More actions
| Line 13: | Line 13: | ||
AVOID BRINGING ANY MODULES AT ALL. INSURE THE SHIP. The ship will be destroyed. Easy way to make a bit more starting ISK. | AVOID BRINGING ANY MODULES AT ALL. INSURE THE SHIP. The ship will be destroyed. Easy way to make a bit more starting ISK. | ||
Agent will provide a frigate. (For the Gallente, it's an Atron.) Assemble it, make it active, strip it (it shouldn't have modules to begin with, but make sure), undock, take it to the mission site, and collide with the pirate base. There are three enemy frigates, but as long as the approach is started immediately, they won't hit you. The base is a Large Collidable Object or Structure. Your frigate will explode, leaving your pod. All enemy frigates will be destroyed in the same explosion. | Agent will provide a frigate. (For the Gallente, it's an Atron. Crucifier for Amarr.) Assemble it, make it active, strip it (it shouldn't have modules to begin with, but make sure), undock, take it to the mission site, and collide with the pirate base. There are three enemy frigates, but as long as the approach is started immediately, they won't hit you. The base is a Large Collidable Object or Structure. Your frigate will explode, leaving your pod. All enemy frigates will be destroyed in the same explosion. | ||
Only Tech 1 frigates are admitted into the mission space, probably because the destruction of the player's ship is scripted. | Only Tech 1 frigates are admitted into the mission space, probably because the destruction of the player's ship is scripted. | ||