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The '''Military Career Agent''' is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The military career agent missions teach you about [[PvE]] combat. In total these missions pay about 2M ISK in rewards. | The '''Military Career Agent''' is one of the five [[career agents]] in the game, which show new players different types of [[PvE]] activities in EVE. The military career agent missions teach you about [[PvE]] combat. In total, these missions pay about 2M ISK in rewards. | ||
=== Cash Flow for Capsuleers (1 of 10) === | === Cash Flow for Capsuleers (1 of 10) === | ||
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* Feel free to try out the new weapon module from the previous mission, noting that it requires ammunition. You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen ({{button|ALT}} + {{button|F}}) or right-clicking on the weapon in space and selecting which ammunition to load (which takes a few seconds). It's also a good idea to carry some spare ammunition in your ship's cargohold so that you can reload your weapon with fresh ammunition once it's empty (with the exception of T1 frequency crystals which do not run out). | * Feel free to try out the new weapon module from the previous mission, noting that it requires ammunition. You load ammunition into your weapon by dragging it onto the fitted weapon on the Fitting screen ({{button|ALT}} + {{button|F}}) or right-clicking on the weapon in space and selecting which ammunition to load (which takes a few seconds). It's also a good idea to carry some spare ammunition in your ship's cargohold so that you can reload your weapon with fresh ammunition once it's empty (with the exception of T1 frequency crystals which do not run out). | ||
* While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not | * While the mission text recommends you fit a Shield Booster or Armor Repairer module, it's not necessary. | ||
* When you destroy the last rat in the deadspace pocket, it will drop a cargo container that you can loot for civilians. | * When you destroy the last rat in the deadspace pocket, it will drop a cargo container that you can loot for civilians. | ||
[[File:Overview-wrecks.jpg|thumb|right|300px|Different wrecks on the overview.]] | [[File:Overview-wrecks.jpg|thumb|right|300px|Different wrecks on the overview.]] | ||
* 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 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. | ||
* The frigate given out as reward is ideal for completing the remaining missions in the chain due to its increased combat capabilities and speed compared to a corvette. | * The frigate given out as a reward is ideal for completing the remaining missions in the chain due to its increased combat capabilities and speed compared to a corvette. | ||
=== Cash Flow for Capsuleers (3 of 10) === | === Cash Flow for Capsuleers (3 of 10) === | ||
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* If you wish to fly the new frigate obtained from the last mission, don't forget to take useful modules from the ship you were flying previously to the new one. To unfit modules, 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". | * If you wish to fly the new frigate obtained from the last mission, don't forget to take useful modules from the ship you were flying previously to the new one. To unfit modules, 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". | ||
* A weapon occupies a turret/launcher hardpoint in addition to a high fitting slot. You can check out how many hardpoints a ship has in the fitting screen or | * A weapon occupies a turret/launcher hardpoint in addition to a high fitting slot. You can check out how many hardpoints a ship has in the fitting screen or the "Show Info" panel. Depending on the ship you're flying, you may not be able to fit all three of the weapons you've gained from the missions so far. | ||
* Although not strictly necessary for this mission, it is a good habit to [[Ship Insurance|insure your ship]] to recover most of the value of the ship's hull (but NOT any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance. | * Although not strictly necessary for this mission, it is a good habit to [[Ship Insurance|insure your ship]] to recover most of the value of the ship's hull (but NOT any modules or cargo) should it be destroyed. Note, however, that repackaging the ship renders the insurance void, and therefore you will often have to manually fly it if you want to move the ship to another location without losing the insurance. | ||
* 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 clicking "group all weapons" button in the fitting screen or dragging the modules onto each other in space to stack them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be grouped, they need to be of the same type and carry the same type and number of ammunition. | * 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 clicking "group all weapons" button in the fitting screen or dragging the modules onto each other in space to stack them, allowing you to fire all your weapons with a single click or button press. Note that for weapon modules to be grouped, they need to be of the same type and carry the same type and number of ammunition. | ||
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|ShipSizeLimit= | |ShipSizeLimit= | ||
|ShipSuggestion= | |ShipSuggestion= | ||
|Rewards= Shield Hardener ({{icon|isis amarr|22}}Civilian EM Shield Hardener /{{icon|isis caldari|22}}Civilian Kinetic Shield Hardener /{{icon|isis gallente|22}}Civilian Thermal Shield Hardener / {{icon|isis minmatar|22}}Civilian Explosive Shield Hardener) (granted upon | |Rewards= Shield Hardener ({{icon|isis amarr|22}}Civilian EM Shield Hardener /{{icon|isis caldari|22}}Civilian Kinetic Shield Hardener /{{icon|isis gallente|22}}Civilian Thermal Shield Hardener / {{icon|isis minmatar|22}}Civilian Explosive Shield Hardener) (granted upon acceptance) | ||
|StandingLoss= | |StandingLoss= | ||
|Extra= | |Extra= | ||
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* Armor repairer and shield booster will gradually repair your ship's armor or shield respectively when activated at the cost of your ship's [[capacitor]] energy. Using modules like these to repair your armor or shield during a fight is called "active armor/shield tanking". | * Armor repairer and shield booster will gradually repair your ship's armor or shield respectively when activated at the cost of your ship's [[capacitor]] energy. Using modules like these to repair your armor or shield during a fight is called "active armor/shield tanking". | ||
* Destroy all rats and reinforcements at the mission's deadspace location and use your self-repair module as appropriate. Note that armor is repaired at the end of an armor repairer cycle while shield is boosted at the beginning of a shield booster cycle. Your capacitor probably doesn't recharge quickly enough for you to run your self repair module indefinitely , so turn it off when you don't need it. | * Destroy all rats and reinforcements at the mission's deadspace location and use your self-repair module as appropriate. Note that armor is repaired at the end of an armor repairer cycle while shield is boosted at the beginning of a shield booster cycle. Your capacitor probably doesn't recharge quickly enough for you to run your self repair module indefinitely, so turn it off when you don't need it. | ||
=== Cash Flow for Capsuleers (8 of 10) === | === Cash Flow for Capsuleers (8 of 10) === | ||
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|EWAR= | |EWAR= | ||
|ShipSizeLimit= | |ShipSizeLimit= | ||
|ShipSuggestion= Attack | |ShipSuggestion= Attack or Combat Frigate from [[Military_Career_Agent#Cash_Flow_for_Capsuleers_.282_of_10.29|mission 2]] | ||
|Rewards= Combat Frigate ({{icon|isis amarr|22}}[[Punisher]] /{{icon|isis caldari|22}}[[Merlin]] /{{icon|isis gallente|22}}[[Tristan]] /{{icon|isis minmatar|22}}[[Rifter]]) | |Rewards= Combat Frigate ({{icon|isis amarr|22}}[[Punisher]] /{{icon|isis caldari|22}}[[Merlin]] /{{icon|isis gallente|22}}[[Tristan]] /{{icon|isis minmatar|22}}[[Rifter]]) | ||
|StandingLoss= | |StandingLoss= | ||