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The Rookie's Guide to Fleet Ops: Difference between revisions

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== Pre-Op Checklist  ==
== Pre-Op Checklist  ==


#'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to Aldrat can be helpful during war. You can check the status of your<br><br>  
#'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to Aldrat can be helpful during war. You can check the status of your medical clone on your character sheet.<br><br>  
#'''Assume that you are going to be podded.''' <br>&nbsp;&nbsp; If you have [[Implants|implants]], either make sure you can afford to lose them, or get into a jump clone. Some players like to keep combat jump clones with no implants at all, others keep several jump clones each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship and gunnery skills, and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanic skills.<br>&nbsp;&nbsp; We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.&nbsp;'''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>'''  
#'''Assume that you are going to be podded.''' <br>&nbsp;&nbsp; If you have [[Implants|implants]], either make sure you can afford to lose them, or get into a jump clone. Some players like to keep combat jump clones with no implants at all, others keep several jump clones each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship and gunnery skills, and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanic skills.<br>&nbsp;&nbsp; We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.&nbsp;'''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>'''  
#'''Decide which role you will fulfil.'''<br>The three primary roles in a fleet are Damage Dealer (DD), tackler and EWAR. A rookie with few skillpoints can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Decide which role you will fulfil.'''<br>The three primary roles in a fleet are Damage Dealer (DD), tackler and EWAR. A rookie with few skillpoints can contribute much to a fleet by taking a tackling or EWAR role.<br><br>