Pick Your Poison

From EVE University Wiki
Revision as of 15:27, 27 August 2022 by ArinBot (talk | contribs) (Bot: Automated text replacement (-Category:Mission reports + ); cosmetic changes)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search


Level 3
Type Encounter
Objective Rescue the diplomats and other station personnel from the damaged emissary, and then return them to the Sisters of EVE Rescue Vessel.
Factions Amarr EmpireMinmatar Republic
Best damage to deal Electromagnetic damage EMThermal damage ThExplosive damage ExKinetic damage Kin
Damage to resist Electromagnetic damage EMThermal damage ThExplosive damage ExKinetic damage Kin
Ship size limit Cruiser and below
Mission briefing
I just received an alert across multiple communication channels asking for evacuation help. A diplomatic station not far from here is undergoing a traumatic systems shut-down cascade. It's all going, and people need off that station. The rescue requires a smaller ship than what they have available to get in past the field of debris now ringing the station. That's what happens when none of the empires will trust the others enough to allow them to send in their best station engineers and construction teams, and so they all agree on a third-party freelance company to build their stations. Happens all the time, I hear. Ridiculous.

Anyway – are you interested?

There are 2 parts to this mission, the first part is in the first pocket and restricts the size of ship that can be used to a cruiser or smaller, but there are no hostiles. You need only grab the cargo using a MWD frig or shuttle. Once you have the diplomat in cargo, you must warp back to the entrance and deposit it in a can. This can be accomplished in the fast ship, but if desired this part may be completed in any combat ship as no gate is required. This allows you to engage the navy ships present.

Warp-in:
Initially at the warp-in there is an acceleration gate and a stationary SOE Rescue Vessel. There are no hostiles.

Pocket 1

Pocket One consists of no hostiles two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.

Warp-In Message from: Sisters of EVE
Careful, pilot. The site is increasingly unstable. The Minmatar and Amarr diplomats are at different ends of the site. You only have time to save one.



Demonstration
WD EWAR L


Container 1 x Amarr Diplomat Quarters When looted, Minmatar enemies spawn. Amarr Diplomat
Container 1 x Minmatar Emissary Quarters When looted, Amarr enemies spawn. Minmatar Diplomat
Acceleration Gate
Acceleration Gate 1 x Acceleration Gate goes to 2nd pocket
When you rescue the Amarr diplomat
You cut it close, but our diplomat lives! Please, return him to the Sisters of Eve ship in the first deadspace pocket. (or) You recovered our revered diplomat just in time. Please bring him to the Sisters of Eve ship in the first deadspace pocket.
When you rescue the Minmatar diplomat
You cut it close, but our emissary lives! Please, return him to the Sisters of Eve ship in the first deadspace pocket.

Pick up the embassy staff from one of the housing cans, and the other blows up. Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.

Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present at the destination of the second gate (ie, the mission entrance) following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.

There is an acceleration gate here that returns to the warp-in/mission entrance and it will place you at 50km from the container, but if you prefer it is possible to warp out and then warp back to the mission.

Second Gate (Mission Entrance)

In addition to the SOE Rescue Vessel present when you first warped-in, you now have faction ships of the faction you didn't save out for your blood (See list below), but you do not have to kill them to complete the mission. Ships will vary depending on which empire space you are in.

Upon deposit into the SoE ship (Minmatar)
The Minmatar Republic is in your debt, Pilot.
Upon deposit into the SoE ship (Amarr)
Praise be to God. The Empire is in your debt, capsuleer.
Amarr spawn
WD EWAR L


Frigate 3 x Frigate Imperial Felix/Paladin
Cruiser 4 x Cruiser Imperial Templar Agatho/Mathura
Battleship 2 x Battleship Imperial Ultara/Tanakh
Minmatar spawn
WD EWAR L


Frigate 4 x Frigate Republic Baldur/Takan
Cruiser 3 x Cruiser Republic Tribal Ormur/Rodul
Battleship 2 x Battleship Republic Jotun/Sigur

There is no reason to take the gate as it will simply return you to P1. The mission is complete once the diplomatic staff are placed inside the SoE ship.

Method:
Blitz:Use a fast frigate or interceptor. Pick up the diplomat in P1. Return to the warp in, drop them off, and warp away. Mission is complete.

Eliminating the Navy Ships: Instead of returning to the entrance start point immediately, you can go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you transfer the rescued diplomat into your combat ship's cargohold. Upon returning to the warp-in/mission entrance you can kill everything with your large ship and deposit the diplomat.

If you wish to fight the NPCs fight the Minmatar ones; they are significantly easier to destroy and tank against.

Isk:
Amarr
Bounty:
Loot: 7.7M Isk in Insignias and other drops, 1.4M Isk in salvage

Minmatar
Bounty:
Loot: 12.7M Isk in Insignias and other drops, 920k Isk in salvage

Standing: No standing loss from killing ships in pocket 2.