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Archive:Newbie Doctrine: Difference between revisions

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#'''Join the Fleet's Mumble Channel''' <br>Fleet Commanders use [[Mumble]] to communicate important information. You are encouraged to ask questions in Mumble before and during a fleet operation.<br><br>  
#'''Join the Fleet's Mumble Channel''' <br>Fleet Commanders use [[Mumble]] to communicate important information. You are encouraged to ask questions in Mumble before and during a fleet operation.<br><br>  
#'''Prepare to be Podded''' <br>If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. While you should always be [[How to save your Pod|prepared to be podded]], this should rarely occur in [[System_Security#High_Security|high-sec]] or [[System_Security#Low_Security|low-sec]] battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]].<br><br>  
#'''Prepare to be Podded''' <br>If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. While you should always be [[How to save your Pod|prepared to be podded]], this should rarely occur in [[System_Security#High_Security|high-sec]] or [[System_Security#Low_Security|low-sec]] battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]].<br><br>  
#'''Choose Your Role'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling Guide|tackler]], [[EWAR Guide|Electronic Warfare (EWAR)]], and logistics (logi). A new pilot can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Choose Your Role'''<br>The primary roles in a fleet are Damage Dealer (DD), [[Tackling Guide|tackler]], [[EWAR Guide|Electronic Warfare (EWAR)]], and logistics (logi). A new pilot can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Fly what you can afford to lose.'''<br>This is often cited as the first rule of EVE Online. All of the ships in the Newbie Doctrine are designed with this principle in mind. As pilots improve their skills (and can afford to lose more), they are encouraged to reference the more advanced fittings within EVE University's [[Fleet-Up]] group. Another alternative is the [http://fleet-up.com/Group/Join/31A52BCA78D6508FC554EF6F7E4D1380 Chill Town Fleet-Up], created by an alumni to provide beginner fits for E-Uni.<br><br>
#'''Fly what you can afford to lose.'''<br>This is often cited as the first rule of EVE Online. All of the ships in the Newbie Doctrine are designed with this principle in mind. As pilots improve their skills (and can afford to lose more), they are encouraged to reference the more advanced fittings within EVE University's [[Fleet-Up]] group. Another alternative is the [http://fleet-up.com/Group/Join/31A52BCA78D6508FC554EF6F7E4D1380 Chill Town Fleet-Up], created by an alumni to provide beginner fits for E-Uni.<br><br>
#'''Insure Your Ship'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums.&nbsp; However, all of the ships in the Newbie Doctrine are worth insuring. Members of EVE University can obtain additional reimbursement for lost ships through the the [[Ship Replacement Program]] (SRP).<br><br>  
#'''Insure Your Ship'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums.&nbsp; However, all of the ships in the Newbie Doctrine are worth insuring. Members of EVE University can obtain additional reimbursement for lost ships through the the [[Ship Replacement Program]] (SRP).<br><br>