Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Evon R'al/Draft: Difference between revisions

From EVE University Wiki
m Editing.
m Editing.
Line 2: Line 2:
{{MissionLinks}}
{{MissionLinks}}
{{related class|Missions (CORE class)}}
{{related class|Missions (CORE class)}}
A '''mission''' is a task offered by a non-player character (NPC) to a player that requires the player to accomplish a set of objectives in exchange for a set of rewards. Such NPCs are called "agents" and they describe the task and specify the rewards for its completion. the level of the missions offered depends on the agents level.
A '''mission''' is a task offered by a non-player character (NPC) to a player that requires the player to accomplish a set of objectives in exchange for a set of rewards. Such NPCs are called [[User:Evon R'al/Draft 2|agents]] and they describe the task and specify the rewards for its completion.


== Mission levels ==
== Mission levels ==
Mission levels go from 1 to 5. Higher level missions generally requires that you have better skills and access to bigger ships. Higher level missions also increase ISK and LP rewards. The level of an [[User:Evon R'al/Draft 2|agent]] tells you the level of missions that the agent will offer except for Storyline missions. Each agent, except Storyline agents, offers only one level of missions. As your corporation and faction standing increases, you'll gain access to higher level agents and thus missions.
Mission levels go from 1 to 5. Higher level missions generally requires that you have better skills and access to bigger ships. Higher level missions also increase [[#Rewards|rewards]]. A mission's level is identical to the offering [[User:Evon R'al/Draft 2|agents]] level with the exception of [[#Storyline missions|Storyline missions]]. As your corporation and faction standing increases, you'll gain access to higher level agents and thus missions.


*'''Level 1''' The most basic type. Can be run by basic [[frigates]]. Only the most basic [[Starting skills|piloting skills]] are required.
* '''Level 1''' The most basic type. Can be run by basic [[frigates]]. Only the most basic [[Starting skills|piloting skills]] are required.
*'''Level 2''' While Mining and Courier missions may be run in frigates, Encounter is designed for [[cruiser]] hulls. You are expected to improve your abilities and learn how to [[Fitting ships|fit out new ships]].
* '''Level 2''' While Mining and Courier missions may be run in frigates, Encounter is designed for [[cruiser]] hulls. You are expected to improve your abilities and learn how to [[Fitting ships|fit out new ships]].
*'''Level 3''' As you specialize, you will need a [[battlecruiser]], [[Mining Barge]], or a medium-sized [[hauler]]. These missions go faster if you have trained for better ships and at least some [[Tech 2]] fittings.
* '''Level 3''' As you specialize, you will need a [[battlecruiser]], [[Mining Barge]], or a medium-sized [[hauler]]. These missions go faster if you have trained for better ships and at least some [[Tech 2]] fittings.
*'''Level 4''' These require a [[battleship]], an [[exhumer]], or a large [[hauler]]. These missions can be time-consuming, but they offer large rewards. These missions require [[Omega clone|omega]] to run.
* '''Level 4''' These require a [[battleship]], an [[exhumer]], or a large [[hauler]]. These missions can be time-consuming, but they offer large rewards. These missions require [[Omega clone|omega]] to run.
*'''Level 5''' Mostly encounter (combat) missions designed for [[#Missioning with a fleet|groups of players]] or [[capital ships]] and are exclusively located in Low Security space. Like level 4, these also require omega to run.
* '''Level 5''' Mostly encounter (combat) missions designed for [[#Missioning with a fleet|groups of players]] or [[capital ships]] and are exclusively located in Low Security space. Like level 4, these also require omega to run.


== Mission types ==
== Mission types ==
Mission type is an in-game parameter that can be found in the mission journal.
Mission type is an in-game parameter that can be found in the mission journal.
{{Open journal}}
{{Open journal}}
Three main types of missions are immediately available to new players: {{Co|#CEE686|Courier}}, {{Co|#CEE686|Mining}}, and {{Co|#CEE686|Encounter}}.
The mission types are:


[[File:Missing Cargo Warning.jpg|thumb]]
[[File:Missing Cargo Warning.jpg|thumb]]
'''[[Distribution missions|Courier mission]]s''' (also referred to as distribution) require shipping cargo from station to station. Courier missions have no inherent combat. Courier missions are the fastest mission type to run so they are sometimes used for fast standings gains. Courier missions produce a warning when trying to leave the pick-up station without the required cargo in your hold.
'''[[Distribution missions|Courier mission]]s''' (also referred to as distribution) require shipping cargo from station to station. Courier missions have no inherent combat. Courier missions are the fastest mission type to run so they are sometimes used for fast standings gains. Courier missions produce a warning when trying to leave the pick-up station without the required cargo in your hold.
{{Clear}}
{{Clear}}
'''[[Mining missions]]''' require you to mine a specific mission ore and bring it back to the agent's station. Level 1 and 2 mining missions have no inherent combat. There is however always a risk of combat during mining missions, through the "[[belt rat]]" NPC hostiles that can show up and are usually rather weak. Note that mission ore except [[Lyavite in Incursions|Lyavite]] has no other uses and can not be traded on the market.
'''[[Mining missions]]''' require you to mine a specific <em>mission</em> ore and bring it back to the agent's station. Level 1 and 2 mining missions have no inherent combat. There is however always a risk of combat during mining missions, through the "[[belt rat]]" NPC hostiles that can show up and are usually rather weak. Note that mission ore except [[Lyavite in Incursions|Lyavite]] has no other uses and can not be traded on the market.


'''Trade missions''' The agent wants a specific item to "trade" for the reward. Trade missions have no inherent combat of itself. Trade missions do not occur as basic missions but show up as Storyline and COSMOS missions. The item(s) to trade can often be bought of the market or in contracts but you can also acquire them yourself which might require mining or combat.
'''Trade missions''' The agent wants a specific item to "trade" for the reward. Trade missions have no inherent combat of itself. Trade missions do not occur as basic missions but show up as Storyline and COSMOS missions. The item(s) to trade can often be bought of the market or in contracts but you can also acquire them yourself which might require mining or combat.
Line 30: Line 26:
'''Talk to Agent missions''' (also referred to as travel). The agent sends you to report to another agent. Initiating communication with that agent completes the mission. These missions occur as part of Epic Arcs.
'''Talk to Agent missions''' (also referred to as travel). The agent sends you to report to another agent. Initiating communication with that agent completes the mission. These missions occur as part of Epic Arcs.


'''Agent Interaction missions''' also referred to as branch. The agent offers you the choice of 2 or more missions. Conforming your choice completes the interaction mission and accepts the mission of your choice. These missions occur as part of Epic Arcs.
'''Agent Interaction missions''' (also referred to as branch). The agent offers you the choice of 2 or more missions. Conforming your choice completes the interaction mission and accepts the mission of your choice. These missions occur as part of Epic Arcs.


'''[[Security missions|Encounter missions]]''' are all other missions. Mostly combat-focused. The job is usually to kill pirates, retrieve stolen goods, or destroy strategic targets. But sometimes it is doing a recon (i.e. go to the target area, look and leave) or transporting items from or to a structure (<em>not a station</em>) somewhere in space. Unlike "true" courier missions encounter transport missions will <em>not</em> warn you when you try to leave the pick-up location without the cargo in your hold. These missions have the highest rewards but they are also slower and involve a risk of dying.
'''[[Security missions|Encounter missions]]''' are all other missions. Mostly combat-focused. The job is usually to kill pirates, retrieve stolen goods, or destroy strategic targets. But sometimes it is doing a recon (i.e. go to the target area, look and leave) or transporting items from or to a structure (<em>not a station</em>) somewhere in space. Unlike "true" courier missions encounter transport missions will <em>not</em> warn you when you try to leave the pick-up location without the cargo in your hold. These missions have the highest rewards but they are also slower and involve a risk of dying.
Line 39: Line 35:


=== Storyline missions ===
=== Storyline missions ===
As you continue to complete missions, you will occasionally get a Storyline Mission offer from a special Storyline agent. The game tracks how many missions you've completed for each level and each faction. For every 16 missions of {{Co|lime|''the same level and faction (but not necessarily the same corporation)''}} that you complete, you will get a new Storyline mission offer from the nearest Storyline agent of the same faction. This will always be the Storyline agent closest to the regular agent who gave you your 16th mission (in terms of number of jumps) with two exceptions:
As you continue to complete missions, you will occasionally get a Storyline Mission offer from a special Storyline agent. The game tracks how many missions you've completed for each combination of level and faction. For every 16 missions of {{Co|lime|''the same level and faction (but not necessarily the same corporation)''}} that you complete, you will get a new Storyline mission offer from the nearest Storyline agent of the same faction. This will always be the Storyline agent closest to the regular agent who gave you your 16th mission (in terms of number of jumps) with two exceptions:
* If the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline agent that you get the offer from.
* If the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline agent that you get the offer from.
* If the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline agent in High Security.
* If the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline agent in High Security.
Line 45: Line 41:
The Storyline agent will contact you from a station - you will get a notification about an important mission offer - however, you will need to travel to the agent's station to accept the mission. Once you are in touch with the Storyline agent, you accept and complete the mission in the usual way. You cannot work for a Storyline agent unless you've received an offer from that Agent.
The Storyline agent will contact you from a station - you will get a notification about an important mission offer - however, you will need to travel to the agent's station to accept the mission. Once you are in touch with the Storyline agent, you accept and complete the mission in the usual way. You cannot work for a Storyline agent unless you've received an offer from that Agent.


Completing a Storyline mission gives large increases to your standings with the agent's corporation and a moderate increase to faction standings. Note that you will also get derived standings, both positive and negative. If you keep doing Storyline missions for [[Minmatar Republic]] you will find that [[Gallente Federation]] will also like you while [[Amarr Empire]], [[Caldari State]] and various pirate factions will gradually start to dislike you.
Completing a Storyline mission gives large increases to your standing with the agent's corporation and a moderate increase to faction standing. Note that you will also get derived standings, both positive and negative. If you keep doing Storyline missions for [[Minmatar Republic]] you will find that [[Gallente Federation]] will also like you while [[Amarr Empire]], [[Caldari State]] and various pirate factions will gradually start to dislike you.


When trying to increase standings with a particular NPC corporation, it is possible to plan your missioning in a way that when you hand in your 16th mission, you get your offer from the Storyline agent of the corporation that you are focusing on.
When trying to increase standings with a particular NPC corporation, it is possible to plan your missioning in a way that when you hand in your 16th mission, you get your offer from the Storyline agent of the corporation that you are focusing on.
Line 94: Line 90:
: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) </math>
: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) </math>


This means that an agent in a 0.5 security system pays 80% more than an agent in 1.00 security system. Note that the system security used here is the [[System security#True security|true security]] of the system.
This means that an agent in a 0.5 security system pays 80% more than an agent in 1.0 security system. Note that the system security used here is the [[System security#True security|true security]] of the system.


The "Division" Connections skills are:
The "Division" Connections skills are:
Line 123: Line 119:
The bonus timer starts with the completion timer and has a duration from 10 minutes to 6 hours. Completion of the missions within the bonus timer grants a bonus reward. <''Where to find''>
The bonus timer starts with the completion timer and has a duration from 10 minutes to 6 hours. Completion of the missions within the bonus timer grants a bonus reward. <''Where to find''>


=== Decline missions timer ===
=== Decline missions timer (option 1) ===
The decline missions timer starts when declining a mission and has a duration of 4 hours. Declining another mission with the same agent during the decline mission timer incurs a standing penalty with the agent, corporation and faction.
The decline missions timer starts when declining a mission and has a duration of 4 hours. Declining another mission with the same agent during the decline mission timer incurs a standing penalty with the agent, corporation and faction.
or
or


=== Decline missions timer ===
=== Decline missions timer (option 2) ===
The decline missions timer starts when declining a mission and has a duration of 4 hours. See [[#Declining missions|Declining missions]]
The decline missions timer starts when declining a mission and has a duration of 4 hours. See [[#Declining missions|Declining missions]]


Line 156: Line 153:
Most corporation stores sell the same sets of [[Implants#Attribute Enhancers|augmentation implants]]. However, different corporations offer different sets of [[Skill Hardwiring|skill upgrade implants]], and different factions offer different modules, hulls and ammunition. Roden Shipyards, for example, sells warp drive and astrometric skill upgrades, while Astral Mining offers mining upgrades. Weapons and ammunition offers correspond to the faction's spaceship preferences - Minmitar offer projectile weapons and ammo, Ammar offer laser weapons and crystals, and so on.
Most corporation stores sell the same sets of [[Implants#Attribute Enhancers|augmentation implants]]. However, different corporations offer different sets of [[Skill Hardwiring|skill upgrade implants]], and different factions offer different modules, hulls and ammunition. Roden Shipyards, for example, sells warp drive and astrometric skill upgrades, while Astral Mining offers mining upgrades. Weapons and ammunition offers correspond to the faction's spaceship preferences - Minmitar offer projectile weapons and ammo, Ammar offer laser weapons and crystals, and so on.


'''3. Pick A Corporation With Multiple Agents In The Region'''
'''3. Pick a corporation with multiple agents in the region'''


Nearly every station has at least one agent, and there are many duplications in terms of standings and items offered for sale. So if you want to improve your standing with Gallente and you want to buy equipment to improve your mining, then Astral Mining is one of the corporations you would want to consider. Since there are many Astral Mining agents in Gallente space, choosing this corporation will not restrict your choice of star systems all that much.  
Nearly every station has at least one agent, and there are many duplications in terms of standings and items offered for sale. So if you want to improve your standing with Gallente and you want to buy equipment to improve your mining, then Astral Mining is one of the corporations you would want to consider. Since there are many Astral Mining agents in Gallente space, choosing this corporation will not restrict your choice of star systems all that much.  
Line 164: Line 161:
To avoid unfavorable missions such missions in low/null security space and missions that require you to kill empire ships you will need to decline missions every now and then. It is best to choose your location so that you have a second and even third agent as backup once you can't decline the mission offered from the first agent without losing standings.
To avoid unfavorable missions such missions in low/null security space and missions that require you to kill empire ships you will need to decline missions every now and then. It is best to choose your location so that you have a second and even third agent as backup once you can't decline the mission offered from the first agent without losing standings.


'''4. Pick A Base Station And Start Running'''
'''4. Pick a base station and start running'''


Here is the map for that area:
Here is the map for that area:
Line 173: Line 170:
=== Two hints for being sure your mission is complete ===
=== Two hints for being sure your mission is complete ===
* Look for a green check mark next to the mission
* Look for a green check mark next to the mission
:[[File:Missioncheckmark.jpg‎ |alt= where the green checkmark appears]]
: [[File:Missioncheckmark.jpg‎ |alt= where the green checkmark appears]]


* If you think the mission is finished but you don't see the green checkmark or want to check your objectives, click on the little down arrow next to the mission name and select "Details" from the menu. This will show you the mission briefing and you can take another look at your objectives.
* If you think the mission is finished but you don't see the green checkmark or want to check your objectives, click on the little down arrow next to the mission name and select "Details" from the menu. This will show you the mission briefing and you can take another look at your objectives.
Line 183: Line 180:


NPC's in missions tend to be very predictable in their setups. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you and are most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWAR]], it's always sensor dampening. It helps quite a bit if you set up your ship to deal damage that NPCs are vulnerable to and defend against what they will throw at you. Check out [[NPC damage types]] for a full description and a handy chart that you can keep in your Neocom Notebook.
NPC's in missions tend to be very predictable in their setups. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you and are most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWAR]], it's always sensor dampening. It helps quite a bit if you set up your ship to deal damage that NPCs are vulnerable to and defend against what they will throw at you. Check out [[NPC damage types]] for a full description and a handy chart that you can keep in your Neocom Notebook.
== Skills ==
In addition to all the ship, piloting, fitting, and combat skills you may need some skills that are more focused on missions and standings.
Three skills improve your effective standings. These skills are mutually exclusive.
* {{sk|Connections}} - 4% Modifier to effective standing from friendly NPC Corporations and Factions per level. Does not apply to criminal factions.
* {{sk|Criminal Connections}} -  4% Modifier per level to effective standing towards NPCs with low Concord standing. Only applies to criminal factions.
* {{sk|Diplomacy}} - 4% Modifier per level to effective standing towards entities that have negative standings with you.


== Notes ==
== Notes ==