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{{related class|Missioning 101}}
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{{MissionLinks}}
A '''mission''' is a one-time job offered by an [[NPC]] (called an "[[Agents|agent]]") to a player wherein the player must accomplish a set of objectives in exchange for a set of rewards.
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{{related class|Missions (CORE class)}}
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A '''mission''' is a task offered by a non-player character (NPC) to a player which 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 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.
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== Kinds of agents ==
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There are different kinds of agents, each with its own set of missions.
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* Basic mission - assignments of varying difficulty for mining, security (combat), distribution (hauling), R&D (research), and locator (bounty hunter).
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* [[Epic arcs|Epic arc]] - a linked series of missions that tells a story and provides a substantial reward.
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* [[#Storyline missions|Storyline]] (if available) - these special missions are assigned periodically as you gain standing with a faction.
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* [[Career Agents|Career]] - tutorial missions that introduce new players to EVE's various activities.
  
You can review your Loyalty Points in-game in [[NeoCom|NeoCom]] > JOURNAL button > AGENTS tab > LOYALTY POINTS subtab.
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== Basic mission types ==
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There are three basic types of missions that are immediately available to new players: {{Co|#CEE686|Encounter}} mostly given by security division agents, {{Co|#CEE686|Mining}} given by mining division agents, and {{Co|#CEE686|Courier}}, sometimes referred to as distribution<!-- ? -->, given by distribution division agents.  
  
==Types of missions==
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'''[[Security missions|Encounter missions]]''' are combat-focused. The job is usually to kill pirates, retrieve stolen goods, or destroy strategic targets. These missions have the highest rewards but they are also slower and involve a risk of dying. (Note that Security agent missions will occasionally ask you to transport something to another station, or to fly out and mine some ore. See [[#Declining missions|declining missions]] if you are unable or unwilling to do these tasks.)
  
There are four basic types of missions: Encounter, Mining, Courier, and Trade. A fifth type, Research, is available to characters that have trained in science. Anomic missions aka Burner missions are a special optional mission type that is only available from level 4 security agents.
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'''[[Mining missions]]''' are given out by Mining agents and require you to mine an asteroid or set of asteroids and bring the ore back to the agent's station. There is a risk of combat in mining missions, though the "belt pirate" NPC hostiles that show up are usually rather weak. Note that Mining missions pay off in ISK and Loyalty points, you do not get ore from Mining missions.
  
===Encounter Missions===
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'''[[Distribution missions|Courier missions]]''' require shipping cargo from one station to another. Except for some L1 missions Distribution missions never require combat unless you are sent into low/null-sec space, in which case you may encounter PvP combat on the way to your destination. Courier missions are the fastest mission type to run so they are sometimes used for fast standings gains.
An Encounter mission is a mission to go to a location somewhere in space and complete an objective of some kind.  The objective is usually to kill a ship or a set of ships located at the encounter, but it could also be to destroy a structure, to get close to a location and then escape,  to pick up an object at the location (which may or may not be an ambush), or to fly from beacon-to-beacon.
 
  
An Encounter mission will always create a mission space when the mission is accepted. A mission space is a region of space in some solar system and is populated by objects also created specifically for the mission.
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== Mission levels ==
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Mission levels go from 1 to 5. As your corporation and faction standing increases, you'll gain access to higher level missions. Each new level of mission generally requires that you have better skills and access to bigger ships. Higher level missions also increase ISK and LP rewards. The level of a [[#Agents and standings|mission agent]] tells you the level of missions that the agent will offer. Each agent offers only one level of missions.
  
Mission spaces will often contain acceleration gates to move around the deadspace with; these are often locked until nearby enemies have been defeated.
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*'''Level 1''' The most basic type. All three types can be run by basic frigates. Only the most basic [[Starting skills|piloting skills]] are required.
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*'''Level 2''' While Mining and Courier may be run in frigates, Encounter is designed for [[Cruisers|cruiser]] hulls. You are expected to improve your abilities and learn how to [[Fitting ships|fit out new ships]].
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*'''Level 3''' As you specialize, you will need a [[battlecruisers|battlecruiser]], mining barge, or a medium-sized industrial ship. These missions go faster if you have trained for better ships and at least some [[Tech 2]] fittings.
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*'''Level 4''' These require a [[Battleships|battleship]], an [[Exhumer]], or a large industrial ship. These missions can be time-consuming, but they offer large rewards. These missions require omega to run.
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*'''Level 5''' Special security missions designed for groups of players or capital ships and are exclusively located in Low Security space. Like level 4, these also require omega to run.
  
Encounter missions can usually be recognized as such when reading the description by looking for a bookmark link that only has a solar system name.  For example, if a mission description has a bookmark link that only says "Aldrat", then it's definitely either an Encounter or Mining mission.
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== Special missions ==
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These mission types are not regularly available and are bound by conditions you need to fulfill before they are offered to you.
  
[http://eve-survival.org/wikka.php?wakka=CargoDelivery1an Cargo Delivery] is an example of an Encounter mission; you have to fly to a warehouse to pick up cargo, but are ambushed as you get close.
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'''[[Career Agents|Career missions]]''', also known as "Tutorial missions", are missions that are supposed to help teach players how to play EVE Online. It is a good idea to do these when you first start playing EVE, as they give you starter ships and equipment. They also increase your standings with the faction offering the missions. Each player character can only do each tutorial mission from a given [[Career Agents|Career Agent]] once, but the Career agent mission chains do count as Storyline missions and thus increase faction standings after completing a full set.
  
===Mining Missions===
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'''[[Research missions]]''' are a part of the [[Industry]] career path. Instead of Loyalty Points, these missions award Research Points that can be used to buy datacores from the agent who gives the missions. You will need to have trained various Science skills to the level required by an agent before he or she will offer you a mission. Datacores can be sold at the Market, and some players run these missions to make ISK from trading - do keep in mind that the income is quite low. Most players, however, have not trained the Science skills that these missions require.
A Mining mission is just like an Encounter mission, except that the mission objective is mining-oriented. This excludes certain Encounter missions that require a mining laser as a gimmick, where you bring one mining laser to a mission space to mine an asteroid for the purpose of luring in a target ship and then destroying the target ship. Such gimmick encounters don't care about how much ore you mine, and any ore you mine is completely secondary to the mission.
 
  
Mining missions, on the other hand, require you to mine an asteroid or set of asteroids in a mission space until the asteroids are depleted and bring the ore back to the agent's station.
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'''[[Epic arcs]]''' are long series of missions. Throughout the arc, you will be offered choices that will branch the arc into one or more directions, and thus the arcs have different outcomes depending on your choices. The missions that make up these arcs typically have very good ISK rewards and the last mission of the arc typically carries a handsome reward. There are seven Epic Arcs. Most players begin with [[The Blood-Stained Stars]], an arc that can be completed in a T1 destroyer and gives a boost in standings with the [[Sisters of EVE]] and one empire faction of your choice. Seasoned L4 runners will be doing the four empire epic arcs while the fearless pilots can do the two pirate epic arcs. Epic arcs can be repeated once every three months.
  
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.
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'''[[Anomic missions]]''' (also known as "burner" missions) are optional Security missions that are offered by level 4 agents. They can always be declined without penalty. Anomic missions present a more difficult challenge compared to other Security missions. You will encounter a small number of very powerful adversaries and you are restricted in ship size. These missions require specialized and expensive ship fits and high skills to solo. They also require piloting skills that are otherwise rarely used in PvE such as overheating.
  
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, {{gaps|20|000}} {{m3}} of ice or {{gaps|5|000}} {{m3}} gas.
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'''[[COSMOS]]''' missions are special missions found in certain regions of space. These missions vary wildly in difficulty from easy L1 to harder-than-usual L4. Unlike normal missions these missions require faction standings to accept. The COSMOS missions can be completed only once and can not be repeated if you let them expire or fail them.
  
===Courier Missions===
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'''[[Data centers]]''' involve handing in tags to the agent for standing gains. This effectively allows you to buy faction standings. Note though that each data center mission can be done only once.
A Courier mission is a mission to take a piece of cargo from one station to another station.  When a Courier mission is accepted, the necessary cargo is spawned in your personal hangar at the pickup station.  You then need to haul it to the destination ("drop off") station using your ship. Once docked at the destination station you may complete the mission by talking to the agent. The cargo only counts as delivered if it is either in your personal hangar at the destination station or in your ship's cargo hold while you are docked at the destination station.
 
  
Courier missions never spawn any hazards of their own; you only have to deal with the normal hazards of Stargate travel (gatecamps, suicide gankers, warp interdiction bubbles on Stargates in NullSec, the sovereign space of Empires that hate you, and so on). Level 1 missions will keep you within the agent's constellation, level 2 and level 3 will possibly send you to a neighboring constellation, and level 4 courier missions will always send you to a neighboring constellation. <ref name="devblog758">https://community.eveonline.com/news/dev-blogs/courier-missions-revamp/</ref>
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== Storyline missions ==
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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.
  
It is worth noting that although you are at the destination station you can still talk to the original agent remotely to complete the mission without going back to the original station.  They will be listed in the station's "Agents" tab after you dock, or you can start a conversation with them using your mission journal.  However, until you fly back and dock at their station, they will not give you a new mission.
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: 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.
  
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).
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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:
  
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.
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* 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.
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* 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.
  
===Trade Missions===
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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 in order 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.
A Trade mission is to obtain a quantity of some material and deliver it to a destination station.  Unlike a courier mission, the necessary materials are not spawned for you, you have to obtain them yourself: mine it out of asteroids, buy it off the Market, steal it from another player, and so on. How you get the materials is irrelevant to the mission.
 
  
=== Research Missions ===
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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.
Research missions are a part of the [[Industry]] career path. Instead of Loyalty Points, these missions award Research Points that can be used to buy datacores from the agent who gives the missions. Unlike other mission agents, research agents work for you ... and you must start, and if necessary stop, their research.
 
  
==== Starting Research ====
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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.
{{ note box | To qualify for any research missions you must first have trained:
 
*Science to Level 5
 
*One or more of Mechanics, CPU Management, and/or Power Grid Management to level 5
 
  
And, to use a particular research agent you need to have ''a personal standing with that agent's corporation specifically''. This rule is there to prevent players from grinding up faction standings in order to start research with corporate agents. | italics = no }}
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[[The InterBus]] and militia corporations do not offer any Storyline missions.
  
To acquire missions from a research agent, you must first "hire" the agent and initiate the research process. You do this by clicking on the "Start Research" button that appears on the agent's conversation window. If you try to get a mission before you have started working with the agent, he or she will tell you that they have nothing for you at this time.
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== Agents ==
  
When you press the "Start Research" button, a window will pop up to ask you what kind of research you want to do. There will be two or more choices of which you must (and can only) choose one. The choices available will depend on the agent's science specialty fields. To be able to choose a field you must have trained this kind of science to a level at least equal to the level of the agent.
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All common mission agents have a name, a Level, and a Division. "Level" describes the general difficulty level of the mission that the agent will 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 - encounter (mostly combat), courier (hauling), or mining - you will be offered. <ref name="inferno15">https://web.archive.org/web/20120208133348/https://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref>
 
 
Once you have chosen a field, the agent will tell you how happy he or she is to be working with you. From this point on, until you terminate research with this agent, the agent will add daily Research Points to your account. These points will accrue whether you are logged on or not.
 
 
 
At some point after you start the research, usually within a few days, you will receive an email communication from the agent. He or she will be in need of some service that you will be asked to provide. Currently, this is either a short courier run to another station, or the delivery to the agent of a small amount of the mineral titanium (which you are expected to either mine or buy). Completion of a mission will add one day's worth of Research Points to your account (in addition to the usual deposit).
 
 
 
From then on, you will receive similar messages from the agent on a regular basis. But even if you do not receive a message, a new mission will be available from the agent each day.  Acceptance of these missions is optional. The agent might warn you that "research will halt", but that warning can be ignored. The regular, daily research points will continue ... it is only the bonus, mission points that you will not receive.
 
 
 
R&D missions are similar to normal courier/trade missions in they give you standings gains with the agent and the corporation, and they count towards the sixteen missions required for a storyline mission to be offered.
 
 
 
==== Points and Datacores ====
 
Each day the agent works, he or she will add some points to your Research account. At any time, you may choose to spend these points to buy datacores. These will always match the science specialty that you chose when you started the research. You can only spend Research Points with the agent from whom you earned them. To spend points simply click on the "Buy Datacores" button and indicate how many that you want to purchase.
 
 
 
[[Datacores]] may be used in the [[Invention]] process, or they may be sold in the market.
 
 
 
The Research Points (RP) that you gain are based your science research field skill level as well as the agent's level and your standing with the agent.
 
 
 
<small>RP/day = Field multiplier * (1 + (20 + 5*N + AS)/100) * (SS + AL)^2
 
   
 
    Where:
 
      N = Character's Negotiation skill level
 
      AS = Agent standing (not faction or corporation standing) ... affected by Connections skill.
 
      SS = Character's specialist science field level (e.g., "Quantum Physics")
 
      AL = Agent Level</small>
 
 
 
Note that doing missions for an Agent will increase your standing with that agent and thus increase your daily Research Point gain.
 
 
 
==== Stopping Research ====
 
There is a limit to the number of agents with whom you can be doing research at one time. This begins as 1, but training in the {{sk | Research Project Management}} skill will increase the number of agents you can employ.
 
 
 
If you need to cancel research with an agent ... for example, if you are going to use a jump clone and will be wanting to do research in some other region of EVE ... all you need to do is talk to the agent and press the "Cancel" button. The agent will tell you how little work has been done so far, and then the connection will be severed.
 
 
 
<span style="color:#eeffcc">BE SURE TO SPEND YOUR RESEARCH POINTS WITH AN AGENT BEFORE YOU CANCEL YOUR RESEARCH.</span> All points will be lost when the connection is broken.
 
 
 
You must also talk to the agent and <span style="color:#eeffcc">decline the latest mission</span> before you cancel research with that agent, or you will suffer a standings loss as if you had accepted and then failed the mission.
 
 
 
==Levels of Missions==
 
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 3''' missions are tougher again, and most will require a [[Battlecruiser|battlecruiser]] to complete. At least a T2 DC and/or repper/booster are encouraged in order to tank the increased amount of damage thrown at the player, and time spent running Level 3 missions should be used to train for full T2 tank, weapon and drone skills in preparation for level 4 missions. Level 3 will also see the introduction of some more complicated enemies such as scram/web frigates; be on the lookout for these and make sure you have the tracking or drones to take them out.
 
 
 
*'''Level 4''' missions are the end goal for many mission runners. Requiring a [[Battleship|Battleship]], [[Command Ship|Command Ship]], or [[Strategic Cruiser|Strategic Cruiser]] and good skills to complete in most cases. These missions can be a vast source of ISK depending on the corporation and agents.
 
 
 
*'''Level 5''' missions are designed for groups of players and exclusively located in Low Security space.
 
 
 
See the [[Mission Ships]] page for more details on specific ships and fittings.
 
 
 
==Standings==
 
Standings are a measure of how much one entity likes or dislikes another entity and are measured on a real number scale from -10 to +10.  A standing of -10 is tantamount to complete and total loathing and conversely +10 is complete and total adoration.
 
 
 
===Why Standings Matter===
 
The standings of NPC entities toward a player are important for a couple reasons. Firstly, because higher standings make more profitable missions available. And secondly, several perks become available when an individuals or player-run corporations standings are higher with a specific entity.
 
 
 
For an individual:
 
* At 5.0 all L4 Agents for that faction become available to you (4.0 with certain Corporations)
 
* At 6.67 you are no longer subject to the refining [[Refining#Equipment_tax|Equipment Tax]] with that corporation
 
* The higher your standings toward an NPC entity the lower the [[Trading#Standings|broker fee]] is in their stations. As an example, with a faction and corp standing of 10, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process
 
 
 
For a corporation:
 
* Before Crius faction standings were required to  [[POS_and_YOU#Standings|anchor a POS]] in that empires space.
 
 
 
===Standings Incremental Increase and Loss===
 
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 &minus;10.  For example, if someone with +1.0 standings suffers a &minus;5% change, then that's 5% of the difference from +1 to &minus;10; that's a change of &minus;0.55 with an end result of +0.45.  If someone with +4.0 standings suffers that same &minus;5% change, then it's 5% of the difference from +4 to &minus;10; that's a change of &minus;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.'''
 
 
 
===More About Standings===
 
[[File:Decline-mission.jpg|thumb|right|The "decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.]]
 
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 usually 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.
 
 
 
To see a history of how your standings have changed, you can go to [[NeoCom]] > Character Sheet > Standings, scroll through the list of NPC entities, right-click an entry and select SHOW TRANSACTIONS to see how much your standings went up or down for what actions and by how much.  All the percentage changes you see in the Transaction Log are as described above, with the exception that (due to a possible bug) any percentage changes due to "Derived Modification" are percentage changes of 10.0, not percentage decays towards an extreme.
 
 
 
==Regular Agents==
 
 
 
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">https://community.eveonline.com/updates/patchnotes.asp?patchlogID=226</ref>
 
  
 
An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:
 
An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:
*Level 1: Any standings
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* Level 1: Any standing.
*Level 2: 1.0 or higher
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* Level 2: 1.00 or higher.
*Level 3: 3.0 or higher
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* Level 3: 3.00 or higher.
*Level 4: 5.0 or higher
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* Level 4: 5.00 or higher.
*Level 5: 7.0 or higher
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* Level 5: 7.00 or higher.
  
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:
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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. All three standings need to also be above -2.00 to receive missions higher than L1.
  
*Eveynel Daerne's personal standing towards you is 3.0 or higher.
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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. Therefore, the standings requirement is 3.0, meaning the agent, corporation and faction standings need to be above -2.00. In addition, '''at least one''' of the following 3 conditions must be true to get missions from Eveynel Daerne:
*Transstellar Shipping's standing towards you is 3.0 or higher.
 
*The Gallente Federation's standing towards you is 3.0 or higher.
 
  
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.
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* Eveynel Daerne's personal standing towards you is 3.0 or higher.
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* Transstellar Shipping's standing towards you is 3.0 or higher.
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* The Gallente Federation's standing towards you is 3.0 or higher.
  
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.
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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.
  
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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== Standings ==
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{{main|NPC standings}}
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Standings are a measure of how much one entity in EVE likes or dislikes another. These feelings are measured on a scale from -10 to +10 where negative is hatred and positive is love. Completing missions changes your standing with the agent, the agent's corporation, in some cases the agent's faction and, in security missions, the faction of the entities that you kill.
  
==Anomic Missions aka Burner Missions==
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{{Important note box
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|width= 80%
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|Be aware: encounter missions can make your standings go up with one faction and simultaneously down with another. Repairing poor standings is hard work, so it is very much recommended that you don't accept missions against empire factions too lightly.
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}}
  
Anomic missions - usually called burner missions - are optional encounter missions that are given out by level 4 security agents. They can always be declined without penalty.
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Agents' standings are determined in part by your standing with their parent corporations. Because of this, there is an advantage to running your missions with agents from the same corporation. Each completed mission will raise your standing with that agent ''and'' the agent's corporation and move you more quickly towards the next level. In addition, because Loyalty Point stores are run by corporations, you will be able to buy more items faster if you stick with one corporation.
  
They present a different and higher challenge compared to other security missions since you will encounter a small number of very powerful adversaries and you are restricted in ship size. The NPCs in these missions are modeled after a capsuleer using perfect skills, faction modules, implants, drugs and links. Accordingly, they also give much higher ISK and loyalty point rewards (~12000 LP) and there is a decent chance for valuable faction items in the loot.
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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, your standings with the target faction will go down due to a "Combat - Ship Kill" malus. Those who wish to be able to fly in all of High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, anti-Minmatar and anti-CONCORD). Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission [[Friendly Spies]], where if you destroy the mission objective but none of the hostile ships you won't lose Gallente Federation standings. In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as [[Amarrian Tyrants (Level 3)]]. However, some missions 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.
  
Burner missions require specialized and expensive ship fits and high skills to solo. They also require piloting skills that are otherwise rarely used in PvE such as overheating. CCP re-balances them frequently, so it is strongly advised to research the latest fits and tactics or even use the test-server before attempting them. Also note that some of the expensive frigate fits that are used to complete them are very easy and worthwhile to gank. Gankers and wardeccers around mission hubs tend to know this.
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Accepting, and then quitting a level 4 mission will result -6.2% agent, -2.5% corporation and about -0.1% faction standing loss.
  
There are 3 groups of burner missions:
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To see a history of how your standings have changed, you can go to [[Neocom]] > Character Sheet > Interactions > Standings, scroll through the list of NPC entities and select the entity you are interested in to see how much your standings went up or down for what actions and by how much. See [[NPC standings]] for more details.
  
===Anomic Agent Missions===
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== Rewards ==
You face a single very powerful pirate frigate and the mission pocket is restricted to frigates. There are 5 missions of this type:
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Completing missions will reward you with ISK, Loyalty Points, and standings.
* Guristas Worm
 
* Angel Dramiel
 
* Serpentis Daredevil
 
* Sansha Succubus
 
* Blood Raider Cruor
 
These missions require specialized and expensive fits of pirate or assault frigates to complete. They also typically require well-timed overheating and cap and booster management. Discussions and fit recommendations can be found in the official EVE forums.
 
  
===Anomic Team Missions===
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Being paid with ISK is clear-cut, however new missioneers often forget about Loyalty points they gain whilst running missions. Loyalty Points (LP) are a currency that you receive from the corporation whose agent gives you a mission. These points can be used to buy things at the corporation's store. LP (plus a certain amount of ISK and/or particular items) can be exchanged for valuable items in the LP store of the mission agent's corporation. For some players, it is more profitable to accumulate LP in order to exchange them for goods that can then be sold than it is to kill, loot, and salvage in encounter missions. See [[Loyalty Points]] for more details on what to do with LP.
You face a T2 Assault Frigate plus two T1 Logistics Frigates and the mission pocket is restricted to frigates. There are 4 missions of this type:
 
* Vengeance and 2 Inquisitors
 
* Hawk and 2 Bantams
 
* Jaguar and 2 Bursts
 
* Enyo and 2 Navitas
 
These are the most beginner friendly and are possible to complete in a T1 frigate such as a Kestrel with a proper kiting fit. To complete them solo in e.g. a Kestrel requires high frigate and missile skills, but they get much easier and accessible to low-SP pilots with two or more players. They are usually completed by kiting in MWD ships that can deal damage over at least 20-30km. ECM to jam the logi support and target painting is also very useful. Tactics revolve around either attacking the Assault Frigate and powering through the logi reps or jamming one logi while killing the other.
 
  
===Anomic Base and Escort Missions===
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The mission LP rewards also scale with the system security of the agent. The formula for calculating the LP reward is:
You face a small number of powerful ships such as battlecruisers, cruisers, frigates and fighter waves and the mission pocket is restricted to T2 cruisers or T1 battlecruisers and lower. There are 4 missions of this type:
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:''LP reward = (1.6288 - System security) × Base LP''
* 3 Serpentis Talos and about 100 proximity activated sentries
 
* Blood Raider Ashimmu and 2 Sentinels
 
* 4 Angel Dramiels and a Wreathe industrial
 
* 6 waves of fighters and fighter bombers and a Guristas Wyvern Supercarrier
 
The difficulty of these missions varies a lot. The Talos mission can be completed in a properly fit and flown Heavy Assault Cruiser and often gives faction loot while the Wyvern one is rarely run because of length, difficulty and poor rewards.  
 
  
==Storyline Missions==
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This means that an agent in an 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.
  
The game tracks how many missions you've completed for each level and each faction. For every 16 missions of the same level and faction (but not necessarily the same corporation) that you complete, you will get a new Storyline Mission offer from a Storyline Agent of the same Faction; you will be sent this offer by EVEmail in your [[NeoCom|NeoCom]].
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The rewards are also dynamically adjusted based on past completion data. This dynamic calculation affects ISK/LP payout, bonus reward, and timed bonus reward.<ref name="dynamic rewards">[https://oldforums.eveonline.com/?a=topic&threadID=795200 https://oldforums.eveonline.com/?a=topic&threadID=795200 On the mission reward balancer]</ref>
  
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.
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Gaining improved standings with an agent, corporation or faction can also be lucrative. With higher standings, you will be able to take higher level missions, pay fewer broker fees in NPC stations and get cheaper refining in NPC stations. See [[NPC standings]] for all advantages of standings.
  
First, 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.
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You will also receive ISK from bounties while killing NPC in combat missions. You will often get more ISK from bounties than from the mission reward. You will also be able to loot and salvage the wrecks though it depends on the mission level and killed NPCs whether it is profitable or not.
  
Second, 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.
 
  
You cannot work for a Storyline Agent unless you've received an offer from that Agent.  
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== Declining missions ==
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[[File:Decline-mission.jpg|thumb|The "Decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.]]
  
Completing a Storyline Mission substantially increases your standings with the agent's corporation and faction. When your faction standings are increased in this way it affects the standings of friends and enemies of the faction in question toward you. The amount that the other factions standings change toward you is directly related to their affinity for or dislike of the faction that you are involved with. For example if you are increasing standings with the Gallente Federation, your standings toward the Minmatar Republic will increase by 80% of what the Gallente standing increase because the Minmatar have an 8.0 standing toward the Gallente. Note that your standing with factions which dislike the faction you just ran a mission with will decrease (by the same proportion as above), so if you don't want to alienate too many factions make sure to run missions for each of them.  
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Declining a mission for a particular agent more than once every four hours will cause a standings loss with the agent, corporation, '''and faction'''. Running out of time on a mission you have accepted will also cause a standings loss with the agent, corporation, '''and faction'''.
  
When trying to increase standings with a particular NPC corporation, it is possible to plan your missioning such that when you hand in your 16th mission, you get your offer from the Storyline Agent of the corporation that you are focusing on.  See [[Mission Hubs]] for examples.
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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 decline.
  
==Epic Arc Missions==
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== Finding agents ==
An epic arc is a series of up to fifty missions which are split up into chapters.
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Most mission agents are located at NPC stations. They can be searched by using [[The Agency]] or via the [[Agent Finder]] which is similar to the Agency.
Throughout the arc, the player will be offered several choices which will branch the arc in one or more directions.  The missions that make up these arcs typically have very good ISK rewards and typically the last mission of the arc carries a handsome reward.
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[[Image:agencyMissions.jpg|thumb|center|upright=1.8]]
There are seven Epic Mission Arcs. One for each of the empire factions, two for pirate factions (Angels and Guristas) and one for the Sisters of Eve corporation.  The last of those is an especially good starting point for new pilots.  Most of the Sisters of Eve epic arc missions can be easily solo'd in T1 fit
 
destroyer class ship.  The last few missions may require the help of a corp mate.
 
  
'''[[The Blood-Stained Stars]]'''
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== Missioning with a fleet ==
* Faction: [[Sisters of EVE]]
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{{Main|Mission Fleets}}
* Corporation: Sisters of EVE
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Members of a fleet who run missions can share all of the standings, LP, and ISK rewards from the mission and bounties automatically. Loot and/or salvage can be shared by hand. This is especially good for newer players, as they generally gain more standings than they share. There are two main kinds of mission fleet: Spider, where everyone runs their own missions, but shares standings, etc. at the end; and Locust, where the fleet members all work on the same mission together. Read the article on [[Mission Fleets]] for more details.
* Agent: Sister Alitura
 
* Agent Level: 1
 
* Location: Arnon IX - Moon 3 - Sisters of Eve Bureau
 
  
'''[[Amarr Epic Arc - Right to Rule|Right to Rule]]'''
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== Skills ==
* Faction: [[Amarr Empire]]
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In addition to all the ship, piloting, fitting, and combat skills you may need there are also skills that are more focused on missions and standings.
* Corporation: Ministry of Internal Order
 
* Agent: Karde Romu
 
* Agent Level: 4
 
* Location: Kor-Azor Prime
 
  
'''[[Caldari Epic Arc - Penumbra|Penumbra]]'''
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There are four skills that improve your standings. These skills never apply simultaneously.
* Faction: [[Caldari State]]
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* {{sk|Connections}} - 4% Modifier to effective standing from friendly NPC Corporations and Factions per level. Does not apply to criminal factions.
* Corporation: Expert Distribution
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* {{sk|Criminal Connections}} -  4% Modifier per level to effective standing towards NPCs with low Concord standing. Only applies to criminal factions.
* Agent: Aursa Kunivuri
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* {{sk|Diplomacy}} - 4% Modifier per level to effective standing towards entities that have negative standings with you.
* Agent Level: 4
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* {{sk|Social}} - 5% bonus per level to NPC agent, corporation and faction standing increase.
* Location: Josameto
 
  
'''[[Gallente Epic Arc - Syndication|Syndication]]'''
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There are four skills that improve the payout from missions.
* Faction: [[Gallente Federation]]
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* {{sk|Distribution Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Distribution corporation division.
* Corporation: Impetus
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* {{sk|Mining Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Mining corporation division.
* Agent: Roineron Aviviere
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* {{sk|Security Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Security corporation division.
* Agent Level: 4
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* {{sk|Negotiation}} - 5% additional ISK pay per skill level for agent missions.
* Location: Dodixie
 
  
'''[[Minmatar Epic Arc - Wildfire|Wildfire]]'''
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== Advice for new mission runners ==
* Faction: [[Minmatar Republic]]
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If you're new to mission running and your goal is to gain loot, pile up LP to buy things, or to increase your standing with a faction, then you may want to lay out a plan to help you run your missions with a minimum of down time. Here are some suggestions.
* Corporation: Brutor Tribe
 
* Agent: Arsten Takalo
 
* Agent Level: 4
 
* Location: Frarn
 
  
'''[[Angel Epic Arc - Angel Sound|Angel Sound]]'''
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'''1. Pick an area in which to work'''
* Faction: [[Angel Cartel]]
 
  
'''[[Guristas Epic Arc - Smash and Grab|Smash and Grab]]'''
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The last thing you want is to be running missions in the middle of a contested low sec region where combatants will shoot at you, or in systems that lie on a busy trade route where griefers will target you. Use the map and look for a group of fairly high security systems set off from the major trade routes and other active systems. Keep in mind that you can be scanned down in mission pockets and war targets will attempt to do so.
* Faction: [[Guristas Pirates]]
 
  
==Other mission types==
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[[File:Good_mission_map.jpg‎|500px]]  [[File:Bad_mission_map.jpg‎|400px]]
  
Tutorial missions are missions that are supposed to help new players learn how to play EVE Online. Each player character can only do each Tutorial Mission from a given [[Tutorial and Career Agents in Eve|Tutorial Agent]] once ever, but the tutorial mission chains do count as Storylines in increasing corporation and faction standings.
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'''2. Know what you want; check out what the various agents offer'''
  
There are other mission types known as COSMOS, and Data Center. COSMOS and Data Center missions are described in further detail in [[Gaining faction standings fast]].
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Successful mission runs give you ISK and Encounter missions can also give you loot. They also give you standing with the agent that gave you the mission, the agent's corporation, and the agent's faction. In addition, they give you LP that can be redeemed for items in the corporation's store. The corporation you gain LP for is important.
  
==Mission Walkthroughs and Mission Preparation==
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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.
  
The universe of EVE is a dangerous place, and encounter missions are not exceptions. The unprepared and unwary can lose their ships unnecessarily.  (Most mining missions are not heavily combat-oriented, though there are a couple of mining missions where a mining barge absolutely should not go in first.)  The first thing to know, as always, is to never fly what you cannot afford to lose.
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'''3. Pick A Corporation With Multiple Agents In The Region'''
  
The second thing to know is the mission you are being offered. Always understand exactly what you will encounter in a mission before you accept it; if you accept a mission without understanding it, and it turns out to be too difficult, then your only options are to get help from other players (who may or may not be trustworthy) or to quit the mission.  You might lose your ship in the process of discovering that the mission is too difficult for you. A great link for missions is [http://eve-survival.org/missions Eve Survival].  Most (if not all) regular and storyline missions are documented there, and you can read the details of what you need to do in the mission before you accept the mission, including (most importantly) details that the agent does not tell you up front.
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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.  
  
The UNIWiki has a good guide to the Sisters of EVE epic arc: [[The Blood-Stained Stars]]. Another good guide for the Sisters of Eve epic mission arc can be found [http://go-dl.eve-files.com/media/corp/jowen/SOE_Epic_Arc_guide_by_Jowen_Datloran_v0.95.pdf here].  EVE-Survival.org also has some useful tips for epic arcs, in general: http://eve-survival.org/wikka.php?wakka=MissionReportsEpicArc
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Once you have a goal in mind, use the Agent Finder to narrow your choices of star system. Keep in mind that when you finish running level 1, you will almost certainly have to move to a new system to find a level 2 agent, and again for level 3 and 4. So try to find a group of level 1-2-3-4 agents that are fairly close together.
  
The third thing to know is that NPCs in missions tend to be very predictable in their setups.  The mission guides linked above will go into detail for each particular mission, but there are trends.  For example, Gallente and Serpentis use only Kinetic and Thermal damage against you, but are also most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWar 101 Guide|Electronic Warfare]] (EWAR), it's always sensor dampening.  Blood Raiders use mostly EM/thermal damage and are most susceptible to EM/thermal damage, and while they don't use (what the University considers) EWAR, they do use Energy Neutralizers and Energy Vampires. Mercenaries and Rogue Drones aren't as consistent from mission to mission, but are a lot more consistent over multiple occurrences of the exact same mission and level.  This predictability can be used to your advantage: if you're flying Level 2 or higher missions, you'll want to fit resistance modules for the type of damage the enemy will throw at you: Kinetic/Thermal for Gallente, Caldari, Serpentis, Guristas, and Mordu's Legion; EM/Thermal for Amarr, Sanshas, and Blood Raiders, Explosive/Kinetic for Angel Cartel and Minmatar.  You may need two or more resistance modules of the same type if a lot of damage is going to be thrown at you.
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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 first agent without losing standings.
  
Try to set up your ship to do the [[NPC Damage Types|damage types]] that the enemy is most vulnerable to. Those who rely on hybrid or laser turrets to do damage are out of luck in this regard. Missiles should be chosen for their damage types. See [[Using_Drones#Drone_choice|using drones]] for a table of which drone types to bring against which enemies.  
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'''4. Pick A Base Station And Start Running'''
  
'''Keep in mind''' that Warping to Location in the Missions tab will warp you to the first acceleration gate (if there is one for that mission) at your default Warp To distance - this is important because you can cut down on travel time by setting your default Warp To to 0m - just be sure to remember to change it back '''before''' you travel in PvP areas again.
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Here is the map for that area:
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[[File:Verge_vendor_mission_map.jpg‎]]
  
== Good Ships For Missions ==
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You need a base because as you go along, you will buy ships, ammunition and other gear and you will pick up loot and salvage from completed missions. It's easiest to keep all this stuff in one place, so plan to go to your agent's base to run missions, then fly back to your base when you need to resupply. It is often best to bring all the refit modules and extra ammo to the agent's station so you don't need to travel more than is needed.
Although any kind of ship can be successful in running missions, because PvE targets come in waves, and because survivability is one of your goals, brawling tactics are somewhat less desireable in missions than are sniping and/or kiting. Missile and drone boats, in particular, tend to support these kinds of tactics.
 
  
If you are just starting to run missions, you probably want to emphasize speed. Loosely speaking, you want enough defense (armor, shields, speed) to give you time to maneuver, and time to escape if things go badly. And then you want as much offense as you can pile on – because the faster you kill the NPCs, the sooner you get to collect your rewards.
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=== Two hints for being sure your mission is complete ===
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* Look for a green check mark next to the mission
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:[[File:Missioncheckmark.jpg‎ |alt=where the green checkmark appears]]
  
You can read the [[Mission Ships]] page for details on ships and fittings that work well at each mission level.
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* 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.
  
==Missioning with a Fleet==
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Note that some missions may not get this completion mark.
One way to raise your Standings is to run missions with a fleet - where all participants share some or all of the standings, LP, ISK, loot, and/or salvage from running missions at the same time.  This is especially good for newer players, as they generally gain more than they share. There are two main kinds of mission fleet: Spider, where everyone runs their own missions, but shares standings etc. at the end; and Locust, where the fleet members all work on the same mission together.  
 
  
See [[Mission Fleets]] for a lot more details.
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=== Mission preparation and walkthroughs ===
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Never fly what you cannot afford to lose applies to running missions as well. When starting out, fly the cheapest ship that will do the job and only pay for expensive upgrades once you're sure you can replace them. Also, keep in mind that no activity is 100% safe, mission runners can get scanned down and ganked and even an empty transport ship can become a target for a bored ganker.
  
==Farming==
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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 NPC's 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.
Farming a mission means to do the same mission over a few days by NOT completing the mission
 
ie. for Vengeance, you can kill everything except one rat in the last pocket
 
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
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[[Category:Missions]]
 
 
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 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.
 
: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
 
:20 million ISK x 6days = 120 million ISK
 
  
 
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== References ==
The downside is the repetitive monotony and if you want to play some more after you semi-complete the farm-mission. This can be somewhat mitigated if you have multiple agents. I can have an agent on standby for farming Blockade and then keep doing missions with another agent.
 
 
 
Note: Say you have a pocket with wrecks that you want to loot and/or salvage, but there's a pirate you have to keep alive in it to farm. You would need someone to loot/salvage while you tank the rat (or vice versa). You could also try fitting salvagers and/or tractor beams on a tanky ship or just abandon the wrecks.
 
 
 
==Stuff to Bring==
 
Besides ammo/crystals there are things you might want to carry in your cargo/dronebay.
 
 
 
'''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.
 
 
 
'''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.
 
 
 
'''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
 
 
 
== Sorting Loot ==
 
If you looted all the wrecks you'll have a bunch of items that you can sell or reprocess. Depending on the item, it can be more profitable to sell than reprocess or vice versa.
 
A handy tool to decide what to do is [[Eve_Refinery|Eve Refinery]].
 
 
 
== Using Loyalty Points ==
 
New missioneers often forget about the Loyalty points that they gain whilst running missions. These points (in addition to a small amount of ISK) can be exchanged for valuable items in the Loyalty Points store of the Corporation that you've completed the missions for. Very often, it is more profitable to run missions as quickly as possible to accumulate as many Loyalty Points as possible in order to exchange them for goods which can then be sold than it is to kill, loot and salvage every rat in each mission. Completely clearing missions in that manner takes a relatively long time, whereas simply completing the Objectives required to complete the mission and gain the Loyalty Points reward can often be done in a much shorter amount of time, allowing you to complete more Missions in the time you would ordinarily spend Looting and Salvaging. This method also has the advantage of shortening the amount of time it takes to achieve the Standings required to run higher level Missions, which are correspondingly more profitable in Loyalty Points terms as well.
 
 
 
==Finding an agent==
 
You can now go to 'People & Places' and under the 'Agents' tab click 'Agent Finder' at the bottom. This can also be accessed when docked via 'Station Services' window under the 'Agents' tab.
 
*[https://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Rangefinder]
 
*[https://eve-online.itemdrop.net/eve_db/agents/ Itemdrop]
 
*[[Level 1 Agents within 5 jumps of High Sec Campus]]
 
 
 
==See Also==
 
 
 
*See also [http://www.newedenlibrary.net/eon/faction_standings.shtml Inter-Faction Standing Relationships]
 
*[[:Category:Missions]]
 
*[[Building_mission_bases|Building mission bases]]
 
 
 
==References==
 
 
<references />
 
<references />
 
[[Category:Missions]]
 

Latest revision as of 15:58, 5 February 2024

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A mission is a task offered by a non-player character (NPC) to a player which 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.

Kinds of agents

There are different kinds of agents, each with its own set of missions.

  • Basic mission - assignments of varying difficulty for mining, security (combat), distribution (hauling), R&D (research), and locator (bounty hunter).
  • Epic arc - a linked series of missions that tells a story and provides a substantial reward.
  • Storyline (if available) - these special missions are assigned periodically as you gain standing with a faction.
  • Career - tutorial missions that introduce new players to EVE's various activities.

Basic mission types

There are three basic types of missions that are immediately available to new players: Encounter mostly given by security division agents, Mining given by mining division agents, and Courier, sometimes referred to as distribution, given by distribution division agents.

Encounter missions are combat-focused. The job is usually to kill pirates, retrieve stolen goods, or destroy strategic targets. These missions have the highest rewards but they are also slower and involve a risk of dying. (Note that Security agent missions will occasionally ask you to transport something to another station, or to fly out and mine some ore. See declining missions if you are unable or unwilling to do these tasks.)

Mining missions are given out by Mining agents and require you to mine an asteroid or set of asteroids and bring the ore back to the agent's station. There is a risk of combat in mining missions, though the "belt pirate" NPC hostiles that show up are usually rather weak. Note that Mining missions pay off in ISK and Loyalty points, you do not get ore from Mining missions.

Courier missions require shipping cargo from one station to another. Except for some L1 missions Distribution missions never require combat unless you are sent into low/null-sec space, in which case you may encounter PvP combat on the way to your destination. Courier missions are the fastest mission type to run so they are sometimes used for fast standings gains.

Mission levels

Mission levels go from 1 to 5. As your corporation and faction standing increases, you'll gain access to higher level missions. Each new level of mission generally requires that you have better skills and access to bigger ships. Higher level missions also increase ISK and LP rewards. The level of a mission agent tells you the level of missions that the agent will offer. Each agent offers only one level of missions.

  • Level 1 The most basic type. All three types can be run by basic frigates. Only the most basic piloting skills are required.
  • Level 2 While Mining and Courier may be run in frigates, Encounter is designed for cruiser hulls. You are expected to improve your abilities and learn how to fit out new ships.
  • Level 3 As you specialize, you will need a battlecruiser, mining barge, or a medium-sized industrial ship. 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 industrial ship. These missions can be time-consuming, but they offer large rewards. These missions require omega to run.
  • Level 5 Special security missions designed for groups of players or capital ships and are exclusively located in Low Security space. Like level 4, these also require omega to run.

Special missions

These mission types are not regularly available and are bound by conditions you need to fulfill before they are offered to you.

Career missions, also known as "Tutorial missions", are missions that are supposed to help teach players how to play EVE Online. It is a good idea to do these when you first start playing EVE, as they give you starter ships and equipment. They also increase your standings with the faction offering the missions. Each player character can only do each tutorial mission from a given Career Agent once, but the Career agent mission chains do count as Storyline missions and thus increase faction standings after completing a full set.

Research missions are a part of the Industry career path. Instead of Loyalty Points, these missions award Research Points that can be used to buy datacores from the agent who gives the missions. You will need to have trained various Science skills to the level required by an agent before he or she will offer you a mission. Datacores can be sold at the Market, and some players run these missions to make ISK from trading - do keep in mind that the income is quite low. Most players, however, have not trained the Science skills that these missions require.

Epic arcs are long series of missions. Throughout the arc, you will be offered choices that will branch the arc into one or more directions, and thus the arcs have different outcomes depending on your choices. The missions that make up these arcs typically have very good ISK rewards and the last mission of the arc typically carries a handsome reward. There are seven Epic Arcs. Most players begin with The Blood-Stained Stars, an arc that can be completed in a T1 destroyer and gives a boost in standings with the Sisters of EVE and one empire faction of your choice. Seasoned L4 runners will be doing the four empire epic arcs while the fearless pilots can do the two pirate epic arcs. Epic arcs can be repeated once every three months.

Anomic missions (also known as "burner" missions) are optional Security missions that are offered by level 4 agents. They can always be declined without penalty. Anomic missions present a more difficult challenge compared to other Security missions. You will encounter a small number of very powerful adversaries and you are restricted in ship size. These missions require specialized and expensive ship fits and high skills to solo. They also require piloting skills that are otherwise rarely used in PvE such as overheating.

COSMOS missions are special missions found in certain regions of space. These missions vary wildly in difficulty from easy L1 to harder-than-usual L4. Unlike normal missions these missions require faction standings to accept. The COSMOS missions can be completed only once and can not be repeated if you let them expire or fail them.

Data centers involve handing in tags to the agent for standing gains. This effectively allows you to buy faction standings. Note though that each data center mission can be done only once.

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 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 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.

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 in order 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.

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.

The InterBus and militia corporations do not offer any Storyline missions.

Agents

All common mission agents have a name, a Level, and a Division. "Level" describes the general difficulty level of the mission that the agent will 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 - encounter (mostly combat), courier (hauling), or mining - you will be offered. [1]

An agent will offer you missions only when your standings reach a certain amount, depending on the agent's level:

  • Level 1: Any standing.
  • Level 2: 1.00 or higher.
  • Level 3: 3.00 or higher.
  • Level 4: 5.00 or higher.
  • Level 5: 7.00 or higher.

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. All three standings need to also be above -2.00 to receive missions higher than L1.

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. Therefore, the standings requirement is 3.0, meaning the agent, corporation and faction standings need to be above -2.00. In addition, 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.
  • Transstellar Shipping's standing towards you is 3.0 or higher.
  • The Gallente Federation's standing towards you is 3.0 or higher.

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.

Standings

Main article: NPC standings

Standings are a measure of how much one entity in EVE likes or dislikes another. These feelings are measured on a scale from -10 to +10 where negative is hatred and positive is love. Completing missions changes your standing with the agent, the agent's corporation, in some cases the agent's faction and, in security missions, the faction of the entities that you kill.

Be aware: encounter missions can make your standings go up with one faction and simultaneously down with another. Repairing poor standings is hard work, so it is very much recommended that you don't accept missions against empire factions too lightly.

Agents' standings are determined in part by your standing with their parent corporations. Because of this, there is an advantage to running your missions with agents from the same corporation. Each completed mission will raise your standing with that agent and the agent's corporation and move you more quickly towards the next level. In addition, because Loyalty Point stores are run by corporations, you will be able to buy more items faster if you stick with one corporation.

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, your standings with the target faction will go down due to a "Combat - Ship Kill" malus. Those who wish to be able to fly in all of High Security space are advised to decline all anti-Empire missions (that is, anti-Amarr, anti-Ammatar, anti-Caldari, anti-Gallente, anti-Minmatar and anti-CONCORD). Some exceptions or workarounds exist; for example, a Minmatar agent might give you the mission Friendly Spies, where if you destroy the mission objective but none of the hostile ships you won't lose Gallente Federation standings. In other cases, the standing losses due to "Combat - Ship Kill" are almost insignificant, such as Amarrian Tyrants (Level 3). However, some missions 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.

Accepting, and then quitting a level 4 mission will result -6.2% agent, -2.5% corporation and about -0.1% faction standing loss.

To see a history of how your standings have changed, you can go to Neocom > Character Sheet > Interactions > Standings, scroll through the list of NPC entities and select the entity you are interested in to see how much your standings went up or down for what actions and by how much. See NPC standings for more details.

Rewards

Completing missions will reward you with ISK, Loyalty Points, and standings.

Being paid with ISK is clear-cut, however new missioneers often forget about Loyalty points they gain whilst running missions. Loyalty Points (LP) are a currency that you receive from the corporation whose agent gives you a mission. These points can be used to buy things at the corporation's store. LP (plus a certain amount of ISK and/or particular items) can be exchanged for valuable items in the LP store of the mission agent's corporation. For some players, it is more profitable to accumulate LP in order to exchange them for goods that can then be sold than it is to kill, loot, and salvage in encounter missions. See Loyalty Points for more details on what to do with LP.

The mission LP rewards also scale with the system security of the agent. The formula for calculating the LP reward is:

LP reward = (1.6288 - System security) × Base LP

This means that an agent in an 0.5 security system pays 80% more than an agent in 1.00 security system. Note that the system security used here is the true security of the system.

The rewards are also dynamically adjusted based on past completion data. This dynamic calculation affects ISK/LP payout, bonus reward, and timed bonus reward.[2]

Gaining improved standings with an agent, corporation or faction can also be lucrative. With higher standings, you will be able to take higher level missions, pay fewer broker fees in NPC stations and get cheaper refining in NPC stations. See NPC standings for all advantages of standings.

You will also receive ISK from bounties while killing NPC in combat missions. You will often get more ISK from bounties than from the mission reward. You will also be able to loot and salvage the wrecks though it depends on the mission level and killed NPCs whether it is profitable or not.


Declining missions

The "Decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.

Declining a mission for a particular agent more than once every four hours will cause a standings loss with the agent, corporation, and faction. Running out of time on a mission you have accepted 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 decline.

Finding agents

Most mission agents are located at NPC stations. They can be searched by using The Agency or via the Agent Finder which is similar to the Agency.

AgencyMissions.jpg

Missioning with a fleet

Main article: Mission Fleets

Members of a fleet who run missions can share all of the standings, LP, and ISK rewards from the mission and bounties automatically. Loot and/or salvage can be shared by hand. This is especially good for newer players, as they generally gain more standings than they share. There are two main kinds of mission fleet: Spider, where everyone runs their own missions, but shares standings, etc. at the end; and Locust, where the fleet members all work on the same mission together. Read the article on Mission Fleets for more details.

Skills

In addition to all the ship, piloting, fitting, and combat skills you may need there are also skills that are more focused on missions and standings.

There are four skills that improve your standings. These skills never apply simultaneously.

  • Connections - 4% Modifier to effective standing from friendly NPC Corporations and Factions per level. Does not apply to criminal factions.
  • Criminal Connections - 4% Modifier per level to effective standing towards NPCs with low Concord standing. Only applies to criminal factions.
  • Diplomacy - 4% Modifier per level to effective standing towards entities that have negative standings with you.
  • Social - 5% bonus per level to NPC agent, corporation and faction standing increase.

There are four skills that improve the payout from missions.

  • Distribution Connections - Improves loyalty point gain by 10% per level when working for agents in the Distribution corporation division.
  • Mining Connections - Improves loyalty point gain by 10% per level when working for agents in the Mining corporation division.
  • Security Connections - Improves loyalty point gain by 10% per level when working for agents in the Security corporation division.
  • Negotiation - 5% additional ISK pay per skill level for agent missions.

Advice for new mission runners

If you're new to mission running and your goal is to gain loot, pile up LP to buy things, or to increase your standing with a faction, then you may want to lay out a plan to help you run your missions with a minimum of down time. Here are some suggestions.

1. Pick an area in which to work

The last thing you want is to be running missions in the middle of a contested low sec region where combatants will shoot at you, or in systems that lie on a busy trade route where griefers will target you. Use the map and look for a group of fairly high security systems set off from the major trade routes and other active systems. Keep in mind that you can be scanned down in mission pockets and war targets will attempt to do so.

Good mission map.jpg Bad mission map.jpg

2. Know what you want; check out what the various agents offer

Successful mission runs give you ISK and Encounter missions can also give you loot. They also give you standing with the agent that gave you the mission, the agent's corporation, and the agent's faction. In addition, they give you LP that can be redeemed for items in the corporation's store. The corporation you gain LP for is important.

Most corporation stores sell the same sets of augmentation implants. However, different corporations offer different sets of 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

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.

Once you have a goal in mind, use the Agent Finder to narrow your choices of star system. Keep in mind that when you finish running level 1, you will almost certainly have to move to a new system to find a level 2 agent, and again for level 3 and 4. So try to find a group of level 1-2-3-4 agents that are fairly close together.

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 first agent without losing standings.

4. Pick A Base Station And Start Running

Here is the map for that area: Verge vendor mission map.jpg

You need a base because as you go along, you will buy ships, ammunition and other gear and you will pick up loot and salvage from completed missions. It's easiest to keep all this stuff in one place, so plan to go to your agent's base to run missions, then fly back to your base when you need to resupply. It is often best to bring all the refit modules and extra ammo to the agent's station so you don't need to travel more than is needed.

Two hints for being sure your mission is complete

  • Look for a green check mark next to the mission
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.

Note that some missions may not get this completion mark.

Mission preparation and walkthroughs

Never fly what you cannot afford to lose applies to running missions as well. When starting out, fly the cheapest ship that will do the job and only pay for expensive upgrades once you're sure you can replace them. Also, keep in mind that no activity is 100% safe, mission runners can get scanned down and ganked and even an empty transport ship can become a target for a bored ganker.

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 NPC's 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.

References