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Missions: Difference between revisions

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added farming, fleet rewards, removed 'MWDs cannot be used in deadspace missions'
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An Encounter mission is a mission to go to a location somewhere in space and complete an objective of some kind.  The objective is usually to kill a ship or a set of ships located at the encounter, but it could also be to destroy a structure, to get close to a location and then escape,  to pick up an object at the location (which may or may not be an ambush), or to fly from beacon-to-beacon.   
An Encounter mission is a mission to go to a location somewhere in space and complete an objective of some kind.  The objective is usually to kill a ship or a set of ships located at the encounter, but it could also be to destroy a structure, to get close to a location and then escape,  to pick up an object at the location (which may or may not be an ambush), or to fly from beacon-to-beacon.   


An Encounter mission will always create a mission space when the mission is accepted.  A mission space is a region of space in some solar system and is populated by objects also created specifically for the mission.  Most mission spaces are deadspace (where you cannot use microwarpdrives at all and you can only use your warp drive if you are leaving that deadspace), but this is not always the case.
An Encounter mission will always create a mission space when the mission is accepted.  A mission space is a region of space in some solar system and is populated by objects also created specifically for the mission.


Mission spaces will often contain acceleration gates to move around the deadspace with; these are often locked until nearby enemies have been defeated.
Mission spaces will often contain acceleration gates to move around the deadspace with; these are often locked until nearby enemies have been defeated.
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Finally, try to set up your ship to do the damage types that the enemy is most vulnerable to.  Those who rely on hybrid or laser turrets to do damage are out of luck in this regard.  Those who rely on non-sentry drones to do damage should use Minmatar drones if the enemy is susceptible to explosive damage (typically Minmatar Republic and Angel Cartel), and Gallente drones for all other targets (because drones have an ATTRIBUTE called DAMAGE MODIFIER which is 1.6 for Gallente drones and smaller for everything else, so the increased thermal damage done by Gallente drones overcomes the extra thermal resistance of whoever you're throwing drones at).  Missiles should be chosen for their damage types.  Sentry drones should also be chosen for their damage types (primarily because Garde-class Gallente Sentry Drones have great damage and tracking speeds, but horrible range compared to other sentry drones).
Finally, try to set up your ship to do the damage types that the enemy is most vulnerable to.  Those who rely on hybrid or laser turrets to do damage are out of luck in this regard.  Those who rely on non-sentry drones to do damage should use Minmatar drones if the enemy is susceptible to explosive damage (typically Minmatar Republic and Angel Cartel), and Gallente drones for all other targets (because drones have an ATTRIBUTE called DAMAGE MODIFIER which is 1.6 for Gallente drones and smaller for everything else, so the increased thermal damage done by Gallente drones overcomes the extra thermal resistance of whoever you're throwing drones at).  Missiles should be chosen for their damage types.  Sentry drones should also be chosen for their damage types (primarily because Garde-class Gallente Sentry Drones have great damage and tracking speeds, but horrible range compared to other sentry drones).
==Farming==
Farming a mission means to do the same mission over a few days by NOT completing the mission
ie. for Vengeance, you can kill everything except one rat in the last pocket
and then redoing the mission after downtime (all the rats will respawn) till the mission expires.
This is very good for high value missions like Angel Extravaganza (AE), Blockade, Worlds Collide, Vengeance, or Cargo Delivery. Since farming involves putting the agent who's given the mission on 'standby' you should consider your isk/playtime
example:
I usually play everyday for an hour. It takes me an hour to do Angel Extravaganza. Angel Extravaganza gives me 40mil isk with bounties, loot, and salvage.
If I got AE, I would kill everything except Tiogo Kargaz who would complete the mission. I could then repeat this after every downtime till the mission expires.
40mil isk x 6days = 240mil isk.
Now say I decided to kill Tiogo and complete the mission. On the next 6 days, I could get average missions that give ~20mil isk
20mil isk x 6days = 120mil isk.
The downside is the repetitive monotony and if you want to play some more after you semi-complete the farm-mission. This can be somewhat minimized if you have multiple agents. I can have an agent on standby for farming Blockade and then keep doing missions with another agent. See Rewards in a Fleet.
==Rewards in a Fleet==
When doing missions in a fleet, you can share isk and standings after completing a mission for an agent. What's nice about this is that people can gain enough standing to use that agent without grinding standings through the faction/corporation.
example:
I have enough standings to use a Level4 Thukker agent in Altrinur, but I don't have enough standings to use a L4 Ishukone agent in Eygfe.
My friend is the other way around. He can use the L4 Ishukone agent in Eygfe but not the L4 Thukker agent in Altrinur.
If we fleet up and share our rewards when we complete our respective missions, I will gain standing with the Ishukone agent and he'll gain standing with the Thukker agent.
Eventually over time, our standings will be high enough that each of us can use either agent.
Sharing boosts standings most with the agent and to a lesser degree that agent's corporation. So even a friend who does L2 Ishukone can help my standings.


==Finding an agent==
==Finding an agent==