Difference between revisions of "Syndicate Mission Running"

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{{NullSec Campus links}}
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{{Community Group Navbar}}
==Why you should do Missions==
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{{NullSec Community links}}
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Mission running in and around EVE University's Null-Sec staging area in [https://evemaps.dotlan.net/range/5/PC9-AY PC9-AY] provides an alternative to High-Sec mission running, with significantly higher rewards but also increased risks.
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== Why you should do Missions ==
 
{{main|Missions}}
 
{{main|Missions}}
There is one very simple reason why you should run Security Missions at the NSC- they pay very well. The reason for this is quite simple. The rewards from a Mission depend on two factors which are the base level of the mission itself and the security status of the system that the Mission Agent is in. What this means is that, while L4s might initially pay more than L3s, the increase in the mission reward values from running the mission in NullSec allow you to blitz run L3s at the NSC in a destroyer and get paid more than if you where running L4s in HiSec.  
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There is one very simple reason why you should run Security Missions in [https://evemaps.dotlan.net/map/Syndicate#const Syndicate]: they pay well. The rewards from a any mission depend on the base level of the mission itself ''and'' the [[System Security]] that the mission agent is in. While High-Sec Level 4 missions might pay more in raw terms, L3 missions in Null-Sec have a hefty bonus to their rewards and can be blitzed in a destroyer, earning more ISK per hour than ca regular L4 mission in High-Sec.
Here are two examples. We have a L4 mission from a {{co|green|0.6}} system (Similar to Amygnone and the HSC) and we have a L3 from a {{co|red|-0.2}} system (NSC backpocket).
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Here are two examples. We have a L4 mission from a {{ColorSecurityRating|0.6}} system (Similar to [https://evemaps.dotlan.net/system/Stacmon/agents Stacmon], [https://evemaps.dotlan.net/system/Slays/agents Slays] (1 jump from Stacmon) or [https://evemaps.dotlan.net/map/Verge_Vendor/Amygnon#const Amygnon]) and we have a L3 from a {{ColorSecurityRating|-0.2}} system ([https://evemaps.dotlan.net/system/T22-QI T22] in the PC9 pocket).
  
====HiSec L4 Mission Agent====
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==== High-Sec L4 Mission Agent ====
[[image:Nsc mission 1.png]]  
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[[File:Nsc mission 1.png]]
  
====NullSec L3 Mission Agent====
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==== Null-Sec L3 Mission Agent ====
[[image:Nsc mission 2.png]]
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[[File:Nsc mission 2.png]]
 
{{main|Missions#Using_Loyalty_Points|Using Loyalty Points}}
 
{{main|Missions#Using_Loyalty_Points|Using Loyalty Points}}
These are just two random examples that show how close the payout can be between HiSec L4s and NullSec L3s. Obviously some missions will pay more and some will pay less, but what is important is the knowledge that the L3s can be completed in a fraction of the time that a L4 will take and that they also take a fraction of the skill and isk investment needed to run them.
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These are just two random examples that show how close the payout can be between High-Sec L4s and nullsec L3s. Obviously, some missions will pay more and some will pay less, but what is important is the knowledge that the L3s can be completed much more rapidly than L4s and require less ISK and skill investment.
If that wasn't enough, the LP gained from running missions for the Intaki Syndicate is also very valuable. Using the [https://www.fuzzwork.co.uk/lpstore/ Fuzzwork LP Store], lets take a look at LP values for the Sisters of Eve, which many consider to be the best LP store in HiSec, against the Intaki Synidcate which are the Corporation we recommend at the NSC
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As if that wasn't enough, the LP gained from running missions for the [[Intaki Syndicate]] (the NPC corporation we recommend working for at the PC9 staging area) is also very valuable. Using the [https://www.fuzzwork.co.uk/lpstore/ Fuzzwork LP Store], let's take a look at LP values for the Sisters of EVE, which many consider to be the best LP store in High-Sec, against the Intaki Synidcate.
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==== Sisters of EVE LP ====
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[[File:Nsc mission 3.png]]
  
====Sisters of Eve LP====
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==== Intaki Syndicate LP ====
[[image:Nsc mission 3.png]]
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[[File:Nsc mission 4.png]]
  
====Intaki Syndicate LP====
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These numbers do change constantly because of the market, and some of the LP values can be artificially high, so take the exact values with a pinch of salt and do you own market research to make sure you are spending LP on items you can actually sell. Nevertheless, on average Syndicate LP is worth roughly 60% more than the best LP available in High-Sec.
[[image:Nsc mission 4.png]]
 
  
These numbers do change constantly because of the market and some of the LP values can be artificially high, so take the exact values with a pinch of salt and do you own market research to make sure you are spending LP on items you can actually sell, but on average Syndicate LP is worth roughly 60% more than the best LP available in HiSec.  
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And that is only for L3 missions. The rewards increase further as you progress to Null-Sec L4s and [[Anomic missions|burner missions]].
  
And that is only for L3 missions. The rewards increase further as you progress to NullSec L4s and Burner missions. So why would you want to wait until you skilled into that expensive Battleship when you could be cashing in with your Destroyer at the NSC? Do we have your attention now?
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== Isn't it risky in Null-Sec? ==
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Yes, there is always a risk of losing your ship when doing anything in Null-Sec, and you do have to be prepared to stop what you're doing and safeguard your ship. That said, the risk is surprisingly low.
  
==Isn't it risky in NullSec?==
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Many people view Null-Sec as the dangerous part of EVE Online. The truth is, Null-Sec is often empty. Sometimes systems go for hours without visitors. When there ''are'' visitors, moreover, you don't have to work out who might be a suicide ganker keen to blow up your expensively-fit battleship, as you might in High-Sec. Neutral visitors are reported in NS Intel intelligence channel, and are often hunted out of NSC's local space. Finally, you can use lighter, cheaper ships to do lower-level missions in Null-Sec to earn more money than L4s in High-Sec, which means you put less ISK at risk when you undock.
Yes, there is always a risk of losing your ship when doing anything in NullSec. That said, the risk is actually really quite low. Many people view NullSec as this dangerous part of EVE Online, just full of bad guys ready to blow you up. The truth is, NullSec is empty. You can go for hours sometimes without someone disturbing you. So when somebody neutral jumps into a system that the NSC are playing in, particularly a system within the NSC backpocket, it becomes a a bit of a deal and is flagged up straight away in both Fleet Chat and Mumble. The neutral in fact then becomes the hunted party by NSC, not the other way around. Granted, on the odd occasion there is the fight we cannot handle or there may not be anyone in Fleet to help out but generally speaking, those times are few and far between.
 
  
Compare that to HiSec with Eve University being almost always wardec'd by someone, where particularly around Eve University areas like Slays or Amygnon you have bling fit war targets out to solely target Mission Runners, then NullSec isn't actually that scary at all but actually a rather safe place to conduct PVE.
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==== D-Scan ====
====D-Scan====
 
 
{{main|Directional scanning}}
 
{{main|Directional scanning}}
However, should you find yourself alone with a neutral in system then D-Scanning is your best defense. As you are in a mission site, other players cannot warp directly to the site or scan the site down themselves with core probes. They need to use combat probes to scan your ship down first. What this means is that you have some breathing room first and shouldn't necessary warp straight out of the site. Warping away from the mission without the need to will only slow down site completion times, meaning less profit. You should always ensure that you have combat probes selected as part of your D-Scan filter. It will generally take at least 4 "combat" probes at a distance of 2 AU or less to pinpoint your position. A good rule of thumb is to run the scan at 360° at a range of 5-10 AU. Probes outside that range are not close to finding you, and ships outside that range will probably take some time to get a fix on your position.
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Should you find yourself alone with a neutral in system, then D-scanning is your best defense.
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As you are in a mission site, other players cannot warp directly to the site or scan the site down themselves with core probes. They need to use combat probes to scan your ship down first.
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What this means is that you have some breathing room first and shouldn't necessarily warp straight out of the site. Warping away from the mission unnecessarily will only slow down site completion time, meaning less profit-per-hour. You should always ensure that you have combat probes selected as part of your D-Scan filter.
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It will generally take at least 4 "combat" probes at a distance of 2 AU or less to pinpoint your position. A good rule of thumb is to run the scan at 360° at a range of 5-10 AU. Probes outside that range are not close to finding you, and ships outside that range will probably take some time to get a fix on your position. Once you do see probes closing in, immediately flee to a [[Safe spots|safespot bookmark]] or (better) dock up in a friendly structure or an NPC station.
  
 
{{co|coral|'''If you see this on your D-Scan, now is the time to dock up.'''}}
 
{{co|coral|'''If you see this on your D-Scan, now is the time to dock up.'''}}
  
[[image:Nsc mission 9.png]]
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[[File:Nsc mission 9.png]]
====Bubbles====
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==== Bubbles ====
{{main|Interdiction 101}}
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{{main|Tackling#Warp disruption fields|Tackling - Warp disruption fields}}
Warp Disruption Fields, lovingly referred to as Bubbles, are often used around the back pocket to catch neutrals. They will prevent you, or anyone else, from entering warp. To ensure that you don't find yourself caught in a bubble at the wrong time, always use gate tacticals when move between systems- especially in a PVE fit ship.
 
  
==L1/2/3 Security Missions==
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Warp Disruption Fields, lovingly referred to as bubbles, are often used in Null-Sec to catch neutrals. They will prevent you, or anyone else, from entering warp. To ensure that you don't find yourself caught in a bubble at the wrong time, always use gate tactical bookmarks when moving between systems—especially in a PvE-fit ship. To get the latest news about bubbles, keep watching the NSC intel chat channel and the NSC standing fleet chat, and ask on Mumble if you're unsure.
L1/2/3 Missions are generally considered the best missions to run if you are solo. Obviously it's the L3s that will pay the highest, however it is likely that most people will need to do some standings grinding to achieve the 3.0 standing required for access to L3s. While nobody likes to grind standings, the good news is that, as mentioned above, the reward values for missions are higher in NullSec than those many players are used to in HiSec, therefore your standings will increase a lot faster too. Depending on how much effort you want to put into the grind, a standing of 3.0 can easily be achieve in a single evening or two.
 
====Recommended Skills====
 
It is recommended that Campus Members should train the follow skills to at least III, ideally IV to make both the grind easier and the rewards higher. There is no rush to train these if you have something else more important to train first, however you are losing out if you do not train them eventually.
 
*{{sk|Connections}} - 0.4 standing increase per level trained. With III trained, you can bypass the L1 grind altogether.
 
*{{sk|Social}} - 5% bonus to standing increases per level. Makes the grind faster.
 
*{{sk|Security Connections}} - Extra 10% LP per level training. Who doesn't want to get paid more for no extra effort.
 
*{{sk|Negotiation}} - 5% addition pay per level. Again, its free isk for no extra effort.
 
  
====Mission Agents====
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==== Intel and safety ====
Now that you have the skills, lets take a look at where to run these missions. You can run L1/2/3 missions within the NSC backpocket from the system of T22-QI, which is a dead end system one jump from the NSC home system of PC9-AY, using the following Intaki Syndicate Agents. Nearly all your missions will happen in T22-QI, however the odd mission will happen in PC9-AY. It is extremely rare that a mission will be further than 1 jump, although it can happen.  
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NSC maintains a fairly reliable system for reporting the imminent presence of potentially-hostile pilots. See [[Null-Sec Campus#Communication|the details]] on the NSC's page. As a rule of thumb, the following are valuable alertness and safety precautions:
{| style="text-align:center;"
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! style="border:1px dotted grey;" valign="top" | [[image:Nsc mission 5.png|160px]]
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* Be in [[NSC Standing Fleet|fleet]]
| style="border:1px dotted grey;" valign="top" | [[image:Nsc mission 7.png|160px]]
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** Fleet members can warp to any other fleet member's location. Being in fleet makes it ''much'' easier for help to get to you quickly if things turn nasty.
| style="border:1px dotted grey;" valign="top" | [[image:Nsc mission 8.png|160px]]
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* Be in the [[Null-Sec Campus#Communication|intel channel]], and have it open and visible.
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** All members of the NSC report in this channel on any neutral pilots they see in or approaching NSC's pocket. The intel channel can offer you vital minutes or seconds of warning
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* Keep an eye on [[EVE Lexicon#local|Local chat]] to see if neutral or hostile player enters your system.
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** Local is an excellent warning system, and if possibly-hostile pilots slip past Intel, you will learn about them when they enter the system and appear in Local's member list. Safeguard your ship immediately on seeing a neutral in Local.
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** Many pilots find it useful to run Local vertically at one side of their screen so they can see a maximum-length member list and spot new people entering it.
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** If you select the member list and press {{Button|ctrl}}+{{Button|A}}, you'll select all pilots currently in system. Any new pilots entering will then be obvious, as they will not be highlighted.
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* Be on [[Mumble]] in the general NSC channel.
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** Being on Mumble makes it ''much'' easier for you to call for help quickly and clearly.
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* Within the limitations of the piloting necessary to avoid excessive damage from rats (don't burn directly at NPC battleships), fight aligned or near-aligned to a celestial to which you can warp out at the first sign of trouble.
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** Try not to use gates as your warp-out points. Hostiles might be at them if they've just entered systems.
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Using these precautions will significantly cut the risks you run, and they are strongly recommended.
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== L1/2/3 Security Missions ==
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{{main|Mission reports}}
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L1/2/3 Missions are generally considered the best missions to run if you are solo. Obviously it's the L3s that will pay the highest, however it is likely that most people will need to do some standings grinding to achieve the 3.0 standing required for access to L3s. While nobody likes to grind standings, the good news is that, as mentioned above, the reward values for missions are higher in Null-Sec than those many players are used to in HiSec, therefore your standings will increase a lot faster too. Depending on how much effort you want to put into the grind, a standing of 3.0 can easily be achieve in a single evening or two.
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==== Recommended Skills ====
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It is recommended that Unistas train the follow skills to at least III, ideally IV to make both the grind easier and the rewards higher. There is no rush to train these if you have something else more important to train first, however you are losing out if you do not train them eventually.
 +
* {{sk|Connections}} - 0.4 standing increase per level trained. With III trained, you can bypass the L1 grind altogether.
 +
* {{sk|Social}} - 5% bonus to standing increases per level. Makes the grind faster.
 +
* {{sk|Security Connections}} - Extra 10% LP per level when working for Security division agents. Who doesn't want to get paid more for no extra effort.
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* {{sk|Negotiation}} - 5% addition pay per level. Again, it's free ISK for no extra effort.
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==== Mission Agents ====
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Now that you have the skills, lets take a look at where to run these missions. You can run L1/2/3 missions within the NSC backpocket from the system of T22-QI, which is a dead end system one jump from the NSC home system of PC9-AY, using the following Intaki Syndicate Agents. Nearly all your missions will happen in T22-QI, however the odd mission will happen in PC9-AY. It is extremely rare that a mission will be further than 1 jump, although it can happen.
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{| style="text-align: center;"
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! style="border:1px dotted grey;" | [[File:Nsc mission 5.png|160px]]
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| style="border:1px dotted grey;" | [[File:Nsc mission 7.png|160px]]
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| style="border:1px dotted grey;" | [[File:Nsc mission 8.png|160px]]
 
|-
 
|-
 
| Aurmia Cariot<br>L1 Security Agent<br> T22-QI V - Moon 14
 
| Aurmia Cariot<br>L1 Security Agent<br> T22-QI V - Moon 14
Line 60: Line 93:
 
|}
 
|}
  
====Ship Fitting Advice====
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==== Ship Fitting Advice ====
There is absolutely no right or wrong answer regarding which ships to fly. That said, [[Drone Capable Ships|drone boats]] are extremely popular at the moment for two great reason. Firstly, drones do not use ammo which means that members can spend more time running missions and therefore make more profit, rather than running around Syndicate looking for ammo. Secondly, drones offer selectable damage- the drones belonging to each faction line have a unique damage type. This allows us to pick the [[Using Drones#Drone choice|type of drones]] that can hit the NPCs [[NPC Damage Types|resist weaknesses]].
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There is absolutely no right or wrong answer regarding which ships to fly. That said, [[Drone Capable Ships|drone boats]] are extremely popular for two great reason. Firstly, drones do not use ammo which means that members can spend more time running missions and therefore make more profit, rather than running around Syndicate looking for ammo. Secondly, drones offer selectable damage- the drones belonging to each faction line have a unique damage type. This allows us to pick the [[Using Drones#Drone choice|type of drones]] that can hit the NPCs [[NPC Damage Types|resist weaknesses]].
  
====Fitting Examples====
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Done boats generally rely on their ability to speed-tank to mitigate damage. This is makes drone boat fits great for new players as there isn't the need to train an extensive list of skills. The only requirement is that you are cap stable with the prop mod running. That is it. Anything else is an extra. Next main priority would be drone skills, especially {{Sk|Drones|V}} for those that don't have it, to increase the overall DPS that the ships put out. More DPS means faster mission times, which means more money.
Here are two example fits of cheap, expendable drone boats. Both of these fits work exactly the same way and rely on their ability to speedtank to mitigate damage. This is what makes these fits great for new players as there isn't the need to train an extensive list of skills. The only requirement is that you are cap stable with the prop mod running. That is it. Anything else is an extra. Next main priority would be drone skills, especially Drones V for those that don't have it, to increase the overall DPS that the ships put out. More DPS means faster mission times, which means more money.
 
  
For Alpha Clones wishing to use the Algos fit, you will need to buy Faction Drones rather than the T2 if you want to push for maximum DPS. Faction Drones are expensive though, it is wise to wait until you are confident enough with managing drone agro first (or remembering not to leave them behind!) before spending the extra ISK. Once you get the hand of things, you will soon be able to afford the extra cost.  
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For Alpha Clones wishing to maximize damage, it is recommended to use Faction Drones instead of the Omega-locked T2 version. These are slightly more expensive, so its wise to wait until you are confident enough with managing drone aggro first (or remembering not to leave them behind!) before spending the extra ISK. Once you get the hand of things, you will soon be able to afford the extra cost.
  
To use these ships, you should orbit a stationary object roughly central to the site just under your maximum drone range. This is usually around 40-50km. At that point use the laser to draw the NPCs attention until you have full room agro. Once that is done, launch you drones and let them kill everything while you hang around outside the falloff range of the NPCs. Targetting priority should always be point/scram/web frigates first. If you find that NPCs are targeting your drones, recall them and wait until you have full room agro before setting them loose again.
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Using drone boats, you should orbit a stationary object roughly central to the site just under your maximum drone range. This is usually around 40-50km. At that point you can use any weapon to draw the NPCs attention or simply wait till you have full room aggro. Once that is done, launch you drones and let them kill everything while you hang around outside the falloff range of the NPCs. Targeting priority should always be point/scram/web frigates first. If you find that NPCs are targeting your drones, recall them and wait until you have full room aggro before setting them loose again.
  
The Vexor fit offers you more survivability in site however it is roughly three times the cost of the Algos.
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==== Running Missions ====
{{ShipFitting
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When it comes to running the actual missions, the aim is to run as many as possible as fast as possible to get the most LP. Use [https://eve-survival.org/wikka.php?wakka=MissionReports EVE-Survival] to find the quickest way to complete the mission, hand it in and run another. After doing this for a little while you will start to remember how to blitz each mission which will only make things even faster, and therefore more profitable. Other than that, the same basic rules that apply to High-Sec also apply to Null-Sec. Avoid running missions against Empire Factions and DON'T run any storyline missions otherwise you will destroy you Empire standings.
| ship=Algos
 
| shipTypeID=32872
 
| fitName=Mission Blitz
 
| fitID=Mission-Blitz
 
| low1name=Drone Damage Amplifier II
 
| low1typeID=4405
 
| low2name=Drone Damage Amplifier II
 
| low2typeID=4405
 
| low3name=Drone Damage Amplifier II
 
| low3typeID=4405
 
| mid1name=Denny Enduring Omnidirectional Tracking Link, Tracking Speed Script
 
| mid1typeID=41032
 
| charge1name=Tracking Speed Script x1
 
| charge1typeID=29001
 
| mid2name=Medium F-S9 Regolith Compact Shield Extender
 
| mid2typeID=8517
 
| mid3name=5MN Y-T8 Compact Microwarpdrive
 
| mid3typeID=5973
 
| high1name=Small Coaxial Compact Remote Armor Repairer
 
| high1typeID=16435
 
| high2name=Small Focused Modulated Energy Beam I, Radio S
 
| high2typeID=6719
 
| charge2name=Radio S x1
 
| charge2typeID=239
 
| rig1name=Small Anti-EM Screen Reinforcer I
 
| rig1typeID=31716
 
| rig2name=Small Anti-Thermal Screen Reinforcer I
 
| rig2typeID=31752
 
| rig3name=Small Core Defense Field Extender I
 
| rig3typeID=31788
 
| drone1name=Hobgoblin II x7
 
| drone1typeID=2456
 
| drone2name=Hornet EC-300 x5
 
| drone2typeID=23707
 
| high3name=open
 
| high4name=open
 
| high5name=open
 
| high6name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=32872:4405;3:41032;1:29001;1:8517;1:5973;1:16435;1:6719;1:239;1:31716;1:31752;1:31788;1:2456;7:23707;5:30013;1::
 
| fleetup=
 
| alphacanuse=Y
 
}}{{ShipFitting
 
| ship=Vexor
 
| shipTypeID=626
 
| fitName=Vexor - 100MN PvE Mini-VNI
 
| fitID=Vexor---100MN-PvE-Mini-VNI
 
| high1name=Drone Link Augmentor I
 
| high1typeID=23527
 
| high2name=Small Focused Modulated Energy Beam I, Radio S
 
| high2typeID=6719
 
| charge1name=Radio S x2
 
| charge1typeID=239
 
| high3name=Core Probe Launcher I, Core Scanner Probe I
 
| high3typeID=17938
 
| charge2name=Core Scanner Probe I x2
 
| charge2typeID=30013
 
| high4name=Small I-ax Enduring Remote Armor Repairer
 
| high4typeID=16433
 
| mid1name=100MN Monopropellant Enduring Afterburner
 
| mid1typeID=5955
 
| mid2name=Denny Enduring Omnidirectional Tracking Link, Tracking Speed Script
 
| mid2typeID=41032
 
| charge3name=Tracking Speed Script x2
 
| charge3typeID=29001
 
| mid3name=Cap Recharger II
 
| mid3typeID=2032
 
| mid4name=Medium Compact Pb-Acid Cap Battery
 
| mid4typeID=6073
 
| low1name=Medium Armor Repairer II
 
| low1typeID=3530
 
| low2name=Energized Adaptive Nano Membrane II
 
| low2typeID=11269
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=Drone Damage Amplifier II
 
| low4typeID=4405
 
| low5name=Drone Damage Amplifier II
 
| low5typeID=4405
 
| rig1name=Medium Anti-Explosive Pump I
 
| rig1typeID=31011
 
| rig2name=Medium Capacitor Control Circuit I
 
| rig2typeID=31372
 
| rig3name=Medium Capacitor Control Circuit I
 
| rig3typeID=31372
 
| drone1name=Hobgoblin II x7
 
| drone1typeID=2456
 
| drone2name=Hammerhead II x7
 
| drone2typeID=2185
 
| drone3name=Hornet EC-300 x4
 
| drone3typeID=23707
 
| charge4name=open
 
| charge5name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=626:23527;1:6719;1:239;2:17938;1:30013;2:16433;1:5955;1:41032;1:29001;2:2032;1:6073;1:3530;1:11269;1:2048;1:4405;2:31011;1:31372;2:2456;7:2185;7:23707;4::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
====Running Missions====
 
When it comes to running the actual missions, the aim is to run as many as possible as fast as possible to get the most LP. Use [http://eve-survival.org/wikka.php?wakka=MissionReports Eve-Survival] to find the quickest way to complete the mission, hand it in and run another. After doing this for a little while you will start to remember how to blitz each mission which will only make things even faster, and therefore more profitable. Other than that, the same basic rules that apply to HiSec also apply to NullSec. Avoid running missions against Empire Factions and DON'T run any storyline missions otherwise you will destroy you Empire standings.
 
  
 
Now get out there and start making it rain.
 
Now get out there and start making it rain.
  
==L4 Security Mission==
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== L4 Security Mission ==
 +
L4 security missions can be found at EZA-FM IV - Intaki Syndicate Bureau, offered by agent Agrele Anneu.
 +
This is a lot more risky, since you can't rely on intel from your fellow corp mates about hostiles in nearby systems. Still, if you are in the mission pocket, they need to scan you down with Combat Scanner Probes, so an active eye on D-Scan can save you.
 +
If you do try to do L4 Security Missions at EZA, make sure you have plenty of bookmarks for the stations, gates and other safe spots.
  
==Burner Missions==
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== Burner Missions ==
{{main|Burner_Mission#Anomic_Missions_aka_Burner_Missions|Burner Missions}}
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{{main|Anomic missions}}
 
Anomic Missions, more commonly known as Burner Missions, are a special subset of L4 missions that have unique features compared to the standard L4 Missions. Burner Missions have players facing either a single NPC, or a small gang of NPCs, who are extremely powerful rather than the typical hoards of Battleships that those who run the Standard L4s are used to. These NPCs have similar stats to a player flying a pirate faction ship, with an officer/deadspace fitting, pirate implants and full command links. In short, they are extremely dangerous. All these NPCs will use warp distruption, with the majority being fitted with warp scramblers to shut down players MWDs. If one of these NPCs catches you, much like if a hostile player catches you, you are in for a rough time. There are three different varieties of Burner Missions:
 
Anomic Missions, more commonly known as Burner Missions, are a special subset of L4 missions that have unique features compared to the standard L4 Missions. Burner Missions have players facing either a single NPC, or a small gang of NPCs, who are extremely powerful rather than the typical hoards of Battleships that those who run the Standard L4s are used to. These NPCs have similar stats to a player flying a pirate faction ship, with an officer/deadspace fitting, pirate implants and full command links. In short, they are extremely dangerous. All these NPCs will use warp distruption, with the majority being fitted with warp scramblers to shut down players MWDs. If one of these NPCs catches you, much like if a hostile player catches you, you are in for a rough time. There are three different varieties of Burner Missions:
*Anomic Agent - A single, very powerful pirate frigate
+
* Anomic Agent - A single, very powerful pirate frigate
*Anomic Team - A T2 Assault Frigate plus two T1 Logistics Frigates
+
* Anomic Team - A T2 Assault Frigate plus two T1 Logistics Frigates
*Anomic Base - 4 unique missions against a small number of powerful ships such as battlecruisers, cruisers, frigates and super carrier fighter waves
+
* Anomic Base - 4 unique missions against a small number of powerful ships such as battlecruisers, cruisers, frigates and super carrier fighter waves
 
The other catch to Burner Missions is that they have restrictions on ship sizes. Anomic Agent and Anomic Team missions can only be completed in Frigate-sized ships. These can be either T1, Faction or T2 Frigates. In the case of the Anomic Base missions, this is increased up to medium-sized (anything up to T1 Battlecruiser) ships.
 
The other catch to Burner Missions is that they have restrictions on ship sizes. Anomic Agent and Anomic Team missions can only be completed in Frigate-sized ships. These can be either T1, Faction or T2 Frigates. In the case of the Anomic Base missions, this is increased up to medium-sized (anything up to T1 Battlecruiser) ships.
====NSC Small Gang Fleet Training====
+
 
Because these missions provide not only a decent payout, but a great opportunity to practice team work, the NSC uses Burner Missions as a way to provide reliable content to practice Fleet Ops. In a small gang of between four and six, aspiring FCs can practice moving a fleet through hostile space and broadcasting targets in the sites, aspiring scouts get the change to practice moving ahead of the fleet looking for both gate camps and potential PvP combat, Logi pilots can practice staying out of danger while responding to requests for repairs from fleet members, and the damage dealers in the fleet can practice listening to fleet commands and how to broadcast for repairs on time.  
+
==== Syndicate Burner Small Gang Fleet Training ====
 +
Because these missions provide not only a decent payout, but a great opportunity to practice team work, you can use Burner Missions as a way to provide reliable content to practice Fleet Ops. In a small gang of between four and six, aspiring FCs can practice moving a fleet through hostile space and broadcasting targets in the sites, aspiring scouts get the change to practice moving ahead of the fleet looking for both gate camps and potential PvP combat, Logi pilots can practice staying out of danger while responding to requests for repairs from fleet members, and the damage dealers in the fleet can practice listening to fleet commands and how to broadcast for repairs on time.
  
 
The '''minimum recommended''' fleet composition is 5 members, although those with enough practice can drop down to four.
 
The '''minimum recommended''' fleet composition is 5 members, although those with enough practice can drop down to four.
*1x Scouting Interceptor
+
* 1x Scouting Interceptor
*2x Damage Dealer
+
* 2x Damage Dealer
*2x Logistic Ship
+
* 2x Logistic Ship
  
====Ship Fitting Advice====
+
==== Ship Fitting Advice ====
At present, the NSC is using a loose armour doctrine for these fleets. Anyone is welcome to join, provided that their ship is fit with a '''buffer armour tank'''. Players can bring any ship, be that T1, Faction or T2, though it is highly recommended that you are able to fit a T2 tank. The T2 tank is important because it allows the logistic pilots more time to get those repairs onto your ship. T1 armour tanks will still be considered though, based upon the experience of the logistics team and the FC.
+
At present, the Uni does not routinely run burner missions.
  
Below are a number of recommended fits. You'll note that these fits are predominantly Amarr ships. This is because Amarr have a really strong T2 line of frigates, the Malediction many consider to be the best Fleet Interceptor and also the Purifier being considered the best Stealth Bomber, and therefore we recommend Amarr Frigates V is the first racial frigate skill that campus members take to V. As stated earlier though, members are free to fly any ship that they wish provided it has a armour buffer tank, ideally T2.
+
The Uni's [https://auth.eveuniversity.org/fittings/doctrine/16/ Armour Assault Frigate doctrine] (only accessible to EVE Uni members) is a great starting point for running burner missions in small fleets. The quick skilling into AAFs, and the ability to have considerable tank and agility make this a great fleet composition.
====Damage Dealers====
 
{{ShipFitting
 
| ship=Punisher
 
| shipTypeID=597
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=400mm Rolled Tungsten Compact Plates
 
| low1typeID=11309
 
| low2name=IFFA Compact Damage Control
 
| low2typeID=5839
 
| low3name=Adaptive Nano Plating II
 
| low3typeID=1306
 
| low4name=Adaptive Nano Plating II
 
| low4typeID=1306
 
| low5name=Heat Sink II
 
| low5typeID=2364
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
| mid2name=Warp Scrambler II
 
| mid2typeID=448
 
| high1name=Small Focused Pulse Laser II, Scorch S
 
| high1typeID=3041
 
| charge1name=Scorch S x1
 
| charge1typeID=12563
 
| high2name=Small Focused Pulse Laser II, Scorch S
 
| high2typeID=3041
 
| high3name=Small Focused Pulse Laser II, Scorch S
 
| high3typeID=3041
 
| high4name=Small Focused Pulse Laser II, Scorch S
 
| high4typeID=3041
 
| rig1name=Small Trimark Armor Pump I
 
| rig1typeID=30987
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| rig3name=Small Ancillary Current Router I
 
| rig3typeID=31358
 
| charge2name=Conflagration S x4
 
| charge2typeID=12565
 
| charge3name=Imperial Navy Multifrequency S x4
 
| charge3typeID=23071
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=597:11309;1:5839;1:1306;2:2364;1:5973;1:448;1:3041;4:12563;1:30987;2:31358;1:12565;4:23071;4::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Crusader
 
| shipTypeID=11184
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=200mm Steel Plates II
 
| low1typeID=20347
 
| low2name=Energized Adaptive Nano Membrane II
 
| low2typeID=11269
 
| low3name=Adaptive Nano Plating II
 
| low3typeID=1306
 
| low4name=Heat Sink II
 
| low4typeID=2364
 
| mid1name=5MN Cold-Gas Enduring Microwarpdrive
 
| mid1typeID=5971
 
| mid2name=Faint Epsilon Scoped Warp Scrambler
 
| mid2typeID=5443
 
| high1name=Gatling Pulse Laser II, Scorch S
 
| high1typeID=3017
 
| charge1name=Scorch S x1
 
| charge1typeID=12563
 
| high2name=Gatling Pulse Laser II, Scorch S
 
| high2typeID=3017
 
| high3name=Gatling Pulse Laser II, Scorch S
 
| high3typeID=3017
 
| high4name=Gatling Pulse Laser II, Scorch S
 
| high4typeID=3017
 
| rig1name=Small Trimark Armor Pump I
 
| rig1typeID=30987
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| charge2name=Conflagration S x4
 
| charge2typeID=12565
 
| charge3name=Imperial Navy Multifrequency S x4
 
| charge3typeID=23071
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11184:20347;1:11269;1:1306;1:2364;1:5971;1:5443;1:3017;4:12563;1:30987;2:12565;4:23071;4::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Vengeance
 
| shipTypeID=11365
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=400mm Rolled Tungsten Compact Plates
 
| low2typeID=11309
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| low4name=Adaptive Nano Plating II
 
| low4typeID=1306
 
| mid1name=1MN Afterburner II
 
| mid1typeID=438
 
| mid2name=Warp Scrambler II
 
| mid2typeID=448
 
| mid3name=X5 Enduring Stasis Webifier
 
| mid3typeID=4025
 
| high1name=Rocket Launcher II, Nova Rage Rocket
 
| high1typeID=10631
 
| charge1name=Nova Rage Rocket x1
 
| charge1typeID=24473
 
| high2name=Rocket Launcher II, Inferno Rage Rocket
 
| high2typeID=10631
 
| charge2name=Inferno Rage Rocket x1
 
| charge2typeID=24475
 
| high3name=Rocket Launcher II, Scourge Rage Rocket
 
| high3typeID=10631
 
| charge3name=Scourge Rage Rocket x1
 
| charge3typeID=24471
 
| high4name=Rocket Launcher II, Mjolnir Rage Rocket
 
| high4typeID=10631
 
| charge4name=Mjolnir Rage Rocket x1
 
| charge4typeID=2817
 
| rig1name=Small Ancillary Current Router I
 
| rig1typeID=31358
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| high5name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11365:2048;1:11309;1:11269;1:1306;1:438;1:448;1:4025;1:10631;4:24473;1:24475;1:24471;1:2817;1:31358;1:30987;1::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
====Logistic Frigates====
+
[[Category:NSC]]
{{ShipFitting
+
[[Category:Missions]]
| ship=Inquisitor
 
| shipTypeID=590
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=400mm Rolled Tungsten Compact Plates
 
| low1typeID=11309
 
| low2name=Damage Control II
 
| low2typeID=2048
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| low4name=Adaptive Nano Plating II
 
| low4typeID=1306
 
| mid1name=5MN Quad LiF Restrained Microwarpdrive
 
| mid1typeID=35658
 
| mid2name=Small Capacitor Booster II, Navy Cap Booster 400
 
| mid2typeID=3568
 
| charge1name=Navy Cap Booster 400 x1
 
| charge1typeID=32006
 
| high1name=Small Remote Armor Repairer II
 
| high1typeID=26912
 
| high2name=Small Remote Armor Repairer II
 
| high2typeID=26912
 
| high3name=Small Remote Armor Repairer II
 
| high3typeID=26912
 
| rig1name=Small Ancillary Current Router II
 
| rig1typeID=31364
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| rig3name=Small Trimark Armor Pump I
 
| rig3typeID=30987
 
| drone1name=Hornet EC-300 x1
 
| drone1typeID=23707
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=590:11309;1:2048;1:11269;1:1306;1:35658;1:3568;1:32006;1:26912;3:31364;1:30987;2:23707;1::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Navitas
 
| shipTypeID=592
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=400mm Crystalline Carbonide Restrained Plates
 
| low1typeID=11311
 
| low2name=Damage Control II
 
| low2typeID=2048
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| mid1name=1MN Monopropellant Enduring Afterburner
 
| mid1typeID=6003
 
| mid2name=Small Capacitor Booster II, Navy Cap Booster 400
 
| mid2typeID=3568
 
| charge1name=Navy Cap Booster 400 x1
 
| charge1typeID=32006
 
| mid3name=Sensor Booster II, ECCM Script
 
| mid3typeID=1952
 
| charge2name=ECCM Script x1
 
| charge2typeID=41155
 
| high1name=Small Remote Armor Repairer II
 
| high1typeID=26912
 
| high2name=Small Remote Armor Repairer II
 
| high2typeID=26912
 
| high3name=Small Remote Armor Repairer II
 
| high3typeID=26912
 
| rig1name=Small Ancillary Current Router II
 
| rig1typeID=31364
 
| rig2name=Small Remote Repair Augmentor I
 
| rig2typeID=27068
 
| rig3name=Small Remote Repair Augmentor I
 
| rig3typeID=27068
 
| drone1name=Hornet EC-300 x1
 
| drone1typeID=23707
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=592:11311;1:2048;1:11269;1:6003;1:3568;1:32006;1:1952;1:41155;1:26912;3:31364;1:27068;2:23707;1::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Deacon
 
| shipTypeID=37457
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=400mm Crystalline Carbonide Restrained Plates
 
| low1typeID=11311
 
| low2name=Adaptive Nano Plating II
 
| low2typeID=1306
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4typeID=11269
 
| low5name=True Sansha Energized Thermal Membrane
 
| low5typeID=14096
 
| mid1name=1MN Afterburner II
 
| mid1typeID=438
 
| mid2name=Small Capacitor Booster II, Navy Cap Booster 400
 
| mid2typeID=3568
 
| charge1name=Navy Cap Booster 400 x1
 
| charge1typeID=32006
 
| high1name=Coreli A-Type Small Remote Armor Repairer
 
| high1typeID=18985
 
| high2name=Coreli A-Type Small Remote Armor Repairer
 
| high2typeID=18985
 
| high3name=Coreli A-Type Small Remote Armor Repairer
 
| high3typeID=18985
 
| rig1name=Small Trimark Armor Pump II
 
| rig1typeID=31057
 
| rig2name=Small Trimark Armor Pump II
 
| rig2typeID=31057
 
| drone1name=Hornet EC-300 x1
 
| drone1typeID=23707
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=37457:11311;1:1306;1:2048;1:11269;1:14096;1:438;1:3568;1:32006;1:18985;3:31057;2:2488;1::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Thalia
 
| shipTypeID=37459
 
| fitName=NSC Small Gang
 
| fitID=NSC-Small-Gang
 
| low1name=400mm Rolled Tungsten Compact Plates
 
| low1typeID=11309
 
| low2name=Armor Explosive Hardener II
 
| low2typeID=11646
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4typeID=11269
 
| mid1name=1MN Afterburner II
 
| mid1typeID=438
 
| mid2name=Cap Recharger II
 
| mid2typeID=2032
 
| mid3name=Small Capacitor Booster II, Navy Cap Booster 100
 
| mid3typeID=3568
 
| charge1name=Navy Cap Booster 100 x1
 
| charge1typeID=31982
 
| high1name=Coreli A-Type Small Remote Armor Repairer
 
| high1typeID=18985
 
| high2name=Coreli A-Type Small Remote Armor Repairer
 
| high2typeID=18985
 
| high3name=Coreli A-Type Small Remote Armor Repairer
 
| high3typeID=18985
 
| rig1name=Small Trimark Armor Pump II
 
| rig1typeID=31057
 
| rig2name=Small Trimark Armor Pump II
 
| rig2typeID=31057
 
| drone1name=Hornet EC-300 x1
 
| drone1typeID=23707
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=37459:11309;1:11646;1:2048;1:11269;1:438;1:2032;1:3568;1:31982;1:18985;3:31057;2:23707;1::
 
| fleetup=
 
| alphacanuse=N
 
}}
 

Latest revision as of 09:53, 10 October 2023


Mission running in and around EVE University's Null-Sec staging area in PC9-AY provides an alternative to High-Sec mission running, with significantly higher rewards but also increased risks.

Why you should do Missions

Main article: Missions

There is one very simple reason why you should run Security Missions in Syndicate: they pay well. The rewards from a any mission depend on the base level of the mission itself and the System Security that the mission agent is in. While High-Sec Level 4 missions might pay more in raw terms, L3 missions in Null-Sec have a hefty bonus to their rewards and can be blitzed in a destroyer, earning more ISK per hour than ca regular L4 mission in High-Sec. Here are two examples. We have a L4 mission from a 0.6 system (Similar to Stacmon, Slays (1 jump from Stacmon) or Amygnon) and we have a L3 from a -0.2 system (T22 in the PC9 pocket).

High-Sec L4 Mission Agent

Nsc mission 1.png

Null-Sec L3 Mission Agent

Nsc mission 2.png

Main article: Using Loyalty Points

These are just two random examples that show how close the payout can be between High-Sec L4s and nullsec L3s. Obviously, some missions will pay more and some will pay less, but what is important is the knowledge that the L3s can be completed much more rapidly than L4s and require less ISK and skill investment.

As if that wasn't enough, the LP gained from running missions for the Intaki Syndicate (the NPC corporation we recommend working for at the PC9 staging area) is also very valuable. Using the Fuzzwork LP Store, let's take a look at LP values for the Sisters of EVE, which many consider to be the best LP store in High-Sec, against the Intaki Synidcate.

Sisters of EVE LP

Nsc mission 3.png

Intaki Syndicate LP

Nsc mission 4.png

These numbers do change constantly because of the market, and some of the LP values can be artificially high, so take the exact values with a pinch of salt and do you own market research to make sure you are spending LP on items you can actually sell. Nevertheless, on average Syndicate LP is worth roughly 60% more than the best LP available in High-Sec.

And that is only for L3 missions. The rewards increase further as you progress to Null-Sec L4s and burner missions.

Isn't it risky in Null-Sec?

Yes, there is always a risk of losing your ship when doing anything in Null-Sec, and you do have to be prepared to stop what you're doing and safeguard your ship. That said, the risk is surprisingly low.

Many people view Null-Sec as the dangerous part of EVE Online. The truth is, Null-Sec is often empty. Sometimes systems go for hours without visitors. When there are visitors, moreover, you don't have to work out who might be a suicide ganker keen to blow up your expensively-fit battleship, as you might in High-Sec. Neutral visitors are reported in NS Intel intelligence channel, and are often hunted out of NSC's local space. Finally, you can use lighter, cheaper ships to do lower-level missions in Null-Sec to earn more money than L4s in High-Sec, which means you put less ISK at risk when you undock.

D-Scan

Main article: Directional scanning

Should you find yourself alone with a neutral in system, then D-scanning is your best defense.

As you are in a mission site, other players cannot warp directly to the site or scan the site down themselves with core probes. They need to use combat probes to scan your ship down first.

What this means is that you have some breathing room first and shouldn't necessarily warp straight out of the site. Warping away from the mission unnecessarily will only slow down site completion time, meaning less profit-per-hour. You should always ensure that you have combat probes selected as part of your D-Scan filter.

It will generally take at least 4 "combat" probes at a distance of 2 AU or less to pinpoint your position. A good rule of thumb is to run the scan at 360° at a range of 5-10 AU. Probes outside that range are not close to finding you, and ships outside that range will probably take some time to get a fix on your position. Once you do see probes closing in, immediately flee to a safespot bookmark or (better) dock up in a friendly structure or an NPC station.

If you see this on your D-Scan, now is the time to dock up.

Nsc mission 9.png

Bubbles

Main article: Tackling - Warp disruption fields

Warp Disruption Fields, lovingly referred to as bubbles, are often used in Null-Sec to catch neutrals. They will prevent you, or anyone else, from entering warp. To ensure that you don't find yourself caught in a bubble at the wrong time, always use gate tactical bookmarks when moving between systems—especially in a PvE-fit ship. To get the latest news about bubbles, keep watching the NSC intel chat channel and the NSC standing fleet chat, and ask on Mumble if you're unsure.

Intel and safety

NSC maintains a fairly reliable system for reporting the imminent presence of potentially-hostile pilots. See the details on the NSC's page. As a rule of thumb, the following are valuable alertness and safety precautions:

  • Be in fleet
    • Fleet members can warp to any other fleet member's location. Being in fleet makes it much easier for help to get to you quickly if things turn nasty.
  • Be in the intel channel, and have it open and visible.
    • All members of the NSC report in this channel on any neutral pilots they see in or approaching NSC's pocket. The intel channel can offer you vital minutes or seconds of warning
  • Keep an eye on Local chat to see if neutral or hostile player enters your system.
    • Local is an excellent warning system, and if possibly-hostile pilots slip past Intel, you will learn about them when they enter the system and appear in Local's member list. Safeguard your ship immediately on seeing a neutral in Local.
    • Many pilots find it useful to run Local vertically at one side of their screen so they can see a maximum-length member list and spot new people entering it.
    • If you select the member list and press ctrl+A, you'll select all pilots currently in system. Any new pilots entering will then be obvious, as they will not be highlighted.
  • Be on Mumble in the general NSC channel.
    • Being on Mumble makes it much easier for you to call for help quickly and clearly.
  • Within the limitations of the piloting necessary to avoid excessive damage from rats (don't burn directly at NPC battleships), fight aligned or near-aligned to a celestial to which you can warp out at the first sign of trouble.
    • Try not to use gates as your warp-out points. Hostiles might be at them if they've just entered systems.

Using these precautions will significantly cut the risks you run, and they are strongly recommended.

L1/2/3 Security Missions

Main article: Mission reports

L1/2/3 Missions are generally considered the best missions to run if you are solo. Obviously it's the L3s that will pay the highest, however it is likely that most people will need to do some standings grinding to achieve the 3.0 standing required for access to L3s. While nobody likes to grind standings, the good news is that, as mentioned above, the reward values for missions are higher in Null-Sec than those many players are used to in HiSec, therefore your standings will increase a lot faster too. Depending on how much effort you want to put into the grind, a standing of 3.0 can easily be achieve in a single evening or two.

Recommended Skills

It is recommended that Unistas train the follow skills to at least III, ideally IV to make both the grind easier and the rewards higher. There is no rush to train these if you have something else more important to train first, however you are losing out if you do not train them eventually.

  • Connections - 0.4 standing increase per level trained. With III trained, you can bypass the L1 grind altogether.
  • Social - 5% bonus to standing increases per level. Makes the grind faster.
  • Security Connections - Extra 10% LP per level when working for Security division agents. Who doesn't want to get paid more for no extra effort.
  • Negotiation - 5% addition pay per level. Again, it's free ISK for no extra effort.

Mission Agents

Now that you have the skills, lets take a look at where to run these missions. You can run L1/2/3 missions within the NSC backpocket from the system of T22-QI, which is a dead end system one jump from the NSC home system of PC9-AY, using the following Intaki Syndicate Agents. Nearly all your missions will happen in T22-QI, however the odd mission will happen in PC9-AY. It is extremely rare that a mission will be further than 1 jump, although it can happen.

Nsc mission 5.png Nsc mission 7.png Nsc mission 8.png
Aurmia Cariot
L1 Security Agent
T22-QI V - Moon 14
Bemps Latault
L2 Security Agent
T22-QI VI - Moon 6
Urwald Gogimund
L3 Security Agent
T22-QI VI - Moon 12

Ship Fitting Advice

There is absolutely no right or wrong answer regarding which ships to fly. That said, drone boats are extremely popular for two great reason. Firstly, drones do not use ammo which means that members can spend more time running missions and therefore make more profit, rather than running around Syndicate looking for ammo. Secondly, drones offer selectable damage- the drones belonging to each faction line have a unique damage type. This allows us to pick the type of drones that can hit the NPCs resist weaknesses.

Done boats generally rely on their ability to speed-tank to mitigate damage. This is makes drone boat fits great for new players as there isn't the need to train an extensive list of skills. The only requirement is that you are cap stable with the prop mod running. That is it. Anything else is an extra. Next main priority would be drone skills, especially Drones V for those that don't have it, to increase the overall DPS that the ships put out. More DPS means faster mission times, which means more money.

For Alpha Clones wishing to maximize damage, it is recommended to use Faction Drones instead of the Omega-locked T2 version. These are slightly more expensive, so its wise to wait until you are confident enough with managing drone aggro first (or remembering not to leave them behind!) before spending the extra ISK. Once you get the hand of things, you will soon be able to afford the extra cost.

Using drone boats, you should orbit a stationary object roughly central to the site just under your maximum drone range. This is usually around 40-50km. At that point you can use any weapon to draw the NPCs attention or simply wait till you have full room aggro. Once that is done, launch you drones and let them kill everything while you hang around outside the falloff range of the NPCs. Targeting priority should always be point/scram/web frigates first. If you find that NPCs are targeting your drones, recall them and wait until you have full room aggro before setting them loose again.

Running Missions

When it comes to running the actual missions, the aim is to run as many as possible as fast as possible to get the most LP. Use EVE-Survival to find the quickest way to complete the mission, hand it in and run another. After doing this for a little while you will start to remember how to blitz each mission which will only make things even faster, and therefore more profitable. Other than that, the same basic rules that apply to High-Sec also apply to Null-Sec. Avoid running missions against Empire Factions and DON'T run any storyline missions otherwise you will destroy you Empire standings.

Now get out there and start making it rain.

L4 Security Mission

L4 security missions can be found at EZA-FM IV - Intaki Syndicate Bureau, offered by agent Agrele Anneu. This is a lot more risky, since you can't rely on intel from your fellow corp mates about hostiles in nearby systems. Still, if you are in the mission pocket, they need to scan you down with Combat Scanner Probes, so an active eye on D-Scan can save you. If you do try to do L4 Security Missions at EZA, make sure you have plenty of bookmarks for the stations, gates and other safe spots.

Burner Missions

Main article: Anomic missions

Anomic Missions, more commonly known as Burner Missions, are a special subset of L4 missions that have unique features compared to the standard L4 Missions. Burner Missions have players facing either a single NPC, or a small gang of NPCs, who are extremely powerful rather than the typical hoards of Battleships that those who run the Standard L4s are used to. These NPCs have similar stats to a player flying a pirate faction ship, with an officer/deadspace fitting, pirate implants and full command links. In short, they are extremely dangerous. All these NPCs will use warp distruption, with the majority being fitted with warp scramblers to shut down players MWDs. If one of these NPCs catches you, much like if a hostile player catches you, you are in for a rough time. There are three different varieties of Burner Missions:

  • Anomic Agent - A single, very powerful pirate frigate
  • Anomic Team - A T2 Assault Frigate plus two T1 Logistics Frigates
  • Anomic Base - 4 unique missions against a small number of powerful ships such as battlecruisers, cruisers, frigates and super carrier fighter waves

The other catch to Burner Missions is that they have restrictions on ship sizes. Anomic Agent and Anomic Team missions can only be completed in Frigate-sized ships. These can be either T1, Faction or T2 Frigates. In the case of the Anomic Base missions, this is increased up to medium-sized (anything up to T1 Battlecruiser) ships.

Syndicate Burner Small Gang Fleet Training

Because these missions provide not only a decent payout, but a great opportunity to practice team work, you can use Burner Missions as a way to provide reliable content to practice Fleet Ops. In a small gang of between four and six, aspiring FCs can practice moving a fleet through hostile space and broadcasting targets in the sites, aspiring scouts get the change to practice moving ahead of the fleet looking for both gate camps and potential PvP combat, Logi pilots can practice staying out of danger while responding to requests for repairs from fleet members, and the damage dealers in the fleet can practice listening to fleet commands and how to broadcast for repairs on time.

The minimum recommended fleet composition is 5 members, although those with enough practice can drop down to four.

  • 1x Scouting Interceptor
  • 2x Damage Dealer
  • 2x Logistic Ship

Ship Fitting Advice

At present, the Uni does not routinely run burner missions.

The Uni's Armour Assault Frigate doctrine (only accessible to EVE Uni members) is a great starting point for running burner missions in small fleets. The quick skilling into AAFs, and the ability to have considerable tank and agility make this a great fleet composition.