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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. | 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 | The reward for completing 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. | ||
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==Levels of Missions== | ==Levels of Missions== | ||
Most missioning is split into four levels | 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|frigate]] (often the one given by the military tutorials) but a [[Destroyer|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|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 2 missions are the next step, and most will require a combat [[Cruiser|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. | ||
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If something causes a standings decrease, then it's a percentage decay towards -10. For example, if someone with +1.0 standings suffers a -5% change, then that's 5% of the difference from +1 to -10; that's a change of -0.55 with an end result of +0.45. If someone with +4.0 standings suffers that same -5% change, then it's 5% of the difference from +4 to -10; that's a change of -0.7 with an end result of +3.3. | If something causes a standings decrease, then it's a percentage decay towards -10. For example, if someone with +1.0 standings suffers a -5% change, then that's 5% of the difference from +1 to -10; that's a change of -0.55 with an end result of +0.45. If someone with +4.0 standings suffers that same -5% change, then it's 5% of the difference from +4 to -10; that's a change of -0.7 with an end result of +3.3. | ||
'''What | '''What this 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. | ||
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This is very good for high value missions like Angel Extravaganza (AE), Blockade, Worlds Collide, Vengeance, or Cargo Delivery. Since farming involves putting the agent who's given the mission on 'standby' you should consider your isk/playtime | This is very good for high value missions like Angel Extravaganza (AE), Blockade, Worlds Collide, Vengeance, or Cargo Delivery. Since farming involves putting the agent who's given the mission on 'standby' you should consider your isk/playtime | ||
To check the viability of farming a mission, use [[http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]] to see if your mission has a 'completion trigger' | To check the viability of farming a mission, use [[http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]] to see if your mission has a 'completion trigger'. | ||
Example: | |||
I usually play everyday for an hour. It takes me an hour to do Angel Extravaganza. Angel Extravaganza gives me 40mil isk with bounties, loot, and salvage. | I usually play everyday for an hour. It takes me an hour to do Angel Extravaganza. Angel Extravaganza gives me 40mil isk with bounties, loot, and salvage. | ||
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Besides ammo/crystals there are things you might want to carry in your cargo/dronebay. | Besides ammo/crystals there are things you might want to carry in your cargo/dronebay. | ||
'''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Diamond Tag for L4 Angel Extravaganza bonus room, or Zbikoki's Hacker Card for Worlds Collide. When doing [[Mission_Fleet#Locust_Fleet|Locust Fleet]] you may not want to fly all the way back to station to pick them up. Consider carrying extra for fleet mates ( | '''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Diamond Tag for L4 Angel Extravaganza bonus room, or Zbikoki's Hacker Card for Worlds Collide. When doing [[Mission_Fleet#Locust_Fleet|Locust Fleet]] you may not want to fly all the way back to station to pick them up. Consider carrying extra for fleet mates! (How many times have I had people warp out of the AE bonus room then be unable to get back in to help because they don't have a diamond tag?) | ||
'''Warp Core Stabilizers''': These are great during wartime. If your mission is in a different system than your agent, you can fill your lows with core stabs so you can escape if you jumped into some war targets (WT). When you arrive at the system your mission is in, just dock up and refit your usual low modules (which you placed in your cargo hold before you left :) ). I saved my hurricane from a WT this way (having 6 core stabs means need at least 3 scramblers and 1 disruptor to stop your warp). This isn't a good idea for just missions | '''Warp Core Stabilizers''': These are great during wartime. If your mission is in a different system than your agent, you can fill your lows with core stabs so you can escape if you jumped into some war targets (WT). When you arrive at the system your mission is in, just dock up and refit your usual low modules (which you placed in your cargo hold before you left :) ). I saved my hurricane from a WT this way (having 6 core stabs means need at least 3 scramblers and 1 disruptor to stop your warp). This isn't a good idea for just missions; it's always a good idea to keep core stabs in your cargohold. If a WT comes into your system, you can dockup, refit, then go to a different system. Remember to count: if there's 3 WTs and you have only 4 core stabs you could be scrammed. If you plan to do this, know your aggression mechanics and have a hardy shield tank. | ||