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'''Mobile Tractor Unit (MTU)''':  This tool is very useful for looting and salvaging mission pockets. Bring it in your cargohold (100 {{m3}}), deploy it in a mission pocket and it will automatically collect and loot all wrecks created within 125 kilometers of itself. This also greatly increases the efficiency of salvaging by effectively eliminating the transit time for looting and salvaging, while also providing a convenient structure to orbit around during this process. When scooping the MTU, it will automatically eject any cargo it has remaining into a standard, temporary cargo container.  
'''Mobile Tractor Unit (MTU)''':  This tool is very useful for looting and salvaging mission pockets. Bring it in your cargohold (100 {{m3}}), deploy it in a mission pocket and it will automatically collect and loot all wrecks created within 125 kilometers of itself. This also greatly increases the efficiency of salvaging by effectively eliminating the transit time for looting and salvaging, while also providing a convenient structure to orbit around during this process. When scooping the MTU, it will automatically eject any cargo it has remaining into a standard, temporary cargo container.  
==Standings and Agents==
{{main|NPC standings}}
Standings are a measure of how much one entity likes or dislikes another entity and are measured on a real number scale from -10 to +10.  A standing of -10 is tantamount to complete and total loathing and conversely +10 is complete and total adoration.
===Why Standings Matter===
The standings of NPC entities toward a player are important for a couple reasons. Firstly, because higher standings make more profitable missions available. And secondly, because several perks become available when an individuals or player-run corporations standings are higher with a specific entity.
For an individual:
* At 5.0 all L4 Agents for that faction become available to you (4.0 with certain Corporations)
* At 6.67 you are no longer subject to the refining [[Refining#Equipment_tax|Equipment Tax]] with that corporation
* The higher your standings toward an NPC entity the lower the [[Trading#Standings|broker fee]] is in their stations. As an example, with a faction and corp standing of 10, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process
====Standings Incremental Increase and Loss====
When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale.  For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45.  However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30.
If something causes a standings decrease, then it's a percentage decay towards −10.  For example, if someone with +1.0 standings suffers a −5% change, then that's 5% of the difference from +1 to −10; that's a change of −0.55 with an end result of +0.45.  If someone with +4.0 standings suffers that same −5% change, then it's 5% of the difference from +4 to −10; that's a change of −0.7 with an end result of +3.3.
'''What this means is that gains are reduced and losses are increased incrementally as your standings become higher, and vice versa.'''
===Declining Missions===
[[File:Decline-mission.jpg|thumb|right|The "decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.]]
It is worth noting that running out of time on a mission you have accepted will usually cause a standings loss with the agent, corporation, ''and faction''.  Declining a mission for a particular agent more than once every four hours will also cause a standings loss with the agent, corporation, and faction.
<div style="margin:0; background-color:#333322; border:1px solid #1d3b1d; font-style:normal; text-align:left; padding:1em 1em 1em 1em; overflow:hidden; color:#ffffff;  margin-right:100px; margin-left:100px">If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then click DECLINE.</div>
To see a history of how your standings have changed, you can go to [[NeoCom]] > Character Sheet > Standings, scroll through the list of NPC entities, right-click an entry and select SHOW TRANSACTIONS to see how much your standings went up or down for what actions and by how much.  All the percentage changes you see in the Transaction Log are as described above, with the exception that (due to a possible bug) any percentage changes due to "Derived Modification" are percentage changes of 10.0, not percentage decays towards an extreme.
===Agents===
All common mission agents have a name, a Level, and a Division. "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also affects the standings you need to reach in order for this agent to give you missions.  "Division" determines what type of mission - security (combat), distribution (hauling), or mining - you will be offered. <ref name="inferno15">https://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref>
An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:
*Level 1: Any standings
*Level 2: 1.0 or higher
*Level 3: 3.0 or higher
*Level 4: 5.0 or higher
*Level 5: 7.0 or higher
You must meet this requirement for either the agent's personal standing towards you, their corporation's standing towards you, or their faction's standing towards you; any one of the three will suffice.  For example, Eveynel Daerne is a Level 3 agent in Orduin IX - Moon 4 - Transstellar Shipping Storage.  This agent is part of the Transstellar Shipping corporation, which is part of the Gallente Federation faction.  The standings requirement is therefore 3.0, so at least one of the following 3 conditions must be true to get missions from Eveynel Daerne:
*Eveynel Daerne's personal standing towards you is 3.0 or higher.
*Transstellar Shipping's standing towards you is 3.0 or higher.
*The Gallente Federation's standing towards you is 3.0 or higher.
The fact that Eveynel Daerne is located in the Orduin solar system, which is the sovereign territory of the Minmatar Republic, is completely irrelevant.  High Minmatar Republic standings will not give you access to missions from Eveynel Daerne.  This concept applies as a rule to all agents of a faction who are located in a different faction's sovereign space.
Gaining access to higher level missions can be eased by training two skills: {{sk|Diplomacy|price=yes|mult=yes}} and {{sk|Connections|price=yes|mult=yes}} ("Connections" is not to be confused with other social skills such as "Criminal Connections" or "Security Connections").  Diplomacy gives you a standings boost with agents, NPC corporations, and factions that dislike you to begin with, and this boost is 4% per level of the Diplomacy skill.  Connections gives you a standings boost with agents, NPC corporations, and factions that like you to begin with, and this boost is 4% per level of the Connections skill.  Between Diplomacy and Connections, only one will apply, but it will give a boost significant enough to ease the process of getting access to Level 2 missions.
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, then your standings with the target faction go down due to "Combat - Ship Kill", but your standings with the agent's faction will not change.  Those who wish to be able to fly in all High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, and anti-Minmatar).  Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [http://eve-survival.org/wikka.php?wakka=FriendlySpies3ga&show_comments=1#comments Friendly Spies], where if you destroy the mission objective but none of the hostile ships, then you don't lose Gallente Federation standings.  In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants3 Amarrian Tyrants, Level 3], or [http://eve-survival.org/wikka.php?wakka=AgainsttheEmpire3am Against the Empire, Level 3].  Some missions, though, 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 (for example, [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants1&show_comments=1#comments Against The Empire, Level 1]; yes, the Amarr standing loss on Level 3 is insignificant while the standing loss on Level 1 is bad; losses are only consistent for the exact same mission and level).


==Storyline Missions==
==Storyline Missions==
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* 4 Angel Dramiels and a Wreathe industrial
* 4 Angel Dramiels and a Wreathe industrial
* 6 waves of fighters and fighter bombers and a Guristas Wyvern Supercarrier
* 6 waves of fighters and fighter bombers and a Guristas Wyvern Supercarrier
The difficulty of these missions varies a lot. The Talos mission can be completed in a properly fit and flown Heavy Assault Cruiser and often gives faction loot while the Wyvern one is rarely run because of length, difficulty and poor rewards.
The difficulty of these missions varies a lot. The Talos mission can be completed in a properly fit and flown Heavy Assault Cruiser and often gives faction loot while the Wyvern one is rarely run because of length, difficulty and poor rewards.   
 
==Standings and Agents==
{{main|NPC standings}}
 
Standings are a measure of how much one entity likes or dislikes another entity and are measured on a real number scale from -10 to +10A standing of -10 is tantamount to complete and total loathing and conversely +10 is complete and total adoration.
 
===Why Standings Matter===
The standings of NPC entities toward a player are important for a couple reasons. Firstly, because higher standings make more profitable missions available. And secondly, because several perks become available when an individuals or player-run corporations standings are higher with a specific entity.
 
For an individual:
* At 5.0 all L4 Agents for that faction become available to you (4.0 with certain Corporations)
* At 6.67 you are no longer subject to the refining [[Refining#Equipment_tax|Equipment Tax]] with that corporation
* The higher your standings toward an NPC entity the lower the [[Trading#Standings|broker fee]] is in their stations. As an example, with a faction and corp standing of 10, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process
 
====Standings Incremental Increase and Loss====
When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale.  For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45.  However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30.
 
If something causes a standings decrease, then it's a percentage decay towards &minus;10.  For example, if someone with +1.0 standings suffers a &minus;5% change, then that's 5% of the difference from +1 to &minus;10; that's a change of &minus;0.55 with an end result of +0.45.  If someone with +4.0 standings suffers that same &minus;5% change, then it's 5% of the difference from +4 to &minus;10; that's a change of &minus;0.7 with an end result of +3.3.
 
'''What this means is that gains are reduced and losses are increased incrementally as your standings become higher, and vice versa.'''
 
===Declining Missions===
[[File:Decline-mission.jpg|thumb|right|The "decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.]]
It is worth noting that running out of time on a mission you have accepted will usually cause a standings loss with the agent, corporation, ''and faction''.  Declining a mission for a particular agent more than once every four hours will also cause a standings loss with the agent, corporation, and faction.
 
<div style="margin:0; background-color:#333322; border:1px solid #1d3b1d; font-style:normal; text-align:left; padding:1em 1em 1em 1em; overflow:hidden; color:#ffffff;  margin-right:100px; margin-left:100px">If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then click DECLINE.</div>
 
To see a history of how your standings have changed, you can go to [[NeoCom]] > Character Sheet > Standings, scroll through the list of NPC entities, right-click an entry and select SHOW TRANSACTIONS to see how much your standings went up or down for what actions and by how much.  All the percentage changes you see in the Transaction Log are as described above, with the exception that (due to a possible bug) any percentage changes due to "Derived Modification" are percentage changes of 10.0, not percentage decays towards an extreme.
 
===Agents===
 
All common mission agents have a name, a Level, and a Division. "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also affects the standings you need to reach in order for this agent to give you missions.  "Division" determines what type of mission - security (combat), distribution (hauling), or mining - you will be offered. <ref name="inferno15">https://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref>
 
An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:
*Level 1: Any standings
*Level 2: 1.0 or higher
*Level 3: 3.0 or higher
*Level 4: 5.0 or higher
*Level 5: 7.0 or higher
 
You must meet this requirement for either the agent's personal standing towards you, their corporation's standing towards you, or their faction's standing towards you; any one of the three will suffice.  For example, Eveynel Daerne is a Level 3 agent in Orduin IX - Moon 4 - Transstellar Shipping Storage.  This agent is part of the Transstellar Shipping corporation, which is part of the Gallente Federation faction.  The standings requirement is therefore 3.0, so at least one of the following 3 conditions must be true to get missions from Eveynel Daerne:
 
*Eveynel Daerne's personal standing towards you is 3.0 or higher.
*Transstellar Shipping's standing towards you is 3.0 or higher.
*The Gallente Federation's standing towards you is 3.0 or higher.
 
The fact that Eveynel Daerne is located in the Orduin solar system, which is the sovereign territory of the Minmatar Republic, is completely irrelevant.  High Minmatar Republic standings will not give you access to missions from Eveynel Daerne.  This concept applies as a rule to all agents of a faction who are located in a different faction's sovereign space.
 
Gaining access to higher level missions can be eased by training two skills: {{sk|Diplomacy|price=yes|mult=yes}} and {{sk|Connections|price=yes|mult=yes}} ("Connections" is not to be confused with other social skills such as "Criminal Connections" or "Security Connections").  Diplomacy gives you a standings boost with agents, NPC corporations, and factions that dislike you to begin with, and this boost is 4% per level of the Diplomacy skill.  Connections gives you a standings boost with agents, NPC corporations, and factions that like you to begin with, and this boost is 4% per level of the Connections skill.  Between Diplomacy and Connections, only one will apply, but it will give a boost significant enough to ease the process of getting access to Level 2 missions.
 
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, then your standings with the target faction go down due to "Combat - Ship Kill", but your standings with the agent's faction will not change.  Those who wish to be able to fly in all High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, and anti-Minmatar).  Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [http://eve-survival.org/wikka.php?wakka=FriendlySpies3ga&show_comments=1#comments Friendly Spies], where if you destroy the mission objective but none of the hostile ships, then you don't lose Gallente Federation standings.  In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants3 Amarrian Tyrants, Level 3], or [http://eve-survival.org/wikka.php?wakka=AgainsttheEmpire3am Against the Empire, Level 3].  Some missions, though, 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 (for example, [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants1&show_comments=1#comments Against The Empire, Level 1]; yes, the Amarr standing loss on Level 3 is insignificant while the standing loss on Level 1 is bad; losses are only consistent for the exact same mission and level). 


==See Also==
==See Also==