss=
 +
|Extra=
 +
}}
  
'''{{co|#9ef37c|Reward:}}''' Two Overdrive Injector System modules, which increase your ship's speed.  
+
* This is one of the hardest missions among Career Agent missions, so feel free to fit everything you have: good weapons and ammo, afterburners, shield hardeners, self-repair modules, and stasis webifiers.
  
=== Cash Flow for Capsuleers (9 of 10) ===
+
* This mission consists of three deadspace pockets, connected via acceleration gates. You have to destroy all the rats and reinforcements in each pocket to be able to use the acceleration gate there to enter the next pocket. These "deadspace complexes" (a series of deadspace areas connected by acceleration gates) are fairly common in higher-end PvE [[missions]]. Note that if you have to warp out of a pocket (e.g. because your ship is taking too much damage and you need to repair), you will have to go through each pocket sequentially to reach your previous location; however, the rats in those pockets will not respawn if destroyed.
'''{{co|#9ef37c|Objective:}}''' Destroy a structure.  
+
* The third (and final) pocket contains a Stasis Tower and three rats - two frigates and the Destroyer-class Stolen Navy Ship.
 +
** The Stasis Tower uses a Stasis Webifier to slow your ship down. The pirate leader you're here to kill is manning the Stasis Tower; once you destroy it, he ejects in his [[capsule]]. Destroying it completes the mission.
 +
** The Stolen Navy Ship does the most damage and should be the primary target to bring down as soon as possible. An afterburner and a stasis webifier will allow you to catch up to the ship while being webbed by the Stasis Tower. Once the navy ship goes down, the other frigates do not pose much of a threat.
 +
** Alternatively, you may also try bringing down the Stasis Tower while ignoring enemy fire. While dealing no damage on its own, the Stasis Tower is quite tanky, and you might need to warp out, repair, and come back to the pocket to successfully pull it off without losing your ship.
 +
** You can also experiment with different ammunition for your guns. All the [[turret]] weapons have a range of ammunition to choose from, ranging from short-range high-damage ammunition to long-range low-damage ammunition. You've probably been using the former, but you may want to buy some of the latter from the market (or use whatever you've looted from wrecks so far) and experiment with staying further away from the rats while hitting them with your longer-range ammunition.
  
If you have a spare low slot on your ship, fit one (or even both) of the Overdrive Injector System modules you received as a reward from the last mission; more speed never hurt anyone.
+
=== Pocket 1 ===
 +
{{NPCTableHead|Initial}}
 +
{{NPCTableRow|Frigate|6|(Faction)) Rookie|trigger= reinforcements}}
 +
|}
 +
{{NPCTableHead|Reinforcements}}
 +
{{NPCTableRow|Frigate|2||trigger= Unlocks acceleration gate when all ships are destroyed}}
 +
|}
  
Undock. Note that the Overdrive Injector System modules cannot be activated (unlike, say, your Shield Hardener) - they are so-called "passive modules", which provide their bonuses at all times and don't need to be activated (this also means that they use no capacitor energy).
+
=== Pocket 2 ===
 +
{{NPCTableHead|Initial}}
 +
{{NPCTableRow|Frigate|4||trigger= Reinforcements 1}}
 +
|}
 +
{{NPCTableHead|Reinforcements 1}}
 +
{{NPCTableRow|Frigate|2||trigger= Reinforcements 2}}
 +
|}
 +
{{NPCTableHead|Reinforcements 2}}
 +
{{NPCTableRow|Frigate|2||trigger= Unlocks acceleration gate to next pocket}}
 +
|}
  
Warp to the mission location, where you will find an acceleration gate guarded by three rats (you can destroy them, and the three additional ones which warp in, but it's optional and not much of a challenge at this point). Activating the acceleration gate flings your ship into the next deadspace area, where you will find the Narcotics Warehouse you're supposed to destroy; do so to complete the mission. If you want, you can also kill the three rats guarding the warehouse (as well as the three additional ones which warp in), but they are optional.
+
=== Pocket 3 ===
 +
{{NPCTableHead|Initial}}
 +
{{NPCTableRow|Frigate|2|}}
 +
{{NPCTableRow|Frigate|1|Stolen Navy Ship}}
 +
{{NPCTableRow|Sentry|1|(Pirate)'s Statis Tower|trigger= Capsule Spawn|ewar= Web}}
 +
|}
 +
{{NPCTableHead|Capsule Spawn}}
 +
{{NPCTableRow|Frigate|1|(Pirate Name)'s Capsule|trigger= Mission completion}}
 +
|}
  
'''{{co|#9ef37c|Reward:}}''' A Stasis Webifier module, which slows down enemy ships (making them easier to hit).  
+
== External links ==
 +
* [https://www.eveonline.com/news/view/patch-notes-version-20-10-2#2022-11-22.1 Patch notes: Version 20.10 2022-11-22.1] - Replace Amarr reward for mission 1
  
=== Cash Flow for Capsuleers (10 of 10) ===
+
[[Category:Career Agents]]
'''{{co|#9ef37c|Objective:}}''' Destroy the pirate leader's capsule.
 
 
 
Fit the Stasis Webifier you received from your previous mission to your ship, as it's helpful in destroying enemy ships faster.
 
 
 
Set a destination to the mission location (it's located in a system a few jumps away from your agent) and fly to the destination system via the stargates (the stargates on your route are marked in yellow on your Overview). Once you've arrived at the destination system, warp to the deadspace location, and activate the acceleration gate to enter the first deadspace pocket.
 
 
 
This mission consists of three deadspace pockets, connected via acceleration gates. You have to destroy all the rats in each pocket to be able to use the acceleration gate there to enter the next pocket. These "deadspace complexes" (a series of deadspace areas connected by acceleration gates) are fairly common in higher-end PvE [[missions]]. Note that if you have to warp out of a pocket (e.g. because your ship is taking too much damage and you need to repair), you will have to go through each pocket sequentially to reach your previous location; however, the rats in those pockets will not respawn.
 
 
 
* The first pocket contains six Corvette rats, and two more Frigate rats which warp in once you've destroyed the Corvettes.
 
* The second pocket contains four Frigate rats, and four more Frigates (in two groups) which warp in once the previous group has been destroyed.
 
* The third (and final) pocket contains a Stasis Tower and three Frigate rats. The Stasis Tower uses a Stasis Webifier to slow your ship down, making it take more damage from the rats. The pirate leader you're here to kill is manning the Stasis Tower; once you destroy it, he ejects in his [[pod|capsule]]. This is similar to what happens when a player's ship is destroyed, but unlike a player, the pirate leader doesn't immediately warp off in his capsule, giving you plenty of time to destroy it and complete the mission. His frozen corpse will then remain floating in space; unlike player corpses, unfortunately (or fortunately, depending on your point of view on such things) you can't take it back with you. EVE can be a very dark game if you look too closely.
 
 
 
The combat in this mission is easily the most challenging yet. If you're having trouble, read up on [[Gunnery Guide|how gunnery works in EVE]].
 
* Keep an eye on your range to your enemies; try to keep it around your weapon's optimal and falloff range (for hybrid, laser, and projectile artillery weapons try to keep them at about your optimal range; projectile autocannon weapons have such short optimal ranges that it's best to keep them inside your falloff range).
 
* Also keep an eye on your enemies' angular velocity (you can select to have it shown as a column on the Overview): a high angular velocity makes them difficult to hit; slow them down using your Stasis Webifier module. Note that the farther away they are from you, the lower their angular velocity will be. Additionally, using the "Stay at Range" command (as opposed to the "Orbit" command) usually reduces an enemy's angular velocity (because you'll tend to be flying directly at or away from them, as opposed to around them), but, for the same reasons, it also makes your ship easier to hit. Experiment a little to see what works best for your ship and weapon.
 
 
 
You can also experiment with different ammunition for your guns. All the [[turrets|turret weapons]] have a range of ammunition to choose from, ranging from short-range high-damage ammunition to long-range low-damage ammunition. You've probably been using the former, but you may want to buy some of the latter from the market and experiment with staying further away from the rats (and therefore hopefully out of their weapons' range) and hitting them with your longer-range ammunition. Your Stasis Webifier will, once again, come in handy to ensure your ship is faster than theirs and can therefore dictate the range at which the fight occurs, to your advantage.
 
 
 
'''{{co|#9ef37c|Reward:}}''' A combat frigate (e.g. a [[Tristan]] or a [[Punisher]]).
 
 
 
[[Category:Career agent missions]]
 

Latest revision as of 07:33, 1 May 2024

The Enforcer (used to be called the Military Career Agent) is one of the five career agents in the game, which show new players different types of PvE activities in EVE. The military career agent missions teach you about PvE combat. In total, these missions pay about 2M ISK in rewards.

Cash Flow for Capsuleers (1 of 10)

Type Encounter
Objective Destroy NPC pirates ("rats").
Rewards Faction-specific weapon and ammunition - See table below.
Faction-Specific Rewards
Faction Reward Bonus Reward Weapon Type
AmarrAmarr Gatling Pulse Laser I 3 x Multifrequency S Energy Turret
CaldariCaldari 75mm Gatling Rail I 2,000 x Antimatter S Hybrid Turret
GallenteGallente 75mm Gatling Rail I 2,000 x Antimatter S Hybrid Turret
MinmatarMinmatar 125mm Gatling AutoCannon I 2,000 x EMP S Projectile Turret
Move your mouse over your weapon to show its characteristics.
Set your ship's default orbit distance.
  • You can use any ship, including your corvette, as long as it's armed with some weapons.
  • You can check your weapon's optimal and falloff ranges by hovering a mouse over it - these are the maximum distances at which your weapon will be effective against enemies. It's probably a good idea to set your ship's default "orbit" and "keep at range" distances to around your weapon's optimal range. To do this, right-click on any entry in the Overview, go into the "Orbit" sub-menu, then into the "Set Default" sub-menu, and select the appropriate range. Repeat for "Keep at Range".
Right-click in space to warp to the mission location.
Rats targeting and firing at your ship.
  • Once you arrive at the deadspace pocket, you will encounter several rats. After you have destroyed them, two more rats will appear further away. If your ship has a propulsion module (e.g., an Afterburner or a Microwarpdrive) fitted, you can activate it to increase your ship's speed.
  • If there is a yellow box around the rat's icon in the Overview, it is targeting your ship. If the box turns red, it is taking offensive actions, such as firing weapons at you.
  • You can check a rat's description, bounty, and damage resistance profiles in its "Show Info" panel (available either from the Selected Item window or right-click menu).
  • When the mission is turned in, the agent grants you a faction-specific weapon along with ammunition as bonus rewards. The table below lists the faction-specific rewards given along with links to the detailed description of each weapon system. Note that weapons outside the Civilian variant require ammunition to operate.


WD EWAR L
10-20km away
Frigate 2 x Frigate Mission completion once destroyed
20-30km away
Frigate 1 x Frigate No need to be destroyed

Cash Flow for Capsuleers (2 of 10)

Type Encounter
Objective Destroy rats and retrieve civilians.
Rewards Attack or combat frigate AmarrExecutioner /CaldariMerlin /GallenteAtron /MinmatarSlasher)


  • Feel free to try out the new weapon module from the previous mission, noting that it requires ammunition. You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen (ALT + F) or right-clicking on the weapon in space and selecting which ammunition to load (which takes a few seconds). It's also a good idea to carry some spare ammunition in your ship's cargohold so that you can reload your weapon with fresh ammunition once it's empty (with the exception of T1 frequency crystals which do not run out).
  • While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not necessary.
  • When you destroy the last rat in the deadspace pocket, it will deposit the civilians into your cargo hold and the mission is complete. You can now dock.
Different wrecks on the overview.
  • Note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. If you want to retrieve the loot in the wrecks (it's not mandatory for completing the mission), use the same method as you used for the cargo container above. While most items you loot will have relatively little value, the amount does add up over time, and specific "elite" rats can drop very valuable items when destroyed.
  • The frigate given out as a reward is ideal for completing the remaining missions in the chain due to its increased combat capabilities and speed compared to a corvette.


40km
WD EWAR L


Frigate 2 x Frigate
Frigate 1 x Frigate
Reinforcements
Frigate 2 x Frigate Mission completion on destruction

Cash Flow for Capsuleers (3 of 10)

Type Encounter
Objective Destroy rats and retrieve Secret Documents.
Ship suggestion Frigate
Rewards Two Faction specific weapon modules, see table (granted upon acceptance)
Faction-Specific Rewards
Faction Reward Weapon Type
Amarr EmpireAmarr 2 x Gatling Pulse Laser I Energy Turret
Caldari StateCaldari 2 x 75mm Gatling Rail I Hybrid Turret
gallente FederationGallente 2 x 75mm Gatling Rail I Hybrid Turret
Minmatar RepublicMinmatar 2 x 125mm Gatling AutoCannon I Projectile Turret
  • If you wish to fly the new frigate obtained from the last mission, don't forget to take useful modules from the ship you were flying previously to the new one. To unfit modules, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting".
  • A weapon occupies a turret/launcher hardpoint in addition to a high fitting slot. You can check out how many hardpoints a ship has in the fitting screen or the "Show Info" panel. Depending on the ship you're flying, you may not be able to fit all three of the weapons you've gained from the missions so far.
  • Although not strictly necessary for this mission, it is a good habit to insure your ship to recover most of the value of the ship's hull (but NOT any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance.
  • While you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by clicking "group all weapons" button in the fitting screen or dragging the modules onto each other in space to stack them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be grouped, they need to be of the same type and carry the same type and number of ammunition.
The electronic warfare (EWAR) display shows any hostile EWAR affecting your ship.
  • In the mission deadspace, you will encounter some Drone rats for the first time in this mission chain (you can identify them by their icon on the Overview, compared with the frigates and corvettes you have been fighting so far). Some of these (the helpfully named Webber Drones) will use Stasis Webifier modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will appear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.
  • A destroyer rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. They are named differently for each faction (AmarrThe Devout /CaldariTahamar /GallenteWolf /MinmatarSteon) and will serve as the primary antagonist throughout the rest of the mission chain.

Even if you do manage to catch the destroyer rat, it has close to a million HP and is not worth destroying.

  • The Runner Drone contains the mission objective. Kill it, dock, and complete the mission. No need to loot any wrecks.


WD EWAR L
Group 1
Drone 1 x Drone Runner Drone Destroy it, the Secret Documents automatically appear in your cargohold. No need to loot any wrecks.
Frigate 2 x Frigate
Group 2
Drone 1 x Drone Webber Drone Stasis Webifier
Frigate 2 x Frigate

Cash Flow for Capsuleers (4 of 10)

Type Travel
Objective Approach the Smuggler Stargate.
Rewards 1MN Afterburner I
Warp-in message from ship computer:
My sensors have found nothing in the area other than this lone stargate, partly hidden inside a cluster of rock formations. I would advise you to proceed with care, smuggler gates such as these are rarely left undefended.

Your agent instructed you to approach the stargate. Be ready to retreat should the need arise.

  • Fly to the mission's deadspace location and find the "Smuggler Stargate" on your Overview. You may need to switch to a different Overview preset (or modify the presets) in order to see it.
  • Once you've approached the stargate, a warning sound will play and you will take some damage. Once this happens, the mission is complete.
  • It is a good idea to keep flying past the objective before hitting the "DOCK" button. If you fly to the objective and stop, you can get stuck before you can enter warp and take more damage.
  • Damage will be inflicted on you every 10 seconds.

Cash Flow for Capsuleers (5 of 10)

Type Encounter
Objective Destroy one rat while (optionally) trying out a shield hardener module.
Rewards Shield Hardener (AmarrCivilian EM Shield Hardener /CaldariCivilian Kinetic Shield Hardener /GallenteCivilian Thermal Shield Hardener / MinmatarCivilian Explosive Shield Hardener) (granted upon acceptance)


  • Shield hardeners will reduce the damage your ship's shield takes from a specific damage type, one of Electromagnetic-EM, Thermal, Kinetic, and Explosive.
  • To see the effects of the Shield Hardener in action, once in space, open the Fitting window. Then open the Attributes panel (on the right-hand side of the Fitting window) and make sure the "Defense" section is expanded. Note that your tank is made up of shields, armor, and structure, and each has a different resistance to the four damage types. Assuming you're being shot at by all four damage types equally, adding the three tank types together gives you your ship's "effective hitpoints" (EHP), which are a good overall indication of how tough your ship is.
  • Note your shield's resistance to the four damage types, then activate your Shield Hardener module. Note how your shields' resistance to the module's damage type increases, and how this also increases your ship's effective hit points. NPCs (rats) in EVE are very predictable in what damage types they deal - your agent will have given you a Shield Hardener to counter the local rats' preferred damage type.
  • Destroy the rat in the deadspace location and feel free to activate the shield hardener in combat.


Warp-in Message:
On killing the rat:
Nicely done. Perhaps we will meet some other day. For now I will be making my way back to base in my capsule.

Cash Flow for Capsuleers (6 of 10)

Type Encounter
Objective Destroy a pirate outpost.
Rewards Limited Ocular Filter


  • Once you activate the acceleration gate at the mission location, it flings you to another pocket with a few frigate rats. Additional rats will warp in as you destroy them.
  • With all the rats gone, you can now activate the second acceleration gate that leads to the pirate outpost. The outpost itself goes down easily, but the moment it is fired upon two rats and two sentry guns (powerful immobile turrets) spawn. The frigates aren't a big threat, but the sentry guns will do significant damage to your ship if they hit you.
  • Once the outpost goes down, the mission is complete and you can warp back to the station ignoring the enemy reinforcements. Your ship's computer warned you against taking any loot from the container that drops when the outpost is destroyed, but you're free to take any as long as the game doesn't produce a warning message about illicit materials.
  • Should you wish to take on the sentry guns, make sure you orbit them in close range with your propulsion module on. These sentry guns have poor tracking, and by flying around them at high speed you're maximizing your ship's angular velocity and therefore making it difficult for the sentry guns to hit you.
  • If your ship has taken some armor/structure damage in the last fight, either right-click on a ship in the Ship Hangar and press "Get a Repair Quote" or click the Repairshop icon in the Station Services panel to repair it for a small fee.
  • The Limited Ocular Filter is an implant that you can "plug in" to your character's head (select the item, right-click, and choose 'plug-in') to increase their Perception attribute by 1 point, which slightly increases your training speed for skills which use the Perception attribute. Note that should your pod be destroyed, any implants you have plugged in will be destroyed as well. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character - Augmentations tab.

Pocket 1

Initial
WD EWAR L


Frigate 4 x Frigate Reinforcement 1
Reinforcement 1
WD EWAR L


Frigate 3 x Frigate Reinforcement 2
Reinforcement 2
WD EWAR L


Frigate 2 x Frigate Unlocks acceleration gate

Pocket 2

on warp in:
Looks like you found the pirate outpost. Your instructions were to destroy it. I would recommend leaving the loot in the wreck after you obliterate the structure, you would not want to be caught trying to jump between systems with contraband in your cargo-hold. The local security forces do not look kindly upon such activity.

On warp-in there are no rats. Once attacking the (pirate name)'s outpost, reinforcements appears.

Structure
WD EWAR L


Structure 1 x (Pirate Name)'s Outpost Attacking triggers Reinforcements Commodities
Reinforcements (Does not need to be destroyed)
WD EWAR L


Frigate 2 x Frigate
Sentry 2 x Sentry (Pirate Name)'s Defense Sentry

Cash Flow for Capsuleers (7 of 10)

Type Encounter
Objective Destroy rats while (optionally) trying out a self-repair module.
Rewards Self-repair module (AmarrGallenteMinmatarSmall Armor Repairer I /CaldariSmall Shield Booster I) (granted upon acceptance)


  • Armor repairer and shield booster will gradually repair your ship's armor or shield respectively when activated at the cost of your ship's capacitor energy. Using modules like these to repair your armor or shield during a fight is called "active armor/shield tanking".
  • Destroy all rats and reinforcements at the mission's deadspace location and use your self-repair module as appropriate. Note that armor is repaired at the end of an armor repairer cycle while shield is boosted at the beginning of a shield booster cycle. Your capacitor probably doesn't recharge quickly enough for you to run your self repair module indefinitely, so turn it off when you don't need it.


Initial 20km away
WD EWAR L


Frigate 2 x Frigate Destroying triggers Reinforcement 1
reinforcement 1
WD EWAR L
Group A
Frigate 3 x Frigate Attacking triggers Reinforcement 2
Group B
Frigate 2 x Frigate
Reinforcement 2
WD EWAR L


Frigate 3 x Frigate Mission completion once all NPCs are destroyed

Cash Flow for Capsuleers (8 of 10)

Type Encounter
Objective (Attempt to) retrieve VIPs.
Rewards 2 x Overdrive Injector System I


  • Warp to the mission's deadspace location and approach the "hotel" (as usual, check your Overview preset and settings if you can't see it - the inn is in the "Large Collidable Structure" category, and your overview must be set to display these). As you approach the structure, a bomb will go off, destroying the hotel and damaging your ship.
  • The mission is now complete and you can return to your agent. Alternatively, you can engage the ambushing rats for bounties and loot. This group of rats is a step up from the rats in the last mission, so feel free to warp out, repair, and re-engage as necessary.
  • Overdrive Injector System I increases your ship's speed at the expense of reduced cargohold capacity.


Message on warp-in:
I detect no life signs within the habitation module and the communication services in the adjacent security towers seems to be down. I suggest approaching Hotel Kim to have a better look. Its hull appears to be damaged, a cloud of radioactive gas is flowing through the cracks and filling the void surrounding the structure. The corpses floating around the Inn are most likely of people who were ejected through the airlock

Make sure you have Large Collidable Structure (under the Entity group) selected in the overview settings, so you can easily find the structure I pointed out.


Structures
WD EWAR L


Structure Hotel destruction triggers reingorcements
Reinforcements (Spawn on destruction of hotel)
WD EWAR L


Frigate 3 x Frigate

Cash Flow for Capsuleers (9 of 10)

Type Encounter
Objective Destroy the Narcotics Warehouse.
Rewards Stasis Webifier I


  • At the mission location, you will find an acceleration gate guarded by three rats later joined by three more reinforcements, however you can ignore them and activate the acceleration gate immediately to fling your ship into the next deadspace area, where you will find the Narcotics Warehouse you're supposed to destroy.
  • You can also kill the three rats guarding the warehouse (as well as the three additional ones which warp in), but they are optional.
  • A Stasis Webifier slows down enemy ships when used, which makes it easier for your weapons to apply damage.

Pocket 1

Initial
WD EWAR L


Frigate 3 x Frigate (Faction) Rookie Reinforcements
Reinforcements
WD EWAR L


Frigate 2 x Frigate (Faction) Rookie
Frigate 1 x Frigate

Pocket 2

Structures
WD EWAR L


Structure Narcotics Warehouse Reinforcement 2 Commodities
Structure Radioactive Cargo Rig Commodities
Initial
WD EWAR L


Frigate 3 x Frigate (Faction) Rookie Reinforcement 1
Reinforcement 1
WD EWAR L


Frigate 2 x Frigate (Faction) Rookie
Frigate 1 x Frigate
Reinforcement 2
WD EWAR L


Frigate 2 x Frigate (Faction) Rookie
Frigate 1 x Frigate

Cash Flow for Capsuleers (10 of 10)

Type Encounter
Objective Destroy the pirate leader's capsule.
Ship suggestion Attack or Combat Frigate from mission 2
Rewards Combat Frigate (AmarrPunisher /CaldariMerlin /GallenteIncursus /MinmatarRifter) (Granted Upon Accepting)


  • This is one of the hardest missions among Career Agent missions, so feel free to fit everything you have: good weapons and ammo, afterburners, shield hardeners, self-repair modules, and stasis webifiers.
  • This mission consists of three deadspace pockets, connected via acceleration gates. You have to destroy all the rats and reinforcements in each pocket to be able to use the acceleration gate there to enter the next pocket. These "deadspace complexes" (a series of deadspace areas connected by acceleration gates) are fairly common in higher-end PvE missions. Note that if you have to warp out of a pocket (e.g. because your ship is taking too much damage and you need to repair), you will have to go through each pocket sequentially to reach your previous location; however, the rats in those pockets will not respawn if destroyed.
  • The third (and final) pocket contains a Stasis Tower and three rats - two frigates and the Destroyer-class Stolen Navy Ship.
    • The Stasis Tower uses a Stasis Webifier to slow your ship down. The pirate leader you're here to kill is manning the Stasis Tower; once you destroy it, he ejects in his capsule. Destroying it completes the mission.
    • The Stolen Navy Ship does the most damage and should be the primary target to bring down as soon as possible. An afterburner and a stasis webifier will allow you to catch up to the ship while being webbed by the Stasis Tower. Once the navy ship goes down, the other frigates do not pose much of a threat.
    • Alternatively, you may also try bringing down the Stasis Tower while ignoring enemy fire. While dealing no damage on its own, the Stasis Tower is quite tanky, and you might need to warp out, repair, and come back to the pocket to successfully pull it off without losing your ship.
    • You can also experiment with different ammunition for your guns. All the turret weapons have a range of ammunition to choose from, ranging from short-range high-damage ammunition to long-range low-damage ammunition. You've probably been using the former, but you may want to buy some of the latter from the market (or use whatever you've looted from wrecks so far) and experiment with staying further away from the rats while hitting them with your longer-range ammunition.

Pocket 1

Initial
WD EWAR L


Frigate 6 x Frigate (Faction)) Rookie reinforcements
Reinforcements
WD EWAR L


Frigate 2 x Frigate Unlocks acceleration gate when all ships are destroyed

Pocket 2

Initial
WD EWAR L


Frigate 4 x Frigate Reinforcements 1
Reinforcements 1
WD EWAR L


Frigate 2 x Frigate Reinforcements 2
Reinforcements 2
WD EWAR L


Frigate 2 x Frigate Unlocks acceleration gate to next pocket

Pocket 3

Initial
WD EWAR L


Frigate 2 x Frigate
Frigate 1 x Frigate Stolen Navy Ship
Sentry 1 x Sentry (Pirate)'s Statis Tower Capsule Spawn Stasis Webifier
Capsule Spawn
WD EWAR L


Frigate 1 x Frigate (Pirate Name)'s Capsule Mission completion

External links