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User:Noemie belacqua/Sandbox3: Difference between revisions

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'''{{co|#9ef37c|Objective:}}''' Acquire a Tracking Computer module.
'''{{co|#9ef37c|Objective:}}''' Acquire a Tracking Computer module.


[[File:Market-buy-tracking-computer.png|thumb|right|Buying a Tracking Computer from the market.]]
[[File:Market-buy-tracking-computer.png|thumb|right|400px|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.
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.


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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:
* [[File:Sensor-overlay.jpg|thumb|right|Find sites using the sensor overlay.]] Using the sensor overlay  
* [[File:Sensor-overlay.jpg|thumb|right|400px|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).  
* [[File:Probe-scanner-window-anomalies.jpg|thumb|right|Find sites using the probe scanner window.]] Using the probe window
* [[File:Probe-scanner-window-anomalies.jpg|thumb|right|400px|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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[[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.  
[[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.  


[[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.  
[[File:Yellow-red-boxing.jpg|thumb|right|300px|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.   


[[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.  
[[File:Overview-wrecks.jpg|thumb|right|300px|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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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.  


Warp to the mission's deadspace location, and start fighting the rats there. You will encounter some Drone rats for the first time (you can identify them by their icon on the Overview, compared with the Frigates and Corvettes you have been fighting so far) <!-- screenshot -->. Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will apear above your capacitor indicating that an enemy is webbing you <!-- screenshot! -->; you can move your mouse over it to show which enemy is doing the webbing; you may wish to destroy these first.  
[[File:Ewar-npc-webbed.jpg|thumb|right|The EWAR (electronic warfare) display shows any hostile EWAR affecting your ship.]]
Warp to the mission's deadspace location, and start fighting the rats there. You will encounter some Drone rats for the first time (you can identify them by their icon on the Overview, compared with the Frigates and Corvettes you have been fighting so far) <!-- screenshot -->. Some of these (the helpfully named Webber Drones) will use [[web|Stasis Webifier]] modules on you (this is referred to as "webbing"), slowing your ship down and making it easier to hit with weapons. An icon will apear above your capacitor indicating that an enemy is webbing you; you can move your mouse over it to show which enemy is doing the webbing. You may wish to destroy these first.  


A [[Destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. The last rat that you destroy will drop a cargo container into space; as before, loot its contents, and return to your agent's station.  
A [[Destroyer]] rat (note the different Overview icon) will also appear and taunt you in the Local chat channel, but will warp off before you can engage it. The last rat that you destroy will drop a cargo container into space; as before, loot its contents, and return to your agent's station.  
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=== Angel of Mercy (2 of 10) ===
=== Angel of Mercy (2 of 10) ===
'''{{co|#9ef37c|Objective:}}'''
'''{{co|#9ef37c|Objective:}}''' Blow up your ship to destroy a structrure.


You will lose your ship in this mission! Luckily, your agent has given you a new Frigate ("rigged with explosives", although that's just flavour text; it's a normal ship); activate it. You could also use any other Frigate you have (but not a Corvette or another ship class) - but if you do, make sure there are no modules or cargo on it. Since you know you're going to lose it, [[Ship Insurance|insure]] it at the highest level you can afford to get a bit more money back.


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)  
Undock and warp to the mission's deadspace area, and activate the acceleration gate there. The target structure is there; approach it. When you get to within 0&nbsp;m, your ship will explode, destroying the structure (enjoy the lightshow). You will be left floating in space in your [[pod]]; return to your agent's station.  If you check your wallet you will notice that you received the insurance payout from losing your ship.  
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.  
=== Your Undivided Attention (3 of 10) ===
Approach the pirate structure (e.g. "Serpentis Stronghold"). When you get to 0m, your ship will explode, taking the stronghold with it.  
'''{{co|#9ef37c|Objective:}}''' Use a Warp Disruptor module on a rat.  
You will be left floating in your pod. Return to the agent. Note that you got an insurance payout.  
 
Your agent gives you a Warp Disruptor module, which is one of the two common module types (the other being a Warp Scrambler) which [[Warp disruption|prevents other ships from warping away]]. Fit it to your main combat frigate and undock.
 
Fly to the mission's deadspace location, target the "fleeing pirate" ship (despite the name, he will wait patiently for you), and activate your Warp Disruptor module. Any other nearby rats will warp off, and you have completed the mission. Return to your agent.
 
Warp Disruptors (and Scramblers) are particularly useful when fighting other players (PvP), as they will tend to warp off if they think that they are losing the fight, so you need to use a Warp Disruptor / Scrambler to force them to stay if you want to destroy their ship. Conversely, NPC ships (rats) will almost never warp away, so you almost never need to fit a Warp Disruptor / Scrambler in PvE combat. 
 
=== A Friend in Need (4 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Use a Remote Armor Repair <!-- civilian? --> module to repair a friendly ship.
 
Your agent gives you a Remote Armor Repair module, which repairs the armor of another friendly ship. Fit it to your combat frigate (depending on what other modules you have fitted you may have to remove a turret; you can do so, as you won't need to fight any ships in this mission) and undock.
 
Fly to the mission location and locate the "damaged vessel". Target it, and, once you're in range (your Remote Armor Repair module has a maximum range, just like your guns), activate the Remote Armor Repair module. After the repair module completes a cycle, the friendly ship will warp off; you have completed your mission and can return to your agent.
 
Repairing other ships in combat (referred to as "[[Guide to Logistics|logistics]" in EVE) is an important but somewhat specialised part of EVE gameplay. Most fleets (except perhaps the very smallest gangs) will include one or several logistics ships, who will try to keep their fleetmates alive under fire. While this mission gives a very basic introduction, it over-simplifies things perhaps a bit too much. For one thing, the "damaged vessel" wasn't actually damaged (you could see their shield/armor/structure status when you targeted them). Additionally, the mission implies that using your repair module repaired the damaged vessel's warp drive - in reality, there is no way to "damage" a ship's warp drive, although you can (see [[#Your Undivided Attention (3 of 10)|mission 3]]) use modules to temporarily prevent ships from warping away.
 
'''{{co|#9ef37c|Objective:}}''' A Remote Armor Repair Systems skillbook, which allows you to use Remote Armor Repair modules (the [[Techs,_Tiers_and_Meta_levels#Civilian_Modules|Civilian]] repair module you used for this mission doesn't require any skills to use).
 
=== The Stand (5 of 10) ===
'''{{co|#9ef37c|Objective:}}''' Destroy at least 1 rat, then lose your ship.
 
You will lose your ship in this mission (again)! Unlike in [[#Angel of Mercy (2 of 10)|mission 2]] you will actually need to do some fighting beforehand, so fit your combat frigate with a few cheap weapons, minimal ammunition, and little else (everything you fit on and carry in your ship will be destroyed in this mission). If you haven't already done so, insure your ship to the highest level you can afford (in general, you should be insuring most of your ships at the start of the game).
 
Undock, warp to the mission's deadspace location, and activate the acceleration gate there. In the first deadspace pocket there is a lone rat; destroy it. Once it's destroyed, a large fleet warps in, including several cruisers (again, note their Overview icons), who will use Stasis Webifiers and [[EWAR Guide|other forms of electronic warfare on you]]. If you want to you can try and fight them, but you've got no hope. As the rats are not using Warp Disruptors on you, you ''could'' warp away and save your ship (which is what you'd normally do if you were overwhelmed), but in this case, the mission requires that your ship be destroyed by the rats.  
 
Once your ship is destroyed, you will (once again) be left floating in your pod in space. Almost all rats (there are very few rare exceptions) ignore your pod (they don't try to destroy it or prevent you from warping away), so look around for a wreck with your character's name on it - that's all that's left of your ship. In EVE, when your ship is destroyed <!-- can I see my wreck? -->, half of the fitted modules and cargo are destroyed (along with all the fitted rigs), while the other half drop into space for anyone in the vicinity to pick up - and it's usually picked up by your victorious opponent (unless you were only fighting rats and there were no other players nearby).
 
You have completed the mission; return to your agent.  


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 ;-)
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 ;-)