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Archive:Newbie Doctrine: Difference between revisions

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#'''Join the Fleet's Mumble Channel''' <br>Fleet Commanders use [[Mumble|Mumble]] to communicate important information. You are encouraged to ask questions in Mumble before and during a fleet operation.<br><br>  
#'''Join the Fleet's Mumble Channel''' <br>Fleet Commanders use [[Mumble|Mumble]] to communicate important information. You are encouraged to ask questions in Mumble before and during a fleet operation.<br><br>  
#'''Assume that you are going to be podded.''' <br>If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. While you should always be [[How to save your Pod|prepared to be podded]], this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]].<br><br>  
#'''Assume that you are going to be podded.''' <br>If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. While you should always be [[How to save your Pod|prepared to be podded]], this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]].<br><br>  
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling Guide|tackler]] and [[EWAR Guide|EWAR]]. A new player can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling Guide|tackler]] and [[EWAR Guide|EWAR]]. A new pilot can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Get into a ship you can afford to lose.'''<br>This is often cited as the first rule of EVE Online. All of the fittings in the Newbie Doctrine are designed with this principle in mind. As pilots improve their skills (and can afford to lose more), they are encouraged to reference the more advanced fittings within EVE University's [[Fleet-Up]] group. Another alternative is the [http://fleet-up.com/Group/Join/31A52BCA78D6508FC554EF6F7E4D1380 Chill Town Fleet-Up], created by an alumni to provide beginner fits for E-Uni.<br><br>
#'''Get into a ship you can afford to lose.'''<br>This is often cited as the first rule of EVE Online. All of the fittings in the Newbie Doctrine are designed with this principle in mind. As pilots improve their skills (and can afford to lose more), they are encouraged to reference the more advanced fittings within EVE University's [[Fleet-Up]] group. Another alternative is the [http://fleet-up.com/Group/Join/31A52BCA78D6508FC554EF6F7E4D1380 Chill Town Fleet-Up], created by an alumni to provide beginner fits for E-Uni.<br><br>
#'''Make sure your ship is insured.'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums.&nbsp; However T1 ships like standard frigates, cruisers and battleships are usually worth insuring. This one is your choice.<br><br>  
#'''Make sure your ship is insured.'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums.&nbsp; However T1 ships like standard frigates, cruisers and battleships are usually worth insuring. This one is your choice.<br><br>