Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"

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= Blockade Runners =
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{{Deprecated|user=[[User:Shauny Tsero|Shauny Tsero, Mentor Manager]] ([[User talk:Shauny Tsero|talk]]) 17:48, 2 February 2020 (UTC)|newinfo=[[New Player Experience Tutorial - Seeker Investigation]]}}
'''Blockade Runners''' are [[Techs, Tiers and Meta levels|Tech 2]] industrial ships, specialized for travel through dangerous areas of space. Though they can carry only relatively small amounts of cargo (compared to [[hauling|other industrial ships]]), they are some of the fastest and most agile ships in EVE, and can fit [[Covert Ops|covert ops cloaking devices]], making them very hard to catch by enemy pilots.  
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[[File:Tutorial-start.jpg|thumb|right|400px|Starting the EVE tutorial.]]The '''EVE tutorial''' (also known as the "New Player Experience", or "Inception") is a story-driven experience which introduces you to the very basics of playing EVE and to the EVE universe. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. The tutorial is available to any brand-new character.  
  
;Cargo
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You start the tutorial in space in a [[corvettes|corvette]], the sole survivor of an attack on your fleet by [[Drifters]]. Through voiceovers, the game will introduce you to the basic concepts you need to play EVE. The tutorial gives you step-by-step instructions, you should follow them carefully. However, the tutorial is often a bit light on context (while it may tell you to do something, it often doesn't explain why or when you might normally want to do this). Therfore, if you'd like to know more about what the tutorial asks you to do, follow the list below, and/or click on the links for an even more in-depth explanation of the concepts covered by the tutorial.
:Most blockade runners can carry around 4000-6500&nbsp;m<sup>3</sup> of cargo (depending on fit), which is slightly less than the fast Tech 1 industrial ships. Additionally, every blockade runner can be [[#Fitting|fit]] for maximum cargo space, allowing them to carry just over 10,000&nbsp;m<sup>3</sup> (so that they can carry a packaged [[cruiser]]), but at the cost of reduced agility and/or speed.  
 
:Blockade runners are immune to cargo scanners (so others players cannot tell what you are transporting), but can still be scanned for [http://wiki.eveonline.com/en/wiki/Contraband contraband] by NPC customs ships.  
 
  
;Speed and agility
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For a more general guide to getting started in the game, see [[Getting Started in EVE Online]].  
:Blockade runners are the fastest industrial ships by quite a margin, both at sub-light speeds and in warp. In sub-light, they can do at least 200&nbsp;m/s, and can top 300&nbsp;m/s when fit for speed (which is comparable to a fast cruiser). In warp, blockade runners are some of the fastest ships in EVE: when fit for speed, they can reach over 9&nbsp;AU/s, meaning they can easily outrun any ship save for speed-fit [[interceptor]]s and the [[Leopard]]. 
 
:In addition to their speed, blockade runners are also very agile. Even when fit to maximise cargo space, they can align and warp in 5 seconds (assuming the propulsion module is not active); speed-fit blockade runners can align in 4 seconds (or even 3 seconds for some extreme fits, which is as agile as a frigate). Reducing align time is, however, heavily dependent on having good [[#Skills|navigation skills]] or fitting [[implants]].  
 
  
;Tank
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== Tips and general notes ==
:Given that blockade runners are designed to fly quickly and stealthily, it's not surprising that their [[tank]]s are relatively weak. They have around 8-15k effective hit points (EHP), which is roughly comparable to the Tech 1 bulk transports. On the upside, their [[signature radius]] is around 110m, half of the Tech 1 industrials', which makes them harder to lock on to or hit with weapons. Nonetheless, blockade runners are fragile for their size; most cruisers with a similar signature radius have 4-10x as much EHP.  
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{{Color box|color=#ff3535|border=#ff0000|text=#000000|width=25%|Any friendly on grid in the final suicide mission will get killed and podded!}}
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* [[File:Skip-tutorial.jpg|thumb|right|Skipping the tutorial completely.]] To skip the tutorial completely, click on the tutorial icon in the info panel and click "Skip Tutorial". However, keep in mind that there is no way to resume the tutorial (not even through a GM support ticket <!-- yes, I tried :) -->) after you've skipped it. 
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* If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
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** Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
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** [[File:Reset-tutorial.jpg|thumb|right|Reset a tutorial step.]] Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
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** If all else fails, submit a support ticket to the game masters (GM) through the [https://support.eveonline.com/ EVE support website], and they will manually reset your tutorial to allow you to continue.
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* [[File:Tutorial-transcript.png|right|thumb|Showing/hiding the audio transcript.]] The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.
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* The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way. 
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* While the EVE user interface (UI) cannot be modded, it can be customised by moving and resizing windows. The more you play the more you will get a feel for how you like setting up your interface, but there are two things you should do to the default UI from an early stage:
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** Make the overview window as large as practical, and play around with the column widths to prevent the text from being clipped too much.
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** Increase the size of the chat window, and change the chat window settings (using the icons at the top-left of the chat window) to reduce the amount of screen space taken up by character portraits.
  
;Cloak
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== Topics covered by the tutorial ==
:Blockade runners can fit covert ops (CovOps) [[cloaking|cloaking devices]], which means they can warp while cloaked. They can also use covert jump bridges (created by [[Black Ops]] battleships).  
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=== Aftermath of Drifter attack ===
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* [[Camera]] control
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** Zooming and rotating the camera around your ship, using your mouse.
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** Moving the camera to other objects (using the "look at" command).
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* Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage. 
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** [[Manual Piloting|Manual piloting]], by double-clicking in space, which will cause your ship to turn and fly away from your current camera position (irrespective of where in space you double-click). As a beginner you will only use this rarely.
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** [[Advanced_Piloting_Techniques#Approach|Semi-automatic piloting]], such as approaching or orbiting another ship or structure. Your ship's current command is displayed near the bottom middle of the screen.
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** Setting your ship's speed (via the throttle setting, from stop to its maximum speed).
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* Interacting with objects, either through the radial menu or the right-click menu.
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** Virtually every context-sensitive command in EVE can be accessed by right-clicking.
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** [[File:Tutorial-open-cargo-radial-menu.jpg|thumb|right|Opening a cargo container using the radial menu.]] The most common context-sensitive commands can also be accessed (in many, but not all, cases) through the radial menu. To use the radial menu, press and hold the left mouse button on the object you wish to interact with, move the mouse to the desired command, and releasing the mouse button.
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* Retrieving the contents of containers (or other objects) in space (this is referred to as "looting"; despite the name, it may not necessarily involve theft or other criminal activity). Your ship must be within 2500&nbsp;m of an object to retrieve its contents; if you're further away, your ship will first fly automatically towards the object. 
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* Using the [[overview]] to find and interact with nearby objects, which can often be ''much'' easier than finding them in space. You may want to enlarge the overview window and resize the columns to see more information at once.
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* [[Targeting]] ships (or other objects in space), which is necessary if you want to (for instance) fire your weapons at them. Any ships you have locked will appear as circles in the top-right of your screen.
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* [[File:Tutorial-fire-weapon-tooltip.jpg|thumb|right|Click your weapon to fire at the currently selected target. Note your weapon's range on the tooltip.]] Firing your ship's [[turrets|weapons]] at both stationary and moving targets. Your weapons have a maximum range; hover over the icon to see it, and keep your ships (e.g. with the "orbit" command) within this range.
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* Taking and dealing damage. Your ship (as well as enemy ships) is protected by shields, armor, and structure (collectively referred to as "[[tanking|tank]]"), which are depleted sequentially by incoming weapon fire; once a ship's structure has been depleted, it will be destroyed. Your ship's tank is represented by three concentric circles at the bottom of the user interface. Shields slowly regenerate over time; armor and structure must be repaired once they've taken damage. <!-- this may need a link to a UI overview page. -->
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* Using an [[Afterburner Details|afterburner module]] to increase your ship's speed. Using this module uses energy from your ship's [[capacitor]], which regenerates over time. Your capacitor's current charge level is shown in the middle of the tanking circles (at the bottom of the user interface). 
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* Warping to another location within the same star system, and docking at a station.
  
== Ship comparison ==
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=== Space station ===
There are four different blockade runner ships, one from each race. All have two high slots, a total of six medium (M) and low (L) slots (the Crane has 4M/2L, the Viator and Prowler have 3M/3L, and the Prorator has 2M/4L), and two medium rig slots. They are rather expensive ships, costing around 100M ISK (not including fittings).  
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* Training [[Skills and Learning|skills]], being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.
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* Viewing and managing your [[Managing Your Assets|items]] <!-- this too needs a link to a UI overview page -->
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** Your ship's cargo bay can store a limited amount of stuff (measured by volume).
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** Your item and ship hangars in a station have effectively unlimited storage, but are location-specific (i.e. items stored in one station cannot be remotely accessed from another station).  
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** Items and ships which you receive from "out of the game" (e.g. [[PLEX]], refer-a-friend rewards, or some of the rewards from the tutorial) can be found in your "redeem items" window.
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* [[Fitting Guidelines|Fitting]] a module on a ship
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* The Info Panel (on the left-hand side of the user interface) shows where you should fly to next; right-click or use the radial menu on the location to warp/fly your ships to the location.
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* [[Manufacturing]] a module from a blueprint original (BPO)
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** Almost everything in EVE (including BPOs) can be bought on the [[trading|market]]. While some items on the market (including BPOs) are sold by NPCs at fixed prices, most items are sold by other players, causing their prices to fluctuate with supply and demand.  
  
{| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
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=== Missions ===
|-
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* Using a stargate to jump to another star system. Unlike in other space games, you can only travel inside a star system (using warp drive) or jump between star systems (using, for the most part, stargates); you cannot travel to an arbitrary point between star systems.
! style="background:#222222;" | Race
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* Using the [[autopilot]] to:
! style="background:#222222;" | Ship
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** Plot a course to a more distant star system. Plotting a course highlights the next stargate on your journey yellow in your overview, allowing you to easily find your way even on a lengthy journey.  
! style="background:#222222;" | Description
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** Automatically fly your ship to your destination. While this can be a very hands-off way of flying, it takes much longer than "manually" warping from stargate to stargate, as the autopilot will always warp you to 10&nbsp;km off the next stargate, requiring an additional sub-light-speed flight to the stargate before you can jump to the next star system. Potentially unfriendly players will use this time you spend slowly flying towards a stargate to potentially [[Suicide Gank|attack and destroy]] your ship to steal your cargo; therefore, in most cases it's recommended that you only use the autopilot to plot a course, not to actually fly your ship.  
|-
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* Warping into a [[deadspace]] area using an acceleration gate.
| nowrap style="padding:0px;text-align:center; vertical-align:middle;" | {{icon|amarr|64|Amarr Empire}}
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* Using a hacking module to [[Hacking#Relic Sites and Data Sites: Hacking|hack]] into a structure
| nowarp style="padding:0px;" | [[image:Prorator.jpg|64px]]
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* Using a mini skill injector to receive 25,000 unallocated skill points, which you can use to advance your skill training (by approximately 14 Hours for [[Clone States|Omega characters]]; 28 Hours for Alpha characters, as these train skills more slowly). You can also purchase regular [[Skill_Injector#Skill_Injectors|skill injectors]] from the market to gain additional unallocated skill points, although these cost a substantial amount of ISK.
| style="vertical-align:top" |  The '''[[Prorator]]''' is the most flexible of the blockade runners. While it has the lowest base cargo capacity, its four low slots means it can be easily customised between speed and cargo capacity, but its overall stats are somewhat average.
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* Receiving a new ship, [[assembling]] it, and using it. All ships and modules are sold/manufactured in a "packaged" state (think: IKEA flat-pack furniture); before a ship can be used, it must be assembled (modules are assembled automatically when fitted to a ship). 
|-  
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* Using a Stasis Webifier ("[[web]]") module to slow down an enemy ship. Webs are often used to make enemy ships easier to hit with weapons.
| nowrap style="padding:0px;text-align:center;vertical-align:middle;" | {{icon|caldari|64|Caldari State}}
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* Having your ship and [[pod]] destroyed, causing your character's consciousness to transfer to its [[medical clone]]
| nowrap style="padding:0px;" | [[image:Crane.jpg|64px]]
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* Recommending that you fly to the station with the nearest [[Career Agents]] to do their missions.  You will also receive some useful modules and ships (including a [[Venture]] mining frigate with mining modules) as a reward.  
| style="vertical-align:top" |  The '''[[Crane]]''' is the toughest of the blockade runners, with over 15k EHP (about 50% more than the other ships). While it has the highest base cargo capacity, there is not much room for customisation as it only has two low slots, and its align time tends to be higher than the other ships'.  
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** The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.  
|-
 
| nowrap style="padding:0px;text-align:center;vertical-align:middle;" | {{icon|gallente|64|Gallente Federation}}
 
| nowrap style="padding:0px;" | [[image:Viator.jpg|64px]]
 
| style="vertical-align:top" |  The '''[[Viator]]''' is a middle-of-the-road ship, with average tank and speed, and an above-average cargo capacity. However, its signature radius is the highest of the blockade runners, about 15% larger than the Prowler's.
 
|-
 
| nowrap style="padding:0px;text-align:center;vertical-align:middle;" | {{icon|minmatar|64|Minmatar Republic}}
 
| nowrap style="padding:0px;" | [[image:Prowler.jpg|64px]]
 
| style="vertical-align:top" | The '''[[Prowler]]''' is the fastest blockade runner at sub-light speeds, reaching 350&nbsp;m/s with good skills (about 40% faster than the other ships). It also has the smallest signature radius, but its cargo capacity tends to be a bit below average.  
 
|}
 
  
{{expansion past|The blockade runners were rebalanced in the [[Kronos (Expansion)|Kronos expansion]]. Before then, only the Prowler had two high slots (the other ships only had one), making it the preferred ship for flying in wormhole space. Additionally, only the Viator and the Prorator could be easily fit to carry 10,000&nbsp;m<sup>3</sup> (i.e. a packaged cruiser) of cargo.}}
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[[Category:Getting Started]]
 
 
== Skills ==
 
=== Prerequisite skills ===
 
In order to fly a blockade runner you need:
 
 
 
* &lt;Racial&gt; Industrial V (e.g. {{sk|Amarr Industrial|V|mult=yes}} to fly the Prorator)
 
* {{sk|Transport Ships|I|mult=yes}} (which also needs {{sk|Industry|V|mult=yes}})
 
 
 
=== Performance skills ===
 
These skills increase the performance of your blockade runner, and are listed roughly in order of their importance (although every pilot should decide what they value most!).
 
 
 
* {{sk|Evasive Maneuvering|mult=yes}} increases your ship's agility by 5% per level. This is vital for decreasing your align time, and should be trained to at least level IV.
 
* {{sk|Transport Ships|mult=yes}}, increases the warp speed for blockade runners by 5% per level. At high levels, your blockade runner will be able to outrun nearly every other ship in EVE.
 
* {{sk|Spaceship Command|mult=yes}} increases your ship's agility by 2% per level. Train this to level V to eke out that last bit of align time.
 
* {{sk|Acceleration Control|mult=yes}} increases the speed boost you get from afterburners and microwarpdrives by +5%  per level. Very useful for escaping from a [[bubble]] in nullsec.
 
* {{sk|Navigation|mult=yes}} increases your ship's sub-light speed by 5% per level.
 
* {{sk|Warp Drive Operation|mult=yes}} decreases the amount of capacitor needed to enter warp by 10% per level. This can ensure that your capacitor is not completely drained when you warp a long way and may need to run your shield hardeners or microwarpdrive at the other end!
 
 
 
=== Fitting skills ===
 
These skills are either needed to fit modules on your ship, or to improve your ship's fitting attributes. Again, they are listed in rough order of importance.
 
 
 
* {{sk|Cloaking|IV|mult=yes}} to fit CovOps cloaking devices, which is an absolute necessity for blockade runners. Needs {{sk|CPU Management|IV|mult=yes}}.
 
* {{sk|High Speed Maneuvering|I|mult=yes}} to fit a microwarp drive, which, again, is a cornerstone for flying blockade runners. Needs {{sk|Afterburner|III|mult=yes}}.
 
* {{sk|Power Grid Management|mult=yes}} improves your ship's powergrid by 5% per level. The Crane needs this trained to level V in order to be able to fit a microwarp drive, whereas the Prowler needs level IV and the other blockade runners level III.
 
* {{sk|Hull Upgrades|II|mult=yes}} to fit Expanded Cargohold II modules. As an extra bonus, also increases your ship's armor by 5% per level.
 
* {{sk|Astronautics Rigging|I|mult=yes}} to fit all the frequently used blockade runner rigs. Needs {{sk|Jury Rigging|III|mult=yes}} and {{sk|Mechanics|III|mult=yes}}.
 
* {{sk|Tactical Shield Manipulation|IV|mult=yes}} to fit Tech 2 shield hardener modules (Tech 1 modules only need level I).
 
* {{sk|Shield Upgrades|IV|mult=yes}} to fit Tech 2 shield resistance amplifiers (Tech 1 modules only need level I).
 
* {{sk|Warp Drive Operation|I|mult=yes}} to fit Hyperspatial Accelerator and Warp Core Stabilizer modules.
 
* {{sk|Electronic Warfare|IV|mult=yes}} to fit a ECM Burst II module (the Tech 1 module only needs level I).
 
 
 
== Fitting ==
 
Fitting a blockade runner usually involves trading off align time against cargo space or warp speed. Tank is not usually a primary concern, as blockade runners are designed to fly through space without ever being locked by an enemy ship. Sublight speed is a nice bonus (particularly as it helps to escape from bubbles with the help of a microwarp drive), but is again not vital.
 
 
 
A low align time is vital for safely flying a blockade runner, as it reduces the time that you are vulnerable at a gate or wormhole before entering warp. Keep in mind that, because the EVE universe operates in "server ticks" of one second, align times are rounded '''up''' to the nearest second. Therefore, if your align time (which you can determine through an external fitting tool such as [[EFT]]) is 3.1 seconds, you will actually align in 4 seconds. 
 
 
 
=== High slots ===
 
Every blockade runner should fit a '''{{co|wheat|Covert Ops Cloaking Device II}}''' (as there is little point in flying a blockade runner without one). In the second high slot, many pilots will fit a '''{{co|wheat|Core Probe Launcher}}''' to find wormholes to use as shortcuts (if you are planning on taking your blockade runner into [[Wormhole Space|wormhole space]], then the probe launcher is mandatory!).
 
 
 
=== Mid slots ===
 
Most blockade runners will fit a '''{{co|wheat|microwarp drive}}''', as the [[MWD|extra speed]] is very useful in order to escape from [[bubble]]s in nullsec as quickly as possible.
 
 
 
The remaining mid slots are then used to strengthen your ship's tank. Blockade runners are [[shield tanking|shield tanked]], and should be fitted to create a [[Tanking#Buffer_tanking|buffer tank]] using '''{{co|wheat|Shield Resistance Amplifiers}}''' or '''{{co|wheat|Shield Hardener}}''' modules, both of which increase your shield's resistance to damage. The former are passive modules (i.e. they don't need to be activated), which can be an advantage in stressful situations (one less thing to remember after you jumped into the middle of a gate camp), but they are less powerful (+32.5% resistance vs +50% resistance for the Tech 1 modules).
 
 
 
You shouldn't use '''{{co|wheat|Shield Extender}}''' modules, as even though they increase your shield's strength, they also increase your [[signature radius]], making it easier to lock on to you. Also, you shouldn't fit '''{{co|wheat|Shield Boosters}}''' or '''{{co|wheat|Shield Rechargers}}''', as these are used only for passive and active tanks.
 
 
 
Fitting an '''{{co|wheat|ECM Burst}}''' module (which, when activated, has a chance to [[ECM_Guide#ECM_Modules|jam every ship]] within a few km of your blockade runner) in a mid slot may help you escape from a hostile gate camp. However, this module should never be used in high-sec (if there is a neutral ship or structure within the radius of your ECM Burst, your ship will be destroyed by [[CONCORD]]), and even in low- and null-sec it can be difficult to use effectively, so this is an option more geared towards advanced pilots.
 
 
 
=== Low and rig slots ===
 
What you fit in your low and rig slots will depend on how you want to use your blockade runner, as explained below.
 
 
 
==== Carrying cruisers ====
 
Every blockade runner is capable of carrying a packaged cruiser (10,000&nbsp;m<sup>3</sup>), which can be useful for moving expensive ships through dangerous space (e.g to bring a Tech 2 cruiser into nullsec to use it for ratting). In order to do this, you must fit:
 
* '''{{co|wheat|Expanded Cargohold II}}''' modules in ''every'' low slot ('''{{co|wheat|Local Hull Conversion Expanded Cargo I}}''' (the Tech 1 meta 4 module) would also work, but tends to be more expensive than the Tech 2 module), and
 
* One '''{{co|wheat|Medium Cargohold Optimization I}}''' rig.
 
 
 
This leaves one rig slot free.
 
* If you can get your align time to the next lowest integer (e.g. if you are currently at 5.3 seconds, and you can get it to 5.0 seconds or below) using a '''{{co|wheat|Low Friction Nozzle Joints}}''' or '''{{co|wheat|Polycarbon Engine Housing}}''' rig, then install that.
 
* Otherwise, your best choice is probably a '''{{co|wheat|Hyperspatial Velocity Optimizer}}''' rig (for increased warp speed) or an '''{{co|wheat|Auxiliary Thrusters}}''' rig (for increased sub-light speed).
 
 
 
Using an external fitting tool such as [[EFT]] can be very helpful here. Even with maximum skills, you cannot get any of the blockade runners to carry a cruiser ''and'' align faster than 5 seconds, unless you use [[#Implants|implants]].
 
 
 
==== Low- and nullsec hauling ====
 
For maximum safety, you should aim to get your align time as low as possible, and then increase your warp and sub-light speeds as much as possible. However, this will come at the expense of cargo space, and depending on the areas of space you will be flying in (and your willingness to take risks), you may want to trade a slightly longer align time for additional cargo space.
 
 
 
With very good skills ({{sk|Spaceship Command|V}} and {{sk|Evasive Maneuvering|V}}), the Prorator, Viator, and Prowler can be fit to align in 3 seconds (with the Crane this is not possible, it can align in 4 seconds at best). To achieve this:
 
* Fit three '''{{co|wheat|Inertia Stabilizer II}}''' modules (the Tech 1 Meta 4 module, '''{{co|wheat|Local Hull Conversion Inertial Stabilizers I}}''', has the same benefits as the Tech 2 module, but with a decreased penalty to [[signature radius]]).
 
* If necessary, fit a '''{{co|wheat|Low Friction Nozzle Joints}}''' or '''{{co|wheat|Polycarbon Engine Housing}}''' rig, until your align time is at 3.0 seconds or below.
 
 
 
You can then use the remaining rig and low slot(s) to fit, depending on your needs:
 
 
 
* An '''{{co|wheat|Auxiliary Thrusters}}''' rig, for increased sub-light speed
 
* A '''{{co|wheat|Hyperspatial Velocity Optimizer}}''' rig, for increased warp speed
 
* A '''{{co|wheat|Cargohold Optimization}}''' rig or an '''{{co|wheat|Expanded Cargohold II}}''' module, for increased cargo space
 
* A '''{{co|wheat|Warp Core Stabilizer}}''' module, for a modicum of protection against being tackled
 
 
 
The Inertia Stabilizer module gives a considerable boost to your agility (lowering your align time), but it also increases your signature radius, making it easier for hostile ships to lock on to you. However, even if you fit three Inertia Stabilizer modules, your enemies' [[Targeting|locking time]] will only decrease by 0.1-0.3 seconds, which in most cases will not make a big difference. Nonetheless, if you can replace an Inertia Stabilizer with a '''{{co|wheat|Nanofiber Internal Structure}}''' without affecting your align time, then do so (as the Nanofiber Internal Structure doesn't increase your signature radius, and gives a boost to your sub-light speed to boot).
 
 
 
'''{{co|wheat|Hyperspatial Accelerator}}''' modules are rarely worth it for blockade runners, as they only increase your warp speed by 0.2-0.3&nbsp;AU/s (depending on the module), which will not shave much travel time off if your ship is already capable of flying at 9&nbsp;AU/s.
 
 
 
If you're looking to trade some align time for increased cargo space, follow the above procedure, but aim for an align time of 4.0 seconds. You will generally be able to accomplish this with two '''{{co|wheat|Nanofiber Internal Structure}}''' modules (particularly with good skills), leaving the remaining low and rig slots free to customise as you wish.
 
 
 
=== Module reference ===
 
{{see also|Fitting Modules and Rigs Guide}}
 
====Mid slots====
 
*'''{{co|wheat|Shield Hardeners}}''': Active module, +50% shield resistance (+55% for the Tech 2 module) to one damage type
 
*'''{{co|wheat|Adaptive Invulnerability Field}}''': Active module, +25% shield resistance (+30% for the Tech 2 module) to all damage types
 
*'''{{co|wheat|Shield Resistance Amplifiers}}''': Passive module, +32.5% resistance (+37.5% for the Tech 2 module) to one damage type, can be improved with skills
 
*'''{{co|wheat|ECM Burst}}''': Chance to jam any targets within 5km with jamming strength 6 (6km strength 7.2 for the Tech 2 module)
 
 
 
====Low slots ====
 
*'''{{co|wheat|Nanofiber Internal Structure}}''': +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for the Tech 2 module)
 
*'''{{co|wheat|Inertia Stabilizers}}''': -16.7% inertia, +10% signature radius (-20%, +11% for the Tech 2 module)
 
*'''{{co|wheat|Hyperspatial Accelerator}}''': +0.2-+0.3 AU/s warp speed
 
*'''{{co|wheat|Expanded Cargohold}}''': +17.5% cargo, -25% structure, -15% max velocity (+27.5%, -20%, -10% for the Tech 2 module)
 
 
 
==== Rigs ====
 
*'''{{co|wheat|Hyperspatial Velocity Optimizer}}''': +20% warp speed, -10% CPU capacity
 
*'''{{co|wheat|Auxiliary Thrusters}}''': +7.25% speed, -10% armor
 
*'''{{co|wheat|Low Friction Nozzle Joints}}''': -11.7% agility, -10% armor
 
*'''{{co|wheat|Polycarbon Engine Housing}}''': -9.1% inertia, +5.5% speed, -10% armor
 
*'''{{co|wheat|Cargohold Optimization}}''': +15% cargo, -10% armor
 
 
 
== Implants ==
 
To get even more performance out of your blockade runner you can install [[implants]]. The most useful are:
 
* The '''{{co|wheat|Nomad}}''' implant set (6 implants), which improves your agility (and therefore reduce your align time) by up to 27%.
 
* The '''{{co|wheat|Ascendancy}}''' implant set (6 implants), which improves your warp speed by up to 62%. 
 
* The '''{{co|wheat|Eifyr and Co. 'Rogue' Evasive Maneuvering}}''' implants, which improve your agility by up to 6%.
 
* The '''{{co|wheat|Eifyr and Co. 'Rogue' Warp Drive Speed}}''' implants, which improve your warp speed by up to 18%.
 
 
 
These implants come in several variants; the lower-grade variants have a lower benefit (but are correspondingly cheaper). Keep in mind that the higher-grade implants can cost anywhere from 500M to several billion ISK, and should your pod ever be destroyed, your implants will be lost as well. So it's possible, if you use the highest-grade agility implants, to have a blockade runner which aligns and warps in two seconds; however, you would be flying with several billion ISK worth of implants in your head.
 
 
 
There are no [http://wiki.eveonline.com/en/wiki/Combat_Boosters combat boosters] which help blockade runners.
 
 
 
== Flying == <!-- check that I don't repeat too much info from the related pages -->
 
=== High-sec ===
 
When flying through [[high-sec]], it's very difficult to destroy your ship, as your quick align time gives potential [[Suicide Ganking 101|suicide gankers]] very little time to lock on to you and do enough damage to destroy your ship. This presumes, of course, that you don't use the autopilot to fly your ship (as it lands you 10km away from stargates). Nonetheless, it's a good idea to cloak while warping to make your ship even more stealthy. Keep in mind that blockade runners are immune to cargo scans (so there is no way for others to tell what you are hauling) - this can be both a blessing and a curse, as even though suicide gankers don't know for sure that you're carrying something valuable, they may assume that since you're flying an unscannable ship you've obviously got ''something'' to hide, and will attack you anyway.
 
 
 
=== Low-sec ===
 
{{see also|Safety Tips for Operating in Low Sec}}
 
Similar rules apply to [[low-sec]], except that you can expect more frequent [[gatecamps]], especially at choke points or the entrances to low-sec space from high-sec. You are most vulnerable just after jumping through a stargate, but keep in mind that unless you start moving your ship or activate any modules, you are [[Timers#Gate_Cloak_Timer|invulnerable for 60 seconds]]. Take this time to assess the situation after jumping through a gate, paying particular attention to any ships or structures within 2000m of you (which will prevent you from [[cloaking]]) or close to the flight path towards your destination. Also check for any for [[Interceptor]]s, as they can target you very quickly.
 
<!-- some pictures would be good here? -->
 
If the path is clear, you can give the "Warp To" (or "Jump") command, and immediately activate your cloak. This gives hostile ships next to no time to lock on to you and activate their [[point|warp disruptor modules ("point")]], so you should be reasonably safe. You will accelerate under cloak and warp off to your destination.
 
 
 
If, on the other hand, your path is blocked, if you try to cloak and warp, you will be decloaked when you pass near to another ship or structure. Once you are decloaked, any hostile ships will have a few seconds to lock on to you and [[point]] you, preventing you from warping off. You can choose to take the risk (depending on how quickly your ship aligns, the time window may be very short), or you can first warp to another celestial/bookmark to which the path is clear. Again, follow the same procedure as above (give the warp command, then immediately cloak); then, once you have arrived, warp to your destination. Since your blockade runner is very fast, it's very unlikely that the hostile ships will be able to catch up to you.
 
 
 
In general, it's very difficult to catch a properly flown blockade runner in low-sec, so if you pay attention you should be reasonably safe.
 
 
 
=== Null-sec and wormholes ===
 
{{see also|Surviving Nullsec}}
 
The biggest danger to blockade runners are [[bubble|warp disruption bubbles]], which are a reasonably common sight in null-sec. These are often set up around stargates or along common flight routes (eg between two stargates), and will prevent you from warping as long as you are inside one of them. Therefore, it's generally advised to never warp directly from stargate to stargate, but instead warp to a random celestial (planet/moon/bookmark) first.
 
 
 
As with low-sec, take advantage of the 60 seconds of invulnerability after jumping through a stargate to check your surroundings. Keep a particular eye out for [[Interdictor]]s and [[Cruiser#Heavy_Interdiction_Cruisers|Heavy Interdiction Cruisers]], as these ships can generate bubbles the moment they see you uncloak.
 
 
 
If you see a clear path from your current location to a celestial, you can try to make a run for it (see above). If there is no clear path, or you are already in a bubble, you have two options:
 
* Fly back and jump through the stargate you just came through as quickly as possible (often called "burn back to the gate"). Give the "Jump" command, activate your cloak, and immediately activate your [[MWD|microwarp drive (MWD)]]. If you activate your MWD within 1-2 seconds of cloaking, you will cloak up, but still receive the MWD's speed boost for one module cycle (approx. 10 seconds). The extra speed from the MWD should allow you to get back to the gate within 6-8 seconds and jump to safety. Don't activate the MWD before the cloak, as it greatly increases your [[signature radius]], making it possible for enemy ships to lock on to you before you can activate your cloak.
 
* Try to fly out of the bubble while cloaked ("burn out of the bubble"). This technique only works if no ships get within 2000m of you (as this deactivates your cloak), so you have to pick your flight path carefully: choose (if possible) a path far away from enemy ships (or other object, including [[jetcan]]s), yet with a relatively short distance to the bubble's edge. [[Manual_Piloting|Double-click in space]] (which orders your ship to fly in that direction), immediately activate the cloak, then the MWD ([[Keyboard controls|keyboard shortcuts]] are very helpful here!). Once you are out of the bubble, find a celestial to warp to (making sure that your warp path doesn't take you back into the bubble), and give the "Warp To" command.
 
 
 
Bubbles can also catch you while you are warping to a stargate. The best way to avoid them is to never warp directly from gate to gate (most bubbles are set up along that flight path). For an extra layer of security, set up [[Bookmarks#Observation_Bookmarks|gate observation bookmarks]] in systems you frequently fly through, and fly to them first to observe any activity around the stargate (locations of bubbles, ships, etc). If the path to the gate is clear, you can then jump through the gate and into the next system.
 
 
 
[[Category:Guides]]
 

Revision as of 17:48, 2 February 2020

This article is deprecated and no longer in use. There is no replacement information available. User: Shauny Tsero, Mentor Manager (talk) 17:48, 2 February 2020 (UTC)
Starting the EVE tutorial.

The EVE tutorial (also known as the "New Player Experience", or "Inception") is a story-driven experience which introduces you to the very basics of playing EVE and to the EVE universe. Unless you've already played EVE it's highly recommended that you follow the tutorial, as the game has many particular mechanics which you may not be used to, even if you've played other computer games. The tutorial is available to any brand-new character.

You start the tutorial in space in a corvette, the sole survivor of an attack on your fleet by Drifters. Through voiceovers, the game will introduce you to the basic concepts you need to play EVE. The tutorial gives you step-by-step instructions, you should follow them carefully. However, the tutorial is often a bit light on context (while it may tell you to do something, it often doesn't explain why or when you might normally want to do this). Therfore, if you'd like to know more about what the tutorial asks you to do, follow the list below, and/or click on the links for an even more in-depth explanation of the concepts covered by the tutorial.

For a more general guide to getting started in the game, see Getting Started in EVE Online.

Tips and general notes

Any friendly on grid in the final suicide mission will get killed and podded!
  • Skipping the tutorial completely.
    To skip the tutorial completely, click on the tutorial icon in the info panel and click "Skip Tutorial". However, keep in mind that there is no way to resume the tutorial (not even through a GM support ticket ) after you've skipped it.
  • If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
    • Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
    • Reset a tutorial step.
      Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
    • If all else fails, submit a support ticket to the game masters (GM) through the EVE support website, and they will manually reset your tutorial to allow you to continue.
  • Showing/hiding the audio transcript.
    The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.
  • The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way.
  • While the EVE user interface (UI) cannot be modded, it can be customised by moving and resizing windows. The more you play the more you will get a feel for how you like setting up your interface, but there are two things you should do to the default UI from an early stage:
    • Make the overview window as large as practical, and play around with the column widths to prevent the text from being clipped too much.
    • Increase the size of the chat window, and change the chat window settings (using the icons at the top-left of the chat window) to reduce the amount of screen space taken up by character portraits.

Topics covered by the tutorial

Aftermath of Drifter attack

  • Camera control
    • Zooming and rotating the camera around your ship, using your mouse.
    • Moving the camera to other objects (using the "look at" command).
  • Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage.
    • Manual piloting, by double-clicking in space, which will cause your ship to turn and fly away from your current camera position (irrespective of where in space you double-click). As a beginner you will only use this rarely.
    • Semi-automatic piloting, such as approaching or orbiting another ship or structure. Your ship's current command is displayed near the bottom middle of the screen.
    • Setting your ship's speed (via the throttle setting, from stop to its maximum speed).
  • Interacting with objects, either through the radial menu or the right-click menu.
    • Virtually every context-sensitive command in EVE can be accessed by right-clicking.
    • Opening a cargo container using the radial menu.
      The most common context-sensitive commands can also be accessed (in many, but not all, cases) through the radial menu. To use the radial menu, press and hold the left mouse button on the object you wish to interact with, move the mouse to the desired command, and releasing the mouse button.
  • Retrieving the contents of containers (or other objects) in space (this is referred to as "looting"; despite the name, it may not necessarily involve theft or other criminal activity). Your ship must be within 2500 m of an object to retrieve its contents; if you're further away, your ship will first fly automatically towards the object.
  • Using the overview to find and interact with nearby objects, which can often be much easier than finding them in space. You may want to enlarge the overview window and resize the columns to see more information at once.
  • Targeting ships (or other objects in space), which is necessary if you want to (for instance) fire your weapons at them. Any ships you have locked will appear as circles in the top-right of your screen.
  • Click your weapon to fire at the currently selected target. Note your weapon's range on the tooltip.
    Firing your ship's weapons at both stationary and moving targets. Your weapons have a maximum range; hover over the icon to see it, and keep your ships (e.g. with the "orbit" command) within this range.
  • Taking and dealing damage. Your ship (as well as enemy ships) is protected by shields, armor, and structure (collectively referred to as "tank"), which are depleted sequentially by incoming weapon fire; once a ship's structure has been depleted, it will be destroyed. Your ship's tank is represented by three concentric circles at the bottom of the user interface. Shields slowly regenerate over time; armor and structure must be repaired once they've taken damage.
  • Using an afterburner module to increase your ship's speed. Using this module uses energy from your ship's capacitor, which regenerates over time. Your capacitor's current charge level is shown in the middle of the tanking circles (at the bottom of the user interface).
  • Warping to another location within the same star system, and docking at a station.

Space station

  • Training skills, being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.
  • Viewing and managing your items
    • Your ship's cargo bay can store a limited amount of stuff (measured by volume).
    • Your item and ship hangars in a station have effectively unlimited storage, but are location-specific (i.e. items stored in one station cannot be remotely accessed from another station).
    • Items and ships which you receive from "out of the game" (e.g. PLEX, refer-a-friend rewards, or some of the rewards from the tutorial) can be found in your "redeem items" window.
  • Fitting a module on a ship
  • The Info Panel (on the left-hand side of the user interface) shows where you should fly to next; right-click or use the radial menu on the location to warp/fly your ships to the location.
  • Manufacturing a module from a blueprint original (BPO)
    • Almost everything in EVE (including BPOs) can be bought on the market. While some items on the market (including BPOs) are sold by NPCs at fixed prices, most items are sold by other players, causing their prices to fluctuate with supply and demand.

Missions

  • Using a stargate to jump to another star system. Unlike in other space games, you can only travel inside a star system (using warp drive) or jump between star systems (using, for the most part, stargates); you cannot travel to an arbitrary point between star systems.
  • Using the autopilot to:
    • Plot a course to a more distant star system. Plotting a course highlights the next stargate on your journey yellow in your overview, allowing you to easily find your way even on a lengthy journey.
    • Automatically fly your ship to your destination. While this can be a very hands-off way of flying, it takes much longer than "manually" warping from stargate to stargate, as the autopilot will always warp you to 10 km off the next stargate, requiring an additional sub-light-speed flight to the stargate before you can jump to the next star system. Potentially unfriendly players will use this time you spend slowly flying towards a stargate to potentially attack and destroy your ship to steal your cargo; therefore, in most cases it's recommended that you only use the autopilot to plot a course, not to actually fly your ship.
  • Warping into a deadspace area using an acceleration gate.
  • Using a hacking module to hack into a structure
  • Using a mini skill injector to receive 25,000 unallocated skill points, which you can use to advance your skill training (by approximately 14 Hours for Omega characters; 28 Hours for Alpha characters, as these train skills more slowly). You can also purchase regular skill injectors from the market to gain additional unallocated skill points, although these cost a substantial amount of ISK.
  • Receiving a new ship, assembling it, and using it. All ships and modules are sold/manufactured in a "packaged" state (think: IKEA flat-pack furniture); before a ship can be used, it must be assembled (modules are assembled automatically when fitted to a ship).
  • Using a Stasis Webifier ("web") module to slow down an enemy ship. Webs are often used to make enemy ships easier to hit with weapons.
  • Having your ship and pod destroyed, causing your character's consciousness to transfer to its medical clone.
  • Recommending that you fly to the station with the nearest Career Agents to do their missions. You will also receive some useful modules and ships (including a Venture mining frigate with mining modules) as a reward.
    • The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.