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Missions: Difference between revisions

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There is a risk of combat in mining missions, though the hostiles that show up tend to be much weaker than hostiles found in encounter missions.  It is advisable to have some offensive capability (like a set of combat drones) or have a strong enough tank that you can basically ignore any hostiles that show up and start shooting at you.
There is a risk of combat in mining missions, though the hostiles that show up tend to be much weaker than hostiles found in encounter missions.  It is advisable to have some offensive capability (like a set of combat drones) or have a strong enough tank that you can basically ignore any hostiles that show up and start shooting at you.


The mission may require you to mine more ore than can fit in your cargohold; this is typical of mining missions.  Level 1 missions will require mining up to 2000 m3 of ore, level 2 up to 6000 m3 of ore, level 3 up to 9000 m3 of ore or 10,000 m3 of ice, and level 4 up to 45,000 m3 of ore or 20,000 m3 of ice.
The mission may require you to mine more ore than can fit in your cargohold; this is typical of mining missions.  Level 1 missions will require mining up to {{gaps|2|000}} {{m3}} of ore, level 2 up to {{gaps|6|000}} {{m3}} of ore, level 3 up to {{gaps|9|000}} {{m3}} of ore or {{gaps|10|000} {{m3}} of ice, and level 4 up to {{gaps|45|000}} {{m3}} of ore or {{20|000} {{m3}} of ice.


===Courier Missions===
===Courier Missions===
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If a Courier mission has an item as a reward instead of ISK, then the item will appear in your personal hangar at the agent's station (which may or may not be the dropoff location for the mission).
If a Courier mission has an item as a reward instead of ISK, then the item will appear in your personal hangar at the agent's station (which may or may not be the dropoff location for the mission).


Level 1 and 2 courier missions can be run using frigates, although you may need to use cargo modules in the low slots.  Cargo size for L1/L2 missions can be up to 450 m3 in size.  For level 3 and 4 courier missions, you will need an industrial hauler because cargo sizes will be in the 4000-8000 m3 range.
Level 1 and 2 courier missions can be run using frigates, although you may need to use cargo modules in the low slots.  Cargo size for L1/L2 missions can be up to 450 {{m3}} in size.  For level 3 and 4 courier missions, you will need an industrial hauler because cargo sizes will be in the {{gaps|4|000}}–{{gaps|8|000}} {{m3}} range.


===Trade Missions===
===Trade Missions===
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When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale.  For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45.  However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30.
When standings go up or down they usually do so as a percentage; this is always a percentage decay towards the extreme end of the scale.  For example, if someone has 1.0 standing with an NPC corporation and completes a mission that changes standing by +5%, then the current standing is increased by 5% of the difference from +1 to +10; that's a change of +0.45 with an end result of +1.45.  However, if someone else with a 4.0 standing completes the same mission under the same circumstances and also gets a 5% increase, then that's 5% of the difference from +4 to +10; that's a change of +0.30 with an end result of +4.30.


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 this means is that gains are reduced and losses are increased incrementally as your standings become higher, and vice versa.'''
'''What this means is that gains are reduced and losses are increased incrementally as your standings become higher, and vice versa.'''
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All regular agents have a name, a Level, and a Division.  Storyline Agents will be covered later.  "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also affects the standings you need to reach in order for this agent to give you missions.  "Division" determines what type of mission - security (combat), distribution (hauling), or mining - you will be offered. <ref name="inferno15">http://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref>
All regular agents have a name, a Level, and a Division.  Storyline Agents will be covered later.  "Level" describes the general difficulty level of the mission that the agent can offer you and can range from 1 to 5; it also affects the standings you need to reach in order for this agent to give you missions.  "Division" determines what type of mission - security (combat), distribution (hauling), or mining - you will be offered. <ref name="inferno15">http://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref>


For an agent to offer you missions, you must reach a certain standings requirement which depends upon the agent's Level. For those partial to formulae, the standings calculation is ((Agent Level * 2) - 3) The final requirement is:
An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:
 
*Level 1: Any standings
*Level 1: Any standings
*Level 2: 1.0 or higher  
*Level 2: 1.0 or higher
*Level 3: 3.0 or higher  
*Level 3: 3.0 or higher
*Level 4: 5.0 or higher  
*Level 4: 5.0 or higher
*Level 5: 7.0 or higher  
*Level 5: 7.0 or higher


To be offered missions from the agent, either the agent's personal standing towards you, their corporation's standing towards you, or their faction's standing towards you must meet the requirement; any one of the three will suffice.  For example, Eveynel Daerne is a Level 3 agent in Orduin IX - Moon 4 - Transstellar Shipping Storage.  This agent is part of the Transstellar Shipping corporation, which is part of the Gallente Federation faction.  The standings requirement is therefore 3.0, so at least one of the following 3 conditions must be true to get missions from Eveynel Daerne:
You must meet this requirement for either the agent's personal standing towards you, their corporation's standing towards you, or their faction's standing towards you; any one of the three will suffice.  For example, Eveynel Daerne is a Level 3 agent in Orduin IX - Moon 4 - Transstellar Shipping Storage.  This agent is part of the Transstellar Shipping corporation, which is part of the Gallente Federation faction.  The standings requirement is therefore 3.0, so at least one of the following 3 conditions must be true to get missions from Eveynel Daerne:


*Eveynel Daerne's personal standing towards you is 3.0 or higher.
*Eveynel Daerne's personal standing towards you is 3.0 or higher.
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The fact that Eveynel Daerne is located in the Orduin solar system, which is the sovereign territory of the Minmatar Republic, is completely irrelevant.  High Minmatar Republic standings will not give you access to missions from Eveynel Daerne.  This concept applies as a rule to all agents of a faction who are located in a different faction's sovereign space.
The fact that Eveynel Daerne is located in the Orduin solar system, which is the sovereign territory of the Minmatar Republic, is completely irrelevant.  High Minmatar Republic standings will not give you access to missions from Eveynel Daerne.  This concept applies as a rule to all agents of a faction who are located in a different faction's sovereign space.


Gaining access to higher level missions can be eased by training two skills: [[Skills:Social#Diplomacy|Diplomacy]] and [[Skills:Social#Connections|Connections]] (and "Connections" is not to be confused with other social skills, mentioned above, of the names "{Something} Connections").  Diplomacy gives you a standings boost with agents, NPC corporations, and factions that dislike you to begin with, and this boost is 4% per level of the Diplomacy skill.  Connections gives you a standings boost with agents, NPC corporations, and factions that like you to begin with, and this boost is 4% per level of the Connections skill.  Between Diplomacy and Connections, only one will apply, but it will give a boost significant enough to ease the process of getting access to Level 2 missions.
Gaining access to higher level missions can be eased by training two skills: {{sk|Diplomacy|price=yes|mult=yes}} and {{sk|Connections|price=yes|mult=yes}} ("Connections" is not to be confused with other social skills such as "Criminal Connections" or "Security Connections").  Diplomacy gives you a standings boost with agents, NPC corporations, and factions that dislike you to begin with, and this boost is 4% per level of the Diplomacy skill.  Connections gives you a standings boost with agents, NPC corporations, and factions that like you to begin with, and this boost is 4% per level of the Connections skill.  Between Diplomacy and Connections, only one will apply, but it will give a boost significant enough to ease the process of getting access to Level 2 missions.


When you complete a regular mission for an agent, you get increased standings with the agent and the corporation, but not the faction.  It is worth noting that if the mission involves destroying ships or structures of a different faction, then your standings with the target faction go down due to "Combat - Ship Kill", but your standings with the agent's faction will not change.  Those who wish to be able to fly in all High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, and anti-Minmatar).  Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [http://eve-survival.org/wikka.php?wakka=FriendlySpies3ga&show_comments=1#comments Friendly Spies], where if you destroy the mission objective but none of the hostile ships, then you don't lose Gallente Federation standings.  In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants3 Amarrian Tyrants, Level 3], or [http://eve-survival.org/wikka.php?wakka=AgainsttheEmpire3am Against the Empire, Level 3].  Some missions, though, will incur -2.4% standing losses for ship kills and might require one or more completed storyline missions for the opposing side to repair the standings losses (for example, [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants1&show_comments=1#comments Against The Empire, Level 1]; yes, the Amarr standing loss on Level 3 is insignificant while the standing loss on Level 1 is bad; losses are only consistent for the exact same mission and level).
When you complete a regular mission for an agent, you get increased standings with the agent and the corporation, but not the faction.  It is worth noting that if the mission involves destroying ships or structures of a different faction, then your standings with the target faction go down due to "Combat - Ship Kill", but your standings with the agent's faction will not change.  Those who wish to be able to fly in all High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, and anti-Minmatar).  Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [http://eve-survival.org/wikka.php?wakka=FriendlySpies3ga&show_comments=1#comments Friendly Spies], where if you destroy the mission objective but none of the hostile ships, then you don't lose Gallente Federation standings.  In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants3 Amarrian Tyrants, Level 3], or [http://eve-survival.org/wikka.php?wakka=AgainsttheEmpire3am Against the Empire, Level 3].  Some missions, though, will incur -2.4% standing losses for ship kills and might require one or more completed storyline missions for the opposing side to repair the standings losses (for example, [http://eve-survival.org/wikka.php?wakka=AmarrianTyrants1&show_comments=1#comments Against The Empire, Level 1]; yes, the Amarr standing loss on Level 3 is insignificant while the standing loss on Level 1 is bad; losses are only consistent for the exact same mission and level).
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and then redoing the mission after downtime (all the rats will respawn) till the mission expires.
and then redoing the mission after downtime (all the rats will respawn) till the mission expires.


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'.  
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Example:
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 every day for an hour. It takes me an hour to do Angel Extravaganza. Angel Extravaganza gives me 40 million ISK with bounties, loot, and salvage.
If I got AE, I would kill everything except Tiogo Kargaz who would complete the mission. I could then repeat this after every downtime till the mission expires.
If I got AE, I would kill everything except Tiogo Kargaz who would complete the mission. I could then repeat this after every downtime till the mission expires.
40mil isk x 6days = 240mil isk.
:40 million ISK × 6 days = 240 million ISK


Now say I decided to kill Tiogo and complete the mission. On the next 6 days, I could get average missions that give ~20mil isk
Now say I decided to kill Tiogo and complete the mission. On the next 6 days, I could get average missions that give ~20mil isk
20mil isk x 6days = 120mil isk.
:20 million ISK x 6days = 120 million ISK




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'''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Pallidum 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?)
'''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Pallidum 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; 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.
'''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.


'''ECM drones''': Also good for wartime. If you're scrammed, try unleashing these guys. If you're lucky, the WT will lose lock and you can warp away. These go in your dronebay, not in your cargo.
'''ECM drones''': Also good for wartime. If you're scrammed, try unleashing these guys. If you're lucky, the WT will lose lock and you can warp away. These go in your dronebay, not in your cargo.


'''Extra Mods''': Most people switch resists for what rat they're against. Say you're mid-mission and discover your tank isn't so great. It's easier to refit in that system then jump back to your base to pickup extra resists. Also applies if you want more damage mods. Having an omni-shield buffer goes nice with lows full of core stabs when traveling is nice during war. Remember you have a limited cargo space, so don't go overboard.
'''Extra Mods''': Most people switch resists for what rat they're against. Say you're mid-mission and discover your tank isn't so great. It's easier to refit in that system then jump back to your base to pickup extra resists. Also applies if you want more damage mods. Having an omni-shield buffer goes nice with lows full of core stabs when traveling is nice during war. Remember you have a limited cargo space, so don't go overboard.


 
'''Mobile Tractor Unit (MTU)''':  This tool is very useful for looting and salvaging mission pockets. Bring it in your cargohold (100 {{m3}}), deploy it in a mission pocket and it will automatically collect and loot all wrecks created within 125 kilometers of itself. This also greatly increases the efficiency of salvaging by effectively eliminating the transit time for looting and salvaging, while also providing a convenient structure to orbit around during this process. When scooping the MTU, it will automatically eject any cargo it has remaining into a standard, temporary cargo container.     
'''Mobile Tractor Unit (MTU)''':  This tool is very useful for looting and salvaging mission pockets. Bring it in your cargohold (100 m3), deploy it in a mission pocket and it will automatically collect and loot all wrecks created within 125 kilometers of itself. This also greatly increases the efficiency of salvaging by effectively eliminating the transit time for looting and salvaging, while also providing a convenient structure to orbit around during this process. When scooping the MTU, it will automatically eject any cargo it has remaining into a standard, temporary cargo container.     
 


Remember: only bring what you can afford to lose
Remember: only bring what you can afford to lose