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* You know that '''remaps can only be done once a year''' and that it will affect your training time greatly. | * You know that '''remaps can only be done once a year''' and that it will affect your training time greatly. | ||
* You are sure that the plans you have made are suitable for what and how you want to play the game and it '''includes a majority of core skills''' needed to pilot the ships you want. | * You are sure that the plans you have made are suitable for what and how you want to play the game and it '''includes a majority of core skills''' needed to pilot the ships you want. | ||
=== New Player Strategies === | |||
New players get 3 initial remaps to spend, one normal remap and 2 bonus remaps. This might sound like a lot, but that's still 4 months per remap, and that's assuming you don't want to keep a bonus remap for next year. | |||
While making a skill plan in EveMon and getting it to calculate your remaps for you sounds good in theory, a new player is still exploring the game and your interests will change as you discover new aspects. Nonetheless, there are some fairly safe initial strategies to use. | |||
At the beginning of the game, almost all players will need skills from: | |||
* Navigation (Intelligence / Perception) | |||
* Electronics, Engineering and Mechanics (Intelligence / Memory) | |||
* Spaceship Command (Perception / Willpower) | |||
Combat oriented pilots will also need: | |||
* Gunnery and/or Missiles (Perception / Willpower) | |||
* Drones (Memory / Perception) | |||
Miners and Industrialists will need: | |||
* Industry and Science (Intelligence / Memory) | |||
Traders will need: | |||
* Trade (Charisma / Willpower) | |||
If you look at these skills you'll see that two attributes crop up more than any others: Intelligence and Perception. Willpower and Memory are secondary attributes for several things (with the exception of Drones) and Charisma isn't required for any major skill groups unless you're a trader. Note that Willpower is the primary attribute for several skills in the Spaceship Command tree, but only for ''advanced'' ship skills, which at this point you'll be training rarely compared to the basic ship skills. As such, a good strategy is to keep your initial remap for a few weeks and train basic skills in all of the main skill groups you need, including Social and Trade. Unless you're going to be a hardcore trader (in which case stop reading here and consult a more detailed guide for traders), you should then spend a remap to place all of your attributes in Intelligence and Perception. More combat oriented pilots should put a few more points in to Perception and more industrial pilots should invest a little more in Intelligence. This remap should serve you well for most of your first year, at which point you should have seen enough of the game to reliably make your own long term skill plans. | |||
=== Specialization === | === Specialization === | ||