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| '''Exploration''' in EVE involves using scanning probes to locate [[Cosmic Signatures]] in space which may contain hackable containers with items inside, resources like [[Gas Cloud Mining|gas clouds]] or ore, [[wormholes]] to distant star systems, or collections of NPCs which may drop rare items. As a profession, exploration can be profitable and engaging, and offers better rewards for players willing to travel in more dangerous space. It has a low skill barrier, and new players can start exploring almost from day 1. | | '''Exploration''' in EVE involves using scanning probes to locate [[Cosmic Signatures]] in space which may contain hackable containers with items inside, resources like [[Gas Cloud Mining|gas clouds]] or ore, [[wormholes]] to distant star systems, or collections of NPCs which may drop rare items. As a profession, exploration can be profitable and engaging, and offers better rewards for players willing to travel in more dangerous space. It has a low skill barrier, and new players can start exploring almost from day 1. |
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| Players will learn what [[#Skills|skills]] are required to start exploring, what [[#Ships|ships]] and [[#Equipment and Modifications|equipment]] are best for the new explorer, what sorts of areas can be [[Scanning|located]] using the exploration mechanics, how to use [[Scanning|probes]] to track down hidden exploration sites, and how to use analyzer modules to hack into loot containers in exploration sites. | | Players will learn what [[#Skills|skills]] are required to start exploring, what [[#Ships|ships]] and [[#Equipment and Modifications|equipment]] are best for the new explorer, what sorts of areas can be [[Scanning|located]] using the exploration mechanics, how to use probes to track down hidden exploration sites, and how to use analyzer modules to hack into loot containers in exploration sites. |
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| ==Scanning== | | ==Scanning== |
| {{main|Scanning}} | | {{main|Scanning}} |
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| The main object of an explorer is to track down hidden areas found in systems across all of the EVE universe. These areas contain valuable items or other points of interest, but cannot be warped to initially. Instead, a player must use their ship’s scanner and their Probe Launcher to track down the “signals” of these hidden areas through a process generally referred to as “probing,” or “scanning,” or “exploring.” If you’ve ever heard someone mention that they are going to “probe down a site”… this is it! | | The main object of an explorer is to track down hidden areas found in systems across all of the EVE universe. These areas contain valuable items or other points of interest, but cannot be warped to initially. Instead, a player must use their ship's scanner and their Probe Launcher to track down the “signals” of these hidden areas through a process generally referred to as “probing,” or “scanning,” or “exploring.” If you’ve ever heard someone mention that they are going to “probe down a site”… this is it! |
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| You’ve found a quiet system to explore and are safely nestled in a comfortable spot. Cocoa and blankets are optional. Time to explore! Pop open your ship’s scanner using the little button on your ship’s HUD that has a picture of a radar screen on it (or press ALT-P). While you were parking your ship somewhere, your scanner was busy! It’s more than likely tracked down a few points of interest throughout the system. Note that if your scanner readout says “No Signals Detected,” that means the system is currently empty. Head to a different system to explore, but note that you can always come back to this system again later to see if anything juicy has appeared. | | You’ve found a quiet system to explore and are safely nestled in a comfortable spot. Cocoa and blankets are optional. Time to explore! Pop open your ship’s scanner using the little button on your ship’s HUD that has a picture of a radar screen on it (or press ALT-P). While you were parking your ship somewhere, your scanner was busy! It’s more than likely tracked down a few points of interest throughout the system. Note that if your scanner readout says “No Signals Detected,” that means the system is currently empty. Head to a different system to explore, but note that you can always come back to this system again later to see if anything juicy has appeared. |
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| When you first enter a system, none of its Cosmic Signatures will have any identifying information besides a generic designation, such as “MRM-213.” However, much like Cosmic Anomalies, Cosmic Signatures come in several types. You just won’t know exactly what you are tracking down until you pull out your probes! | | When you first enter a system, none of its Cosmic Signatures will have any identifying information besides a generic designation, such as “MRM-213”. However, much like Cosmic Anomalies, Cosmic Signatures come in several types. You just won’t know exactly what you are tracking down until you pull out your probes! |
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| === A Good Place to Start === | | === A Good Place to Start === |
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| Also note - when running some sites in wormholes there will be Sleepers, and all of the above still holds except local won't help and the locals may have already scanned the site so may not need to drop probes on you (of course this can also hold true anywhere - but what's life without a little risk!) | | Also note - when running some sites in wormholes there will be Sleepers, and all of the above still holds except local won't help and the locals may have already scanned the site so may not need to drop probes on you (of course this can also hold true anywhere - but what's life without a little risk!) |
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| == Skills ==
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| {{main|Exploration skills}}
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| Much like mining, exploration doesn’t require a high skill level to get started. The skills you need depend on what kind of exploration you plan to do.
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| Scanning skills are used when probing down cosmic signatures. Unless you have a friend scanning down the sites or only do anomalies you will need these.
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| * {{sk|Astrometrics|price=yes|mult=yes}}: +5% scan strength per level, −5% max scan deviation per level, −5% scan probe scan time per level
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| ** 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!
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| * {{sk|Astrometric Rangefinding|price=yes|mult=yes}}: +5% probe scan strength
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| * {{sk|Astrometric Pinpointing|price=yes|mult=yes}}: −5% maximum scan deviation
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| ** Both these skills make it easier to track down difficult-to-find sites. You can learn and train a few levels of Rangefinding at the start of your career, but Pinpointing requires {{sk|Astrometrics|IV}} as a prerequisite, so you can wait and do it later.
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| * {{sk|Astrometric Acquisition|price=yes|mult=yes}}: −5% scan time
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| ** 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.
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| Hacking skills are required in relic and data sites.
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| * {{sk|Archaeology|price=yes|mult=yes}}: Required skill for the use of Relic Analyzer modules. Gives +10 Virus Coherence per level.
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| ** 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!
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| ** Higher skill levels make the minigame associated with opening Relic Site structures easier, with {{sk|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, especially if you intend to do Relic sites in Nullsec or Wormholes.
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| * {{sk|Hacking|price=yes|mult=yes}}: Required skill for the use of Data Analyzer modules. Gives +10 Virus Coherence per level.
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| ** ''A la'' Archaeology, Data Analyzers require Hacking, and open structures found in Data Sites. {{sk|Hacking|I}} has slightly higher requirements than Archaeology I, but make sure you get both skills, so that you can hack any sites you find.
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| ** Also like Archaeology, higher skill levels make the Hacking minigame easier, and {{sk|Hacking|V}} will give you access to the Data Analyzer II module, which gives better bonuses, and is especially needed for Data sites in Nullsec or Wormholes.
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| In addition to these you will want to train your ship skill to take advantage of hull bonuses.
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| Harvesting gas requires {{sk|Gas Cloud Harvesting}}, minig requires mining skills and combat sites require combat skills.
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| == Ships and equipment==
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| 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).
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| Certain ships have bonuses specifically for scanning and exploration. These do not always have best price/performance ratio. Especially for high sec combat sites a T1 cruiser is best starting ship even though it has no bonuses for scanning.
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| Each race has a T1 frigate with a 7.5% increase to scan strength of probes per level of racial frigate skill trained. They also gain +5 bonus to virus strength that helps with [[hacking]]. These hulls are the starting hulls for scanning and hacking career. 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.
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| * {{sh|Magnate}} The magnate has limited number of mid slots, requiring it to make some tough decisions about what kind of equipment to take. But it has the largest number of low slots allowing it to fit enough warp core stabilizers to escape from double scrambler.
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| * {{sh|Heron}} The heron enjoys largest number of mid slots among exploration frigates.
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| * {{sh|Imicus}} 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.
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| * {{sh|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.
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| Covops ships are the direct upgrade from T1 scanning frigate. They get a 10% per level bonus to scanning, +10 bonus to virus strength and can use covert ops cloaking device.
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| * {{sh|Anathema}}
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| * {{sh|Buzzard}}
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| * {{sh|Helios}}
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| * {{sh|Cheetah}}
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| The [[Sisters_of_Eve|Sisters of EVE]] faction ships all have a 37.5% role bonus to scanning and the frigate and cruiser are also able to fit a Covert Ops cloak. They also get bonus to armor resists, energy turrets and drones and virus strength making them capable combat crafts and hackers. They have lower skill requirements than CovOps T2's, but they are insanely expensive compared to other t1 ships and considerably more expensive than t2 ships.
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| * {{sh|Astero}} Frigate. Most commonly used for hacking but can do lower level combat sites too.
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| * {{sh|Stratios}} Cruiser. While it has hacking bonus it is more suited to combat sites.
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| The Society of Conscious Thought ships gain same 37.5% scan probe strength as sisters ships. They also gain bonus to all weapons systems making them well rounded ships capable of doing combat sites.
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| * {{sh|Gnosis}}
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| * {{sh|Sunesis}}
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| === Modules and modifications ===
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| 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.
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| {|class=wikitable style="width: 900px;background:#111111"
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| |[[File:Icon probe launcher.png|link=|]]
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| |'''Core probe launcher''' is the backbone of any scanning ship. This easy to fit module launches core scanning probes in space allowing you to perform probe scanning.
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| Comes in base T1, improved T2 (+5% scan strength) and Sisters faction (+10% scan strength) variants.
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| |[[File:Icon probe launcher.png|link=|]]
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| |'''Expanded probe launcher''' is much harder to fit variant of the core probe launcher. The expanded probe launcher offers no benefits over core probe launcher when scanning with core probes. But the expanded probe launcher can use combat scanner probes that allow scanning of ships, structures and drones.
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| Comes in base T1, improved T2 (+5% scan strength) and Sisters faction (+10% scan strength) variants.
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| |[[File:Icon core scanner probe.png|link=|]]
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| |'''Core scanner probes''' are 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.
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| The probes also comes as Sisters variant with 44 scan probe strength instead of the normal 40. They’re a bit expensive, but vastly more affordable than the Sisters launcher.
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| |[[File:Icon combat scanner probe.png|link=|]]
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| |'''Combat scanner probes''' are used for scanning ships, drones and structures. The combat probes are much bulkier than the core scanner probes and thus can not be used with the core probe launcher, instead you need the expanded probe launcher. While combat probes can be used for scanning signatures it is much better to do that with core probes.
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| The probes also comes as Sisters variant with 22 scan probe strength instead of the normal 20.
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| |[[File:Icon scan rangefind array.png|link=|]]
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| |'''Scan rangefind array''' increases the scan strength of your probes. This will make it easier to scan signatures bu reducing the scan deviation and making weaker signatures scannable.
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| |[[File:Icon scan pinpointing array.png|link=|]]
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| |'''Scan pinpointing array''' reduces the scan deviation while scanning. This means that the partial scan result is more likely to be closer to the actual signature. This will allow you to reduce the scan formation more aggressively speeding up the scanning. But this will not allow you to scan harder signatures.
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| |[[File:Icon scan acquisition array.png|link=|]]
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| |'''Scan acquisition array''' speeds up the scan process by making the probes scan faster. Only one scan acquisition array can be fitted.
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| |[[File:Icon rig CPU.png|link=|]]
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| |'''Gravity capacitor upgrade''' rig increases the scan strength of your probes. It is usually better to fit two T1 rigs instead of one T2 rig. But if you aim for maximum scan strength and have enough scanning modules to incur stacking penalties it may be better to go with one T2 rig.
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| |}
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| Other useful modules:
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| * Low-slot Inertial Stabilizers, Nanofiber Structures, and Overdrive Injectors increase ship agility and speed. 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.
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| * Most explorers will use a high slot to fit a cloaking device on their frigate. The topic of [[Cloaking]] goes beyond the scope of this article.
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| * 5 MN mimcrowarp drive will allow you to perform the MWD+cloak trick. it will also make it much more likely to crash the gate if you jump into a gate camp.
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| If you're going to specialize in one of Relic or Data sites, then adding that rig also helps by giving you bonuses: Emission Scope Sharpener for Relic sites, or Memetic Algorithm Bank for Data sites.
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| ==== Hacking equipment ====
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| 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.
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| * '''Relic Analyzer I and Data Analyzer I'''
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| ** 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.
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| ** These can be upgraded to T2 analyzers which have improved virus attributes.
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| ** Asternative is to replace realic and data analyzer with integrated analyzer that combines both relic and data amalyzer into one module.
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| * '''Cargo Scanner I'''
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| ** When you arrive at an exploration site, you'll find multiple structures to analyze. Which one should you hack first? A Cargo Scanner will also tell you which structures in an exploration site have the most valuable loot, in advance.
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| While the above three are “core” modules for running relic and data sites, you are also strongly recommended to fit your ship with a 5MN 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 fit. 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 Cargo Scanner, but if you know for a fact that you'll only be exploring one type of site (Relic or Data), you can always temporarily forgo the Analyzer of the type that you won’t need.
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| ==== PvE combat ==== | | ==== PvE combat ==== |