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[[Category:PvE]] | [[Category:PvE]] | ||
[[Category:Guides]] | [[Category:Guides]] | ||
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A "mission" is a one-time job offered by an NPC (called an "agent") to a player wherein the player must accomplish a set of objectives in exchange for a set of rewards. | |||
The reward to complete the mission is usually ISK and Loyalty Points; Loyalty Points (LP) are a specialized currency that can only be spent in the Loyalty Point stores of the corporation that gave you the points. | The reward to complete the mission is usually ISK and Loyalty Points; Loyalty Points (LP) are a specialized currency that can only be spent in the Loyalty Point stores of the corporation that gave you the points. | ||
You can review your Loyalty Points in-game in NeoCom > JOURNAL button > AGENTS tab > LOYALTY POINTS subtab. | You can review your Loyalty Points in-game in NeoCom > JOURNAL button > AGENTS tab > LOYALTY POINTS subtab. | ||
==Types of missions== | ==Types of missions== | ||
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===Encounter Missions=== | ===Encounter Missions=== | ||
An Encounter mission is a mission to go to a location somewhere in space and complete an objective of some kind. | 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. | |||
Mission spaces will often contain acceleration gates to move around the deadspace with; these are often locked until nearby enemies have been defeated. | |||
Encounter missions can usually be recognized as such when reading the description by looking for a bookmark link that only has a solar system name. For example, if a mission description has a bookmark link that only says "Aldrat", then it's definitely either an Encounter or Mining mission. | |||
[http://eve-survival.org/wikka.php?wakka=CargoDelivery1an Cargo Delivery] is an example of an Encounter mission; you have to fly to a warehouse to pick up cargo, but are ambushed as you get close. | |||
===Mining Missions=== | ===Mining Missions=== | ||
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===Trade Missions=== | ===Trade Missions=== | ||
A Trade mission is to obtain a quantity of some material and deliver it to a destination station. Unlike a courier mission, the necessary materials are not spawned for you, you have to obtain them yourself: mine it out of asteroids, buy it off the Market, steal it from another player, and so on. How you get the materials is irrelevant to the mission (though | A Trade mission is to obtain a quantity of some material and deliver it to a destination station. Unlike a courier mission, the necessary materials are not spawned for you, you have to obtain them yourself: mine it out of asteroids, buy it off the Market, steal it from another player, and so on. How you get the materials is irrelevant to the mission. | ||
==Levels of Missions== | |||
Most missioning is split into four levels. Level 1 is where most new players start, although more experienced missioners will generally get a high Connections skill in order to skip these agents. Most level 1 missions can easily be done in a combat-oriented frigate (often the one given by the military tutorials) but a destroyer may help with some of the harder missions, especially with low skills. | |||
Level 2 missions are the next step, and most will require a combat cruiser to complete. Some of the easier level 2 missions can be done in a destroyer, though, depending on skills. At this level pilots are encouraged to start working on fitting and module skills. | |||
Level 3 missions are tougher again, and most will require a battlecruiser to complete. At least a T2 DC and/or repper/booster are encouraged in order to tank the increased amount of damage thrown at the player, and time spent running Level 3 missions should be used to train for full T2 tank, weapon and drone skills in preparation for level 4 missions. Level 3 will also see the introduction of some more complicated enemies such as scram/web frigates; be on the lookout for these and make sure you have the tracking or drones to take them out. | |||
Level 4 missions are the end goal for many mission runners. Requiring a battleship and good skills to complete in most cases, these missions can be a vast source of ISK depending on the corporation and agents. | |||
==Standings== | ==Standings== | ||
Standings are a measure of how much one entity likes or dislikes another entity and are measured on a real number scale from -10 to +10. -10 is complete and total loathing and +10 is complete and total adoration. The standings of NPC entities towards a player are very important because completing missions increases standings, and higher standings makes more profitable missions available. When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale. For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45. However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30. | Standings are a measure of how much one entity likes or dislikes another entity and are measured on a real number scale from -10 to +10. -10 is complete and total loathing and +10 is complete and total adoration. The standings of NPC entities towards a player are very important because completing missions increases standings, and higher standings makes more profitable missions available. When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale. For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45. However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30. | ||
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'''What that means is that the higher the standings you get, the harder it is to increase it and the easier it is to decrease it.''' | '''What that means is that the higher the standings you get, the harder it is to increase it and the easier it is to decrease it.''' | ||
It is worth noting that running out of time on a mission you have accepted (usually a week, but the Wee Bug Problem courier mission has a failure timer of 12 hours) will cause a standings loss with the agent, corporation, and faction. Declining a mission for a particular agent more than once every four hours will also cause a standings loss with the agent, corporation, and faction. If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then click DECLINE. | It is worth noting that running out of time on a mission you have accepted (usually a week, but the Wee Bug Problem courier mission has a failure timer of 12 hours) will cause a standings loss with the agent, corporation, ''and faction''. Declining a mission for a particular agent more than once every four hours will also cause a standings loss with the agent, corporation, and faction. If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then click DECLINE. | ||
To see a history of how your standings have changed, you can go to NeoCom > Character Sheet > Standings, scroll through the list of NPC entities, right-click an entry and select SHOW TRANSACTIONS to see how much your standings went up or down for what actions and by how much. All the percentage changes you see in the Transaction Log are as described above, with the exception that (due to a possible bug) any percentage changes due to "Derived Modification" are percentage changes of 10.0, not percentage decays towards an extreme. (The experimental basis for this statement is [http://www.eve-ivy.com/forums/viewtopic.php?p=217210#p217210 here].) | To see a history of how your standings have changed, you can go to NeoCom > Character Sheet > Standings, scroll through the list of NPC entities, right-click an entry and select SHOW TRANSACTIONS to see how much your standings went up or down for what actions and by how much. All the percentage changes you see in the Transaction Log are as described above, with the exception that (due to a possible bug) any percentage changes due to "Derived Modification" are percentage changes of 10.0, not percentage decays towards an extreme. (The experimental basis for this statement is [http://www.eve-ivy.com/forums/viewtopic.php?p=217210#p217210 here].) | ||
==Regular Agents | ==Regular Agents== | ||
All regular agents have a name, a Level, a Quality, and a Division. Storyline Agents will be covered later. "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also has a major impact on the standings you need to reach in order for this agent to give you missions. "Quality" describes how much the agent will pay you for the same mission as compared to other agents (when all other factors are equal) and can range from -20 to +20; it also has a minor impact on the standings you need to reach in order for this agent to give you missions. "Division" describes the probability distribution of the different kinds of missions the agent might offer you. "Division" is also relevant to certain Social-category skills that increase Loyalty Point gains when working for agents of particular divisions (such as Trade Connections and Military Connections). A table of the relevant characteristics of Divisions can be found [http://www.evegeek.com/mission.php here]. | All regular agents have a name, a Level, a Quality, and a Division. Storyline Agents will be covered later. "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also has a major impact on the standings you need to reach in order for this agent to give you missions. "Quality" describes how much the agent will pay you for the same mission as compared to other agents (when all other factors are equal) and can range from -20 to +20; it also has a minor impact on the standings you need to reach in order for this agent to give you missions. "Division" describes the probability distribution of the different kinds of missions the agent might offer you. "Division" is also relevant to certain Social-category skills that increase Loyalty Point gains when working for agents of particular divisions (such as Trade Connections and Military Connections). A table of the relevant characteristics of Divisions can be found [http://www.evegeek.com/mission.php here]. | ||
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==Epic Arc Missions== | ==Epic Arc Missions== | ||
An epic arc mission is a series of about fifty missions which are split up into chapters. | An epic arc mission is a series of about fifty missions which are split up into chapters. | ||
Throughout the arc, the player will be offered several choices which will branch the arc | Throughout the arc, the player will be offered several choices which will branch the arc in one or more directions. The missions that make up these arcs typically have very good ISK rewards and typically the last mission of the arc carries a handsome reward. | ||
in one or more directions. The missions that make up these arcs typically have very good ISK rewards and typically the last mission of the arc carries a handsome reward. | |||
At the time of this writing there five Epic Mission Arcs. One for each of the empire factions, | At the time of this writing there five Epic Mission Arcs. One for each of the empire factions, and one for the [http://wiki.eveonline.com/wiki/Sisters_of_EVE_(NPC_corporation) Sisters of Eve] corporation. The last of those is an especially good starting point for new pilots. Most of the [http://wiki.eveonline.com/wiki/Sisters_of_EVE_(NPC_corporation) Sisters of Eve] arc missions can be easily solo'd in T1 fit | ||
and one for the [http://wiki.eveonline.com/wiki/Sisters_of_EVE_(NPC_corporation) Sisters of Eve] corporation. The last of those is an especially good starting point for new pilots. Most of the [http://wiki.eveonline.com/wiki/Sisters_of_EVE_(NPC_corporation) Sisters of Eve] arc missions can be easily solo'd in T1 fit | |||
destroyer class ship. The last few missions may require the help of a corp mate. | destroyer class ship. The last few missions may require the help of a corp mate. | ||
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==Mission Walkthroughs and Mission Preparation== | ==Mission Walkthroughs and Mission Preparation== | ||
The universe of EVE is a dangerous place, and encounter missions are not exceptions. The unprepared and unwary can lose their ships unnecessarily. (Most mining missions are not heavily combat-oriented, though there are a couple of mining missions where a mining barge absolutely should not go in first.) The first thing to know, as always, is never | The universe of EVE is a dangerous place, and encounter missions are not exceptions. The unprepared and unwary can lose their ships unnecessarily. (Most mining missions are not heavily combat-oriented, though there are a couple of mining missions where a mining barge absolutely should not go in first.) The first thing to know, as always, is to never fly what you cannot afford to lose. | ||
The second thing to know is the mission you are being offered. Always understand exactly what you will encounter in a mission before you accept it; if you accept a mission without understanding it, and it turns out to be too difficult, then your only options are to get help from other players (who may or may not be trustworthy) or to quit the mission. You might lose your ship in the process of discovering that the mission is too difficult for you. A great in-game browser (igb) link to add in for missions is [http://eve-survival.org/missions Eve Survival]. Most (if not all) regular and storyline missions are documented there, and you can read the details of what you need to do in the mission before you accept the mission, including (most importantly) details that the agent does not tell you up front. | The second thing to know is the mission you are being offered. Always understand exactly what you will encounter in a mission before you accept it; if you accept a mission without understanding it, and it turns out to be too difficult, then your only options are to get help from other players (who may or may not be trustworthy) or to quit the mission. You might lose your ship in the process of discovering that the mission is too difficult for you. A great in-game browser (igb) link to add in for missions is [http://eve-survival.org/missions Eve Survival]. Most (if not all) regular and storyline missions are documented there, and you can read the details of what you need to do in the mission before you accept the mission, including (most importantly) details that the agent does not tell you up front. | ||
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The third thing to know is that NPCs in missions tend to be very predictable in their setups. The mission guides linked above will go into detail for each particular mission, but there are trends. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you, but are also most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWar 101 Guide|Electronic Warfare]] (EWAR), it's always sensor dampening. Blood Raiders use mostly EM/thermal damage and are most susceptible to EM/thermal damage, and while they don't use (what the University considers) EWAR, they do use Energy Neutralizers and Energy Vampires. Mercenaries and Rogue Drones aren't as consistent from mission to mission, but are a lot more consistent over multiple occurrences of the exact same mission and level. This predictability can be used to your advantage: if you're flying Level 2 or higher missions, you'll want to fit resistance modules for the type of damage the enemy will throw at you: Kinetic/Thermal for Gallente, Caldari, Serpentis, Guristas, and Mordu's Legion; EM/Thermal for Amarr, Sanshas, and Blood Raiders, Explosive/Kinetic for Angel Cartel and Minmatar. You may need two or more resistance modules of the same type if a lot of damage is going to be thrown at you. | The third thing to know is that NPCs in missions tend to be very predictable in their setups. The mission guides linked above will go into detail for each particular mission, but there are trends. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you, but are also most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWar 101 Guide|Electronic Warfare]] (EWAR), it's always sensor dampening. Blood Raiders use mostly EM/thermal damage and are most susceptible to EM/thermal damage, and while they don't use (what the University considers) EWAR, they do use Energy Neutralizers and Energy Vampires. Mercenaries and Rogue Drones aren't as consistent from mission to mission, but are a lot more consistent over multiple occurrences of the exact same mission and level. This predictability can be used to your advantage: if you're flying Level 2 or higher missions, you'll want to fit resistance modules for the type of damage the enemy will throw at you: Kinetic/Thermal for Gallente, Caldari, Serpentis, Guristas, and Mordu's Legion; EM/Thermal for Amarr, Sanshas, and Blood Raiders, Explosive/Kinetic for Angel Cartel and Minmatar. You may need two or more resistance modules of the same type if a lot of damage is going to be thrown at you. | ||
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). | ||
==Finding an agent== | ==Finding an agent== | ||
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*[http://agents.eve-commander.com/ EVE Commander Agents] | *[http://agents.eve-commander.com/ EVE Commander Agents] | ||
== | ==See Also== | ||
*Another great mission guide is the EVElopedia mission guide [http://wiki.eveonline.com/wiki/Missions_guide EVElopedia Missions Guide] | *Another great mission guide is the EVElopedia mission guide [http://wiki.eveonline.com/wiki/Missions_guide EVElopedia Missions Guide] | ||
*Basic and Advanced mission guide: Microsoft Office OneNote 60 day trail (required to view) http://trial.trymicrosoftoffice.com/trialukireland/product.aspx?re_ms=oo&family=onenote&culture=en-GB | *Basic and Advanced mission guide: Microsoft Office OneNote 60 day trail (required to view) http://trial.trymicrosoftoffice.com/trialukireland/product.aspx?re_ms=oo&family=onenote&culture=en-GB | ||
The guide: http://www.megaupload.com/?d=D5YVBM4Y By Mattch | :The guide: http://www.megaupload.com/?d=D5YVBM4Y By Mattch | ||
*[[:Category:Missioning]] | |||