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The agents are not exclusive (i.e. doing one set of missions doesn't "lock" you into a pre-set "career path", as there are no such things in EVE) you can do as many of the agents' missions as you want. | The agents are not exclusive (i.e. doing one set of missions doesn't "lock" you into a pre-set "career path", as there are no such things in EVE) you can do as many of the agents' missions as you want. | ||
It is highly recommended that you complete all the mission chains (or arcs if you will) given by the five career agents, even if you already know what you'd like to do in EVE. The missions give a good overview of some of the mechanics of the game, and good financial rewards for a new player. It is also good to have a basic idea of how each career works - for example, even if you don't plan to do any exploration, it is good to have an idea of how other players are able to scan and find you while you are in space doing any number of activities. Also, it's likely that over the course of your time in EVE you will want to try doing many different things. However, keep in mind that they offer no training in [[PvP]] (which make up a very substantial part of the game). Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path - so the career agent "careers" should only be seen as one of many things you can do in EVE. | It is highly recommended that you complete all the mission chains (or arcs if you will) given by the five career agents, even if you already know what you'd like to do in EVE. The missions give a good overview of some of the mechanics of the game, and good financial rewards for a new player. It is also good to have a basic idea of how each career works - for example, even if you don't plan to do any exploration, it is good to have an idea of how other players are able to scan and find you while you are in space doing any number of activities. Also, it's likely that over the course of your time in EVE you will want to try doing many different things. | ||
However, keep in mind that they offer no training in [[PvP]] (which make up a very substantial part of the game). Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path - so the career agent "careers" should only be seen as one of many things you can do in EVE. | |||
[[File:Career-agents-in-station-services.jpg|thumb|right|The career agents (like nearly all other agents) can be accessed through the Station Services window at their station. Right-click on an agent to start a conversation with them.]] | |||
== Finding the Career Agents == | == Finding the Career Agents == | ||
If you've followed the [[tutorial]], you will have flown to the station housing the career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents (there are three sets of agents per faction, but they all offer the same missions): | If you've followed the [[tutorial]], you will have flown to the station housing the career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents (there are three sets of agents per faction, but they all offer the same missions): | ||
# Open the Help menu in-game ({{button|F12}}, or click on the "?" icon in your NeoCom) | # Open the Help menu in-game ({{button|F12}}, or click on the "?" icon in your NeoCom) | ||
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# Next to each agent there will be a button labelled "Set Destination". Click it to [[autopilot|plot a route]] to the system and station where the agents are. | # Next to each agent there will be a button labelled "Set Destination". Click it to [[autopilot|plot a route]] to the system and station where the agents are. | ||
You can do the agents in any order you like ( | You can do the agents in any order you like (with the exception of the Advanced Military agent, which you should do after the Military agent). | ||
== Introduction == | == Introduction == | ||
If you're doing the Career Agent missions right after the tutorial, you may notice that some of the mission mechanics have changed. | If you're doing the Career Agent missions right after the tutorial, you may notice that some of the mission mechanics have changed. | ||
* The currently active mission now shows up in the Info Panel (left side of the screen) under "Agent Missions". Each mission entry has a drop-down menu through which you can read a summary of the objectives. Additionally, once you've completed the objectives for a mission (including, if applicable, returning any items to the correct station), a green tick mark will appear in the Info Panel. | * [[File:Info-panel-agent-missions.jpg|thumb|right|An uncompleted and a completed mission in the Info Panel.]] The currently active mission now shows up in the Info Panel (left side of the screen) under "Agent Missions". Each mission entry has a drop-down menu through which you can read a summary of the objectives. Additionally, once you've completed the objectives for a mission (including, if applicable, returning any items to the correct station), a green tick mark will appear in the Info Panel. | ||
* The missions will also be entered into your mission journal (accessible through the NeoCom, or {{button|ALT}}-{{button|J}}) | * The missions will also be entered into your mission journal (accessible through the NeoCom, or {{button|ALT}}-{{button|J}}) | ||
* In order to start a mission you must first talk to the agent (right-click on the agent (in the "Agents" panel in the Station Services window), and select "Start Conversation") and accept a mission. Once you've completed the objectives, you must return to the agent's station, and talk to him/her again to complete it. You will then be offered the next mission in the mission chain. | * In order to start a mission you must first talk to the agent (right-click on the agent (in the "Agents" panel in the Station Services window), and select "Start Conversation") and accept a mission. Once you've completed the objectives, you must return to the agent's station, and talk to him/her again to complete it. You will then be offered the next mission in the mission chain. | ||
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While many of the rewards from the Career Agents are useful in the rest of the game, some missions reward you with a "[[Techs, Tiers and Meta levels#Civilian Modules|Civilian]]" module. These modules are much worse than even the basic Tech 1 modules and should be ditched at the earliest possible opportunity. | While many of the rewards from the Career Agents are useful in the rest of the game, some missions reward you with a "[[Techs, Tiers and Meta levels#Civilian Modules|Civilian]]" module. These modules are much worse than even the basic Tech 1 modules and should be ditched at the earliest possible opportunity. | ||
Many of the Career Agent missions have you interacting with objects in space (asteroids, containers, acceleration gates, etc); depending on your [[Overview]] settings these may not appear in your Overview. Therefore, the Career Agent missions are a good opportunity to get to know the Overview settings, and (if necessary) to modify them so that you can see all the relevant objects in your Overview. If you're unsure whether your Overview settings are wrong (or if you're just in the wrong place), it may be a good idea to look at the "All" Overview preset from time to time. | Many of the Career Agent missions have you interacting with objects in space (asteroids, containers, acceleration gates, etc); depending on your [[Overview]] settings these may not appear in your Overview. Therefore, the Career Agent missions are a good opportunity to get to know the Overview settings, and (if necessary) to modify them so that you can see all the relevant objects in your Overview. If you're unsure whether your Overview settings are wrong (or if you're just in the wrong place), it may be a good idea to look at the "All" Overview preset from time to time. | ||
The Career Agents assume that you've done the [[tutorial]] (or are at least familiar with the concepts taught in the tutorial) before starting their missions. | |||
== Business agent == | == Business agent == | ||
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'''{{co|#9ef37c|Objective:}}''' Use a [[salvaging|salvager module]] to salvage useful components from a wreck. | '''{{co|#9ef37c|Objective:}}''' Use a [[salvaging|salvager module]] to salvage useful components from a wreck. | ||
[[File:Warp-to-mission-location.png|thumb|right|Warp to the mission location through the drop-down menu in the Info Panel.]] | |||
You are given a Civilian Salvager module; fit it to your ship (depending on what ship you're using, you may have to remove another high-slot module to make room for the Salvager. Make sure to keep at least one weapon fitted to your ship). The objective wreck is located in a [[deadspace]] area, warp to the deadspace location (right-click in space or on the drop-down menu from the Info Panel) and activate the acceleration gate. There will be some very weak [[rat]]s in the deadspace pocket; destroy them, then target the wreck, approach to within your Salvager's range (5000 m) and activate the Salvager. After a few cycles the Salvager will be successful, and you can open the wreck in space and retrieve the item. Return to your agent's station and deposit the item into your Item Hangar on the station to complete the mission. | You are given a Civilian Salvager module; fit it to your ship (depending on what ship you're using, you may have to remove another high-slot module to make room for the Salvager. Make sure to keep at least one weapon fitted to your ship). The objective wreck is located in a [[deadspace]] area, warp to the deadspace location (right-click in space or on the drop-down menu from the Info Panel) and activate the acceleration gate. There will be some very weak [[rat]]s in the deadspace pocket; destroy them, then target the wreck, approach to within your Salvager's range (5000 m) and activate the Salvager. After a few cycles the Salvager will be successful, and you can open the wreck in space and retrieve the item. Return to your agent's station and deposit the item into your Item Hangar on the station to complete the mission. | ||
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Warp to the beacon, target the asteroid, and turn on your mining module. There is a weak rat near the asteroid - you can either destroy it (if you brought a combat ship), or ignore it, as it doesn't do enough damage to seriously threaten your Venture. | Warp to the beacon, target the asteroid, and turn on your mining module. There is a weak rat near the asteroid - you can either destroy it (if you brought a combat ship), or ignore it, as it doesn't do enough damage to seriously threaten your Venture. | ||
[[File:Career-missions-reprocess-veldspar.jpg|thumb|right|Reprocessing 200 units of Veldspar into Tritanium.]] | |||
100 units of Veldspar ore reprocess into 415 units of Tritanium (you can find this out by either looking at the [[Reprocessing#Ore|reprocessing table on the wiki]], or by right-clicking on the Veldspar in-game, selecting "Show Info", and looking at the "Industry" tab) under ideal conditions (100% reprocessing yield). Particularly as a beginner character you will typically have around 50% reprocessing yield (which can be improved by training skills), so you will need at mine at least 200 units of Veldspar in order to get the required 333 Tritanium. Return to the station, move the ore from your ship into your Item Hangar on the station (note that, if you were using your Venture, the ore is in the Venture's special Ore Hold as opposed to the normal Cargo Hold), right-click on the ore and select "Reprocess". Note that you pay a small fee for reprocessing. | 100 units of Veldspar ore reprocess into 415 units of Tritanium (you can find this out by either looking at the [[Reprocessing#Ore|reprocessing table on the wiki]], or by right-clicking on the Veldspar in-game, selecting "Show Info", and looking at the "Industry" tab) under ideal conditions (100% reprocessing yield). Particularly as a beginner character you will typically have around 50% reprocessing yield (which can be improved by training skills), so you will need at mine at least 200 units of Veldspar in order to get the required 333 Tritanium. Return to the station, move the ore from your ship into your Item Hangar on the station (note that, if you were using your Venture, the ore is in the Venture's special Ore Hold as opposed to the normal Cargo Hold), right-click on the ore and select "Reprocess". Note that you pay a small fee for reprocessing. | ||
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'''{{co|#9ef37c|Objective:}}''' Acquire a Tracking Computer module. | '''{{co|#9ef37c|Objective:}}''' Acquire a Tracking Computer module. | ||
How you acquire the Tracking Computer module is up to you. The fastest way is to buy it from the [[trading|market]] (the module usually costs around 60-70k ISK), although make sure you either buy it in the current station (in the Market window, sort by the "Jumps" column, and see if there is a module being sold in your station at a reasonable price), or else buy it somewhere else (it may be cheaper?) and fly to the station where you bought it to pick it up. | [[File:Market-buy-tracking-computer.png|thumb|right|Buying a Tracking Computer from the market.]] | ||
How you acquire the Tracking Computer module is up to you. The fastest way is to buy it from another player through the [[trading|market]] (the module usually costs around 60-70k ISK), although make sure you either buy it in the current station (in the Market window, sort by the "Jumps" column, and see if there is a module being sold in your station at a reasonable price), or else buy it somewhere else (it may be cheaper?) and fly to the station where you bought it to pick it up. | |||
Alternatively, you can use this mission to learn about basic manufacturing. When you accepted the mission you received a {{sk|Mass Production}} skillbook, which, when trained, allows to manufacture multiple items at once. It's not necessary to train the skill to complete the mission (as you'll only be manufacturing one thing at a time), but training the skill is vital if you want to go deeper into manufacturing. | Alternatively, you can use this mission to learn about basic manufacturing. When you accepted the mission you received a {{sk|Mass Production}} skillbook, which, when trained, allows to manufacture multiple items at once. It's not necessary to train the skill to complete the mission (as you'll only be manufacturing one thing at a time), but training the skill is vital if you want to go deeper into manufacturing. | ||
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Another very simple hauling mission, just like [[#Balancing the Books (1 of 10)|mission 1]]. | Another very simple hauling mission, just like [[#Balancing the Books (1 of 10)|mission 1]]. | ||
'''{{co|#9ef37c|Reward:}}''' | '''{{co|#9ef37c|Reward:}}''' A Limited Social Adaptation Chip [[Implant#Attribute_Enhancers|implant]], which you can "plug in" to your character's head to increase their [[Skills_and_Learning#Attributes|Charisma attribute]] by 1 point, which slighly increases your training speed for skills which use the Charisma attribute. You should plug the implant into your head (right-click on it and select "Plug in"). Note that should your [[pod]] be destroyed, any implants you have plugged in will be destroyed too. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character --> Augmentations tab. | ||
=== Balancing the Books (9 of 10) === | === Balancing the Books (9 of 10) === | ||
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When you accept the mission your agent gives you an Expanded Cargohold module (although it's not really relevant to completing the mission). | When you accept the mission your agent gives you an Expanded Cargohold module (although it's not really relevant to completing the mission). | ||
Similar to [[#Balancing the Books (6 of 10)|mission 6]], now you need to acquire two 1MN Afterburner I modules. Again, the easiest way is to buy them from the market (keeping in mind that you received one as a reward from | Similar to [[#Balancing the Books (6 of 10)|mission 6]], now you need to acquire two 1MN Afterburner I modules. Again, the easiest way is to buy them from the market (keeping in mind that you received one as a reward from mission 7); a 1MN Afterburner costs about 30k ISK. Alternatively you can manufacture one - even though it requires a larger variety of minerals (all of which can be reprocessed from ores mined in [[highsec|high-security space]]) to manufacture than the Tracking Computer from mission 6. The agent also mentions that you could loot a module from a destroyed ship: player ships in EVE drop about half of their cargo and modules when they are destroyed (the other half is lost). So while you ''could'', in theory, fit a combat ship, go into [[low-sec|low-]] or [[nullsec|null-security]] space, and fight other players until you destroy one who happened to use a 1MN Afterburner module, it's probably not a reasonable path for a new player. | ||
mission 7); a 1MN Afterburner costs about 30k ISK. Alternatively you can manufacture one - even though it requires a larger variety of minerals (all of which can be reprocessed from ores mined in [[highsec|high-security space]]) to manufacture than the Tracking Computer from mission 6. The agent also mentions that you could loot a module from a destroyed ship: player ships in EVE drop about half of their cargo and modules when they are destroyed (the other half is lost). So while you ''could'', in theory, fit a combat ship, go into [[low-sec|low-]] or [[nullsec|null-security]] space, and fight other players until you destroy one who happened to use a 1MN Afterburner module, it's probably not a reasonable path for a new player. | |||
'''{{co|#9ef37c|Reward:}}''' An {{sk|Advanced Industry}} skillbook, which, when trained, speeds up your manufacturing speed. Note that only Omega characters can use this skill - you can tell by the orange border around the icon, and by the letter | '''{{co|#9ef37c|Reward:}}''' An {{sk|Advanced Industry}} skillbook, which, when trained, speeds up your manufacturing speed. Note that only [[Clone States|Omega characters]] can use this skill - you can tell by the orange border around the icon, and by the letter Ω which appears when you mouse over the icon. | ||
=== Balancing the Books (10 of 10) === | === Balancing the Books (10 of 10) === | ||
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Cosmic Anomalies are a class of relatively easy to find exploration sites. They are scattered all over the EVE universe and can contain hostile NPC ships, asteroids, and more. This particular mission requires that you find an "Anomaly Training Site". There are two ways of doing this: | Cosmic Anomalies are a class of relatively easy to find exploration sites. They are scattered all over the EVE universe and can contain hostile NPC ships, asteroids, and more. This particular mission requires that you find an "Anomaly Training Site". There are two ways of doing this: | ||
* Using the sensor overlay | * [[File:Sensor-overlay.jpg|thumb|right|Find sites using the sensor overlay.]] Using the sensor overlay | ||
** After undocking, fly to somewhere in the star system away from large structures (e.g. to an asteroid belt) - while this isn't strictly necessary, it makes things a bit easier. | ** After undocking, fly to somewhere in the star system away from large structures (e.g. to an asteroid belt) - while this isn't strictly necessary, it makes things a bit easier. | ||
** Check that your sensor sensor overlay is active ({{button|CTRL}}-{{button|O}}, or hover your mouse over the sensor ring around your capacitor), and set the filters to just show Cosmic Anomalies (hide Cosmic Signatures, Landmarks etc). | ** Check that your sensor sensor overlay is active ({{button|CTRL}}-{{button|O}}, or hover your mouse over the sensor ring around your capacitor), and set the filters to just show Cosmic Anomalies (hide Cosmic Signatures, Landmarks etc). | ||
** The green lines on the sensor ring around your capacitor indicate where Cosmic Anomalies are in relation to where your camera is pointing. Rotate your camera until one of the green lines is at the top (12 o'clock) of the sensor ring. Then move your camera up and down until you find the anomaly in space. Repeat these steps until you find an "Anomaly Training Site". | ** The green lines on the sensor ring around your capacitor indicate where Cosmic Anomalies are in relation to where your camera is pointing. Rotate your camera until one of the green lines is at the top (12 o'clock) of the sensor ring. Then move your camera up and down until you find the anomaly in space. Repeat these steps until you find an "Anomaly Training Site". | ||
** When you've found an Anomaly Training Site, right-click on it in space and select "Warp To" (or hold the left mouse button and use the radial menu). | ** When you've found an Anomaly Training Site, right-click on it in space and select "Warp To" (or hold the left mouse button and use the radial menu). | ||
* Using the probe window | * [[File:Probe-scanner-window-anomalies.jpg|thumb|right|Find sites using the probe scanner window.]] Using the probe window | ||
** After undocking, open the Probe Scanner window ({{button|ALT}}-{{button|P}}, or through the Scanners button to the left of your capacitor display). | ** After undocking, open the Probe Scanner window ({{button|ALT}}-{{button|P}}, or through the Scanners button to the left of your capacitor display). | ||
** Check the filters to display Cosmic Anomalies (you can hide the other types of signatures if you want). | ** Check the filters to display Cosmic Anomalies (you can hide the other types of signatures if you want). | ||
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'''{{co|#9ef37c|Objective:}}''' Scan down a Gas Site. | '''{{co|#9ef37c|Objective:}}''' Scan down a Gas Site. | ||
Same as [[#Relic Site Scanning (4 of 5)|mission 4]], except that you're looking for a Gas Site. You don't need any gas mining equipment - | Same as [[#Relic Site Scanning (4 of 5)|mission 4]], except that you're looking for a Gas Site. You don't need any gas mining equipment - your agent gives you a passkey (an item), make sure to put it into your cargo hold before you undock! Then scan down a Gas Training Site like you previously scanned down a Data and a Relic site. When you have scanned one down and warped to it, activate the acceleration gate inside the site to get to the second pocket. Look for the Training Container, loot its contents, and return to your agent. | ||
'''{{co|#9ef37c|Reward:}}''' Your faction's [[Frigate#Exploration|exploration Frigate]]. This is the kind of ship you should use for your future scanning endeavours. | '''{{co|#9ef37c|Reward:}}''' Your faction's [[Frigate#Exploration|exploration Frigate]]. This is the kind of ship you should use for your future scanning endeavours. | ||
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'''{{co|#9ef37c|Objective:}}''' Transport a small item to another station. | '''{{co|#9ef37c|Objective:}}''' Transport a small item to another station. | ||
A very simple courier mission (like [[#Making Mountains of Molehills (5 of 10)|mission 5]]. Note that this mission (amongst others) requires that you to put up a small sum of ISK as "collateral", which is returned to you after you complete the mission. While the amount is trivial, the principle of | A very simple courier mission (like [[#Making Mountains of Molehills (5 of 10)|mission 5]]. Note that this mission (amongst others) requires that you to put up a small sum of ISK as "collateral", which is returned to you after you complete the mission. While the amount is trivial, the principle of collateral for hauling is heavily used for hauling contracts between players (to deter the hauler from just stealing the goods they were meant to be hauling). | ||
'''{{co|#9ef37c|Reward:}}''' A Overdrive Injector System module (increases your ship's speed). | '''{{co|#9ef37c|Reward:}}''' A Overdrive Injector System module (increases your ship's speed). | ||
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'''{{co|#9ef37c|Objective:}}''' Mine some ore and destroy the rat that appears. | '''{{co|#9ef37c|Objective:}}''' Mine some ore and destroy the rat that appears. | ||
Fit up a ship with both a weapon and a mining laser (your Corvette does the job just fine), undock, and warp to the deadspace location (sometimes it's in an adjacent star system). Inside the deadspace pocket there will be several asteroids, start mining them with your mining laser. After a minute or so a single weak rat shows up - destroy it. It drops a cargo container when destroyed; loot it, and return to your agent. While you're flying back, right-click and select "Show Info" on the "Production Assistant" you just "rescued", noting with amusement both the description and that it falls under the "Livestock" item category. | Fit up a ship with both a weapon and a mining laser (your Corvette does the job just fine), undock, and warp to the deadspace location (sometimes it's in an adjacent star system). Inside the deadspace pocket there will be several asteroids, start mining them with your mining laser. After a minute or so a single weak rat shows up - destroy it. It drops a cargo container when destroyed; loot it, and return to your agent. While you're flying back, right-click and select "Show Info" on the "Production Assistant" you just "rescued", noting with amusement both the description and that it falls under the "Livestock" item category. Capsuleers in EVE can have a dark sense of humour. | ||
=== Making Mountains of Molehills (10 of 10) === | === Making Mountains of Molehills (10 of 10) === | ||
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'''{{co|#9ef37c|Reward:}}''' Your race's [[Industrial|Fast Industrial]] ship. These ships are very weak in combat, but can carry large amounts of cargo. | '''{{co|#9ef37c|Reward:}}''' Your race's [[Industrial|Fast Industrial]] ship. These ships are very weak in combat, but can carry large amounts of cargo. | ||
== Military agent == | == Military agent == | ||
The military career agent missions teach you about [[PvE]] combat. In total these missions pay about 2M ISK in rewards. | The military career agent missions teach you about [[PvE]] combat. In total these missions pay about 2M ISK in rewards. | ||
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Use any combat-capable ship you have (your Corvette is sufficient) and undock from the station. | Use any combat-capable ship you have (your Corvette is sufficient) and undock from the station. | ||
Before you warp to anywhere, move your mouse cursor your weapon and note its [[Gunnery Guide#Range|optimal and falloff ranges]]: these are the maximum distances at which your weapon will be effective against enemies. It's probably a good idea to set your ship's default "orbit" and "keep at range" distances to a distance around your weapon's optimal range - this will make it easier for you to command your ship to try and maintain the ideal distance between it and enemy ships. To do this, right-click on any entry in the [[Overview]], go into the "Orbit" sub-menu, then into the "Set Default" sub-menu, and select the appropriate range. Repeat for "Keep at Range". | [[File:Mouseover-weapon-range.jpg|thumb|right|Move your mouse over your weapon to show its characteristics.]] [[File:Set-default-orbit-distance.jpg|thumb|right|Set your ship's default orbit distance.]] Before you warp to anywhere, move your mouse cursor your weapon and note its [[Gunnery Guide#Range|optimal and falloff ranges]]: these are the maximum distances at which your weapon will be effective against enemies. It's probably a good idea to set your ship's default "orbit" and "keep at range" distances to a distance around your weapon's optimal range - this will make it easier for you to command your ship to try and maintain the ideal distance between it and enemy ships. To do this, right-click on any entry in the [[Overview]], go into the "Orbit" sub-menu, then into the "Set Default" sub-menu, and select the appropriate range. Repeat for "Keep at Range". | ||
Note that the mission takes place in a [[deadspace]] pocket specifically created for this mission; to warp to it, either use the drop-down menu in the Info Panel (left side of the screen) or right-click anywhere in space. | [[File:Right-click-space-navigate.jpg|thumb|right|Right-click in space to warp to the mission location.]] Note that the mission takes place in a [[deadspace]] pocket specifically created for this mission; to warp to it, either use the drop-down menu in the Info Panel (left side of the screen) or right-click anywhere in space. | ||
Once you arrive at the deadspace pocket, you will encounter several rats; order your ship to approach the closest rat. As you get closer, take a look at their icons in the Overview: if there is a yellow box around them, it means that they are targeting your ship. If the box turns red, it means they are firing their weapons at you. | [[File:Yellow-red-boxing.jpg|thumb|right|Rats targeting and firing at your ship.]]Once you arrive at the deadspace pocket, you will encounter several rats; order your ship to approach the closest rat. As you get closer, take a look at their icons in the Overview: if there is a yellow box around them, it means that they are targeting your ship. If the box turns red, it means they are firing their weapons at you. [[Targeting|Target]] the closest one, order your ship to either orbit or keep at range from that enemy, and activate your weapon. | ||
After you have destroyed the first rat, two more rats will appear, but they will likely be much further away, and you probably won't be able to target it or fire your weapons (effectively) at them because they are too distant. Order your ship to fly toward them (using either the "Approach", "Orbit", or "Keep at Range" commands). If your ship has a propulsion module (e.g. an Afterburner or a Microwarpdrive) fitted, you can activate it to increase your ship's speed. | After you have destroyed the first rat, two more rats will appear, but they will likely be much further away, and you probably won't be able to target it or fire your weapons (effectively) at them because they are too distant. Order your ship to fly toward them (using either the "Approach", "Orbit", or "Keep at Range" commands). If your ship has a propulsion module (e.g. an Afterburner or a Microwarpdrive) fitted, you can activate it to increase your ship's speed. | ||
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When you destroy the last rat in the deadspace pocket it will drop a cargo container into space; if you cannot see it on your overview, switch to a different overview preset. Either right-click or use the radial menu on the cargo container's entry in the Overview and select the "Open Cargo" command. You need to be within 2500 m to retrieve items from containers in space; if you're further away, your ship will automatically fly closer before opening a window where you can retrieve ("loot") the items from the container. | When you destroy the last rat in the deadspace pocket it will drop a cargo container into space; if you cannot see it on your overview, switch to a different overview preset. Either right-click or use the radial menu on the cargo container's entry in the Overview and select the "Open Cargo" command. You need to be within 2500 m to retrieve items from containers in space; if you're further away, your ship will automatically fly closer before opening a window where you can retrieve ("loot") the items from the container. | ||
Before you return to your agent, note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. | [[File:Overview-wrecks.jpg|thumb|right|Different wrecks on the overview.]] Before you return to your agent, note that the enemies you destroyed leave behind wrecks (again, if you cannot see any wrecks on your overview, switch to a different overview preset). Some of these wrecks contain loot, and these are marked with a specific icon. If you want to retrieve the loot in the wrecks (it's not mandatory for completing the mission), use the same method as you used for the cargo container above. While most items you loot will have relatively little value, the amount does add up over time, and specific "elite" rats can drop very valuable items when destroyed. | ||
Note that the mission listing on the Info Panel doesn't show a green check mark - that's because even though you have retrieved the civilans, you haven't yet returned them to the agent's station, which is a requirement for completing the mission. Therefore, return to your agent's station. While you're flying back, right-click on the civilians you rescued (in your ship's cargo bay) and select "Show Info"; note with dark amusement that, to capsuleers (like yourself), civilians are classified as "Livestock". | Note that the mission listing on the Info Panel doesn't show a green check mark - that's because even though you have retrieved the civilans, you haven't yet returned them to the agent's station, which is a requirement for completing the mission. Therefore, return to your agent's station. While you're flying back, right-click on the civilians you rescued (in your ship's cargo bay) and select "Show Info"; note with dark amusement that, to capsuleers (like yourself), civilians are classified as "Livestock". | ||
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** At the very least your ship needs some weapons - your agent will have given you two race-appropriate turret weapons (e.g. Railguns or Beam Lasers); open the Fitting screen and drag the turrets to your ship's High Power Slots ("[[high slot]]s"). Don't forget to load them with ammunition. If your ship has more than two turret slots you can also fit the weapon you received in [[#Cash Flow for Capsuleers (1 of 10)|mission 1]] - although if you fitted it to another ship for mission 2 you will need to remove it first. To do this, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting" (which will remove ''all'' the modules currently fitted to that ship and put them in your Item Hangar). | ** At the very least your ship needs some weapons - your agent will have given you two race-appropriate turret weapons (e.g. Railguns or Beam Lasers); open the Fitting screen and drag the turrets to your ship's High Power Slots ("[[high slot]]s"). Don't forget to load them with ammunition. If your ship has more than two turret slots you can also fit the weapon you received in [[#Cash Flow for Capsuleers (1 of 10)|mission 1]] - although if you fitted it to another ship for mission 2 you will need to remove it first. To do this, either activate the previous ship and drag the weapon from the Ship Fitting screen to the Item Hangar, or right-click on the previous ship and select "Strip Fitting" (which will remove ''all'' the modules currently fitted to that ship and put them in your Item Hangar). | ||
** Some kind of propulsion module (afterburner or microwarpdrive) would be helpful, but don't fret too much if you don't have one to hand. Later missions will reward you with one, or, if you're impatient, you can always [[trading|buy]] one from other players through the market. | ** Some kind of propulsion module (afterburner or microwarpdrive) would be helpful, but don't fret too much if you don't have one to hand. Later missions will reward you with one, or, if you're impatient, you can always [[trading|buy]] one from other players through the market. | ||
* [[ | * [[Ship Insurance|Insure your ship]]. It's good practice to always insure your ships as a new player. The insurance premiums are very low, and the insurance will pay you most of the value of the ship's hull (''excluding'' any modules or cargo) should it be destroyed. | ||
Once you're ready, undock from the station. Once in space you'll notice that you have an icon for each of your weapon modules - while you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by dragging the modules onto each other to "stack" them, allowing you to fire all your weapons with a single click or button press. | Once you're ready, undock from the station. Once in space you'll notice that you have an icon for each of your weapon modules - while you can target and fire each weapon individually, it's almost always a good idea to fire them together at one target. You can make this easy by dragging the modules onto each other to "stack" them, allowing you to fire all your weapons with a single click or button press. | ||
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Return to your agent's station. Your ship has probably taken some armor damage in the last fight. If you have an Armor Repair module (note that you get one from the next mission) you can fit it to your ship and activate it the next time you're in space to repair your armor (your shields will regenerate on their own). Alternatively, if you're docked at a station with a Repairshop, you can use it to repair your ship for a small ISK fee. Click on the Repairshop icon in the Station Services panel (right-hand side of the screen), select your ship, and click "Repair Item". | Return to your agent's station. Your ship has probably taken some armor damage in the last fight. If you have an Armor Repair module (note that you get one from the next mission) you can fit it to your ship and activate it the next time you're in space to repair your armor (your shields will regenerate on their own). Alternatively, if you're docked at a station with a Repairshop, you can use it to repair your ship for a small ISK fee. Click on the Repairshop icon in the Station Services panel (right-hand side of the screen), select your ship, and click "Repair Item". | ||
'''{{co|#9ef37c|Reward:}}''' A Limited Ocular Filter [[Implant#Attribute_Enhancers|implant]], which you can "plug in" to your character's head to increase their [[Skills_and_Learning#Attributes|Perception attribute]] by 1 point, which slighly increases your training speed for skills which use the Perception attribute. You should plug the implant into your head (right-click on it and select "Plug in". Note that should your [[pod]] be destroyed, any implants you have plugged in will be destroyed too. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character --> Augmentations tab. | '''{{co|#9ef37c|Reward:}}''' A Limited Ocular Filter [[Implant#Attribute_Enhancers|implant]], which you can "plug in" to your character's head to increase their [[Skills_and_Learning#Attributes|Perception attribute]] by 1 point, which slighly increases your training speed for skills which use the Perception attribute. You should plug the implant into your head (right-click on it and select "Plug in"). Note that should your [[pod]] be destroyed, any implants you have plugged in will be destroyed too. You can view your plugged-in implants in your Character Sheet (click on your portrait in the upper left-hand corner), on the Character --> Augmentations tab. | ||
=== Cash Flow for Capsuleers (7 of 10) === | === Cash Flow for Capsuleers (7 of 10) === | ||
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'''{{co|#9ef37c|Reward:}}''' A combat frigate (e.g. a [[Tristan]]). | '''{{co|#9ef37c|Reward:}}''' A combat frigate (e.g. a [[Tristan]]). | ||
== Advanced Military == | |||
The advanced military career agent missions continue to teach you about [[PvE]] combat; you should complete the military career agent missions before you do them. In total these missions pay about 1.5M ISK in rewards. | |||
{{note box|You should always read mission text carefully, but this particularly the case for these missions. If you don't follow the mission objectives carefully you will likely fail them.}} | |||
=== The Swap (1 of 10) === | |||
'''{{co|#9ef37c|Objective:}}''' Destroy rats. | |||
If you've been doing the military career missions so far, then this mission will be a nice easy warm-up exercise. Take a fully fitted combat frigate (e.g. the one you've been using for the military career missions), fly to the deadspace mission area, and destroy three waves of Frigate rats. | |||
=== Angel of Mercy (2 of 10) === | |||
'''{{co|#9ef37c|Objective:}}''' | |||
2. "Angel of Mercy". Given an empty frigate (e.g. Atron), "rigged with explosives" (although that's just flavor text, you can use any frigate) | |||
Empty your ship, strip all modules, you will lose it!! Insure (Platinum if you can) it to get the payout. You can only use a Frigate (no cheating and using your rookie ship!) | |||
Warp to deadspace. Take accel gate. | |||
Approach the pirate structure (e.g. "Serpentis Stronghold"). When you get to 0m, your ship will explode, taking the stronghold with it. | |||
You will be left floating in your pod. Return to the agent. Note that you got an insurance payout. | |||
3. "Your Undivided Attention". Given Warp Disruptor. Fly to deadspace, find pirate, activate WD. Destroy any OTHER hostiles. | |||
Fit WD. | |||
Fly to deadspace. Target "fleeing pirate", activate WD. [explain WD]. Other hostiles warp pff. Don't shoot the fleeing pirate. Return to agent. | |||
4. "A Friend in Need". Given remote armor repper. | |||
Fit remote armor repper. Depending on what ship you're flying you may have to take out one of your weapons. | |||
Lock the "damaged vessel" and activate remote armor repper. Strangely enough, when you lock him it doesn't look like his armor is damaged. After a cycle he then warps off, which is again odd, because armor reppers do nothing to repair warp drives. Oh well. Storyline and all that. Return to agent. | |||
Reward: Remote armor repair systems skillbook. | |||
5. "The Stand" . Fly into pirate base, kill >1 enemy, see how long you survive. Given a combat frigate (e.g. Incursus). Read the bold red text ;-) | |||
Fit it with cheap modules (mostly weapons), and insure it! Well, you should be insuring pretty much every ship at the start of the game... | |||
Warp to location, go through accel gate. | |||
Destroy the lone frigate. | |||
Reinforcements show up, including your first cruisers, and some drones. They SD you and web you (see effects bar), and will destroy your ship. | |||
Note that they don't destroy your pod - very few NPCs do, but players will. Return to agent. | |||
6. "Don't Look Back". Given a civilian afterburner. | |||
Fit the AB to your ship. | |||
Fly to location, activate accel gate. | |||
Fly towards the "Asteroid Station". activate your AB to fly faster. | |||
When you get close to the station, the mission will complete. Return to agent. | |||
7. "Weapon of Choice." Introduction to race's secondary weapon (Gallente: Drones). | |||
Given 2x civilian hobgoblin light drones. | |||
Activate a ship with a drone bay, and load the drones into the bay. | |||
Warp to location. [explain how to use drones] [minmatar and caldari probably have missiles at this point] | |||
Once the rat is dead, recall your drones (don't forget!), and return to agent. | |||
8. "The Pacifist". Follow FC instructions. | |||
Warp to location. | |||
Follow FC instructions: take accel gate, don't engage. | |||
Upon command, fly to prison facility and retrieve hostages. | |||
Return to agent. | |||
I guess this mission is supposed to teach you about following FC instructions? | |||
9. "Glue". Given a Civilian Stasis Web. Use it on a pirate. | |||
Fit the civilian web on your ship. (can also use a normal web) | |||
Warp to location. | |||
Approach pirate ship. Use stasis web on him. | |||
CONCORD will warp in and destroy his ship. | |||
Return to agent. | |||
Reward: Destroyer skillbook. Start training it if you want to use a Destroyer in the next mission. | |||
10. "The Exam". Given a Destroyer (e.g. Catalyst). Kill rat. | |||
Warp to location. | |||
3 frigates. Terrorist leader will WD you and web you. So you can't warp out. | |||
Choose to either fight the wingmen or the terrorist leader first. | |||
Once he's dead, return to agent. | |||
Total rewards: ~1.5M ISK | |||
== Advanced Military agent == | |||
The Advanced Military agent | |||
<!-- | |||
== Basic Tutorials == | |||
{{expansion past|Prior the March 2015 update "Scylla" new pilots started in space in their capsule and in contact with an ethereal agent called "Aura". She provided a handful of missions for the new pilot to complete along with getting their first Rookie Ship. These tutorials concluded with Aura sending you to a nearby system to speak with any or all of the five Career Agents based there. | |||
It was felt this system kept new players stuck in a theme-park mode of game-play and were often stuck or reluctant to go do anything else for what to do next. | |||
[[File:Basic tutorials.jpg|thumb|right|The basic tutorials]] }} | |||
<br> | |||
== Opportunities == | |||
Opportunities are the new pilot's guide into the vast universe of New Eden and EVE Online. When your character first enters the game you presented with a pop-up from Aura who tells you that she can show some of the Opportunities New Eden has to offer. | |||
[[Image:000_Opportunity_Aura.png]] | |||
You will then have available near the top left of your screen (under the System and Route information and menus) the Opportunities menu. | |||
<br> | |||
[[Image:000_Opportunity_Text.png]] | |||
You can hide or expand this as you wish by clicking on the Opportunities icon, in the form of the "shield". You can toggle it completely from the "shield" icon located above your current system information on screen. | |||
<br> | |||
Now by clicking on "Show all opportunities" (with the tri-hexagonal icon) you will then open the Opportunities Map: | |||
[[Image:001_Opportunities_Show-all-opportunities_Map.png]] | |||
You can interact with this Opportunities map to customize which opportunities you'd like to currently follow. It does have a legend to show you your progress. Some opportunities will only become available as you complete others. | |||
<br> | |||
[[Image:001b Opportunities Lets-Get-Moving Click-on.png]] | |||
As you can see, you'll be presented with some basic information on how to complete the current opportunity you are working. | |||
<br> | |||
'''Check out the New Player Experience video by JonnyPew''' [https://www.youtube.com/watch?v=blA8L9riXDA Vanguard update NPE] | |||
At some point you will most likely get an Opportunity pop-up that directs you to talk to and get a mission from a mission agent. You can go ahead and try any agent you can access, but chances are without further assistance you'll find completing the level 1 missions available to you fairly difficult. EVE University recommends that you access the Career Agents simply by opening your Help window from the NeoCom (the "?" icon), or simply use the keyboard shortcut of "F12" to open this, and look for the forth section labelled "Career Advancement." There you will see a button, "Show Career Agents." Clicking this will open a window that will give you the five closest unique Career Agents currently available to you. You can then click on the button located to the right of the agent labelled "Set Destination" and you will generate a route you can follow to get to their station. Just as a note, if you right-click on a contextual name in-game, be it an agent, a station, a system, you can generate a route or waypoint to that location. | |||
You're now on your way to the Career Agents. There are three sets of five agents per faction, but they all offer identical missions. | |||
--> | |||
== Military Agent == | |||
'''Cash Flow For Capsuleers''' | |||
Part 1: Small weapon (e.g. Dual Light Beam Laser for Amarr)<br> | |||
Part 2: Motion Prediction skillbook, racial combat frigate (e.g. Executioner for Amarr)<br> | |||
Part 3: Propulsion jamming skillbook, 2 small weapons (e.g. 75mm Gatling Rail I for Gallente, 125mm Gatling Autocannon I for Minmatar) <br> | |||
Part 4: 1MN Afterburner <br> | |||
Part 5: Shield Management skillbook<br> | |||
Part 6: Limited Ocular Filter implant<br> | |||
Part 7: Small Armor Repairer I<br> | |||
Part 8: Weapon Upgrades skillbook, 2x Overdrive Injector System I<br> | |||
Part 9: Stasis Webifier I<br> | |||
Part 10: Racial combat frigate (e.g. Tristan for Gallente, Merlin for Caldari, Rifter for Minmatar), Sharpshooter skillbook<br> | |||
<!-- == Industry Agent == | <!-- == Industry Agent == | ||
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Part 4: Relic Site Scanning Mission - awarded Archaeology skillbook<br> | Part 4: Relic Site Scanning Mission - awarded Archaeology skillbook<br> | ||
Part 5: Gas Site Scanning mission - awarded Racial Exploration Frigate (such as Amarr Magnate)<br> | Part 5: Gas Site Scanning mission - awarded Racial Exploration Frigate (such as Amarr Magnate)<br> | ||
--> | --> | ||
== Advanced Military Agent == | == Advanced Military Agent == | ||
{{main|Advanced Military Career Funnel Chain}} | {{main|Advanced Military Career Funnel Chain}} | ||