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

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= Drones =
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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]]}}
== Subcapital combat drones ==
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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.
  
'''{{co|wheat|Light drones}}''':
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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. 
* Use 5m<sup>3</sup> space and 5Mbit/sec bandwidth
 
* Move and track targets very fast
 
* Are the best drones to use against frigates and destroyers
 
  
'''{{co|wheat|Medium drones}}''':
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For a more general guide to getting started in the game, see [[Getting Started in EVE Online]].
* Use 10m<sup>3</sup> space and 10Mbit/sec bandwidth
 
* Move and track moderately fast
 
* Are the best drones to use against cruisers, and are also good against battlecruisers
 
  
'''{{co|wheat|Heavy drones}}''':
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== Tips and general notes ==
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth
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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!}}
* Move and track slowly, but do lots of damage
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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. 
* Are good against battleships, and can handle battlecruisers
+
* 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.
 +
** [[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.
 +
** 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.
 +
* [[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.
 +
* 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.
  
'''{{co|wheat|Sentry drones}}''':
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== Topics covered by the tutorial ==
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth
+
=== Aftermath of Drifter attack ===
* Cannot move in space
+
* [[Camera]] control
* Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets
+
** Zooming and rotating the camera around your ship, using your mouse.
* Most effective against battleships and battlecruisers, but can also hit smaller targets if they are far enough away
+
** 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|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.
 +
** [[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.
 +
** 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.
 +
** [[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.
 +
* 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. 
 +
* 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.
 +
* [[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.
 +
* 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. -->
 +
* 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). 
 +
* Warping to another location within the same star system, and docking at a station.
  
Each race has their its own light, medium, heavy, and sentry drones, and they each primarily do one [[NPC Damage Types|damage type]] (marked in the table below as "primary damage" - for instance, all Amarr drones do EM damage).  
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=== Space station ===
 +
* 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.
 +
* Viewing and managing your [[Managing Your Assets|items]] <!-- this too needs a link to a UI overview page -->
 +
** 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 Guidelines|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 [[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.  
  
<!-- expand this table to include the faction comparison tables - makes it easier to cross-link between faction and drone name -->
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=== Missions ===
{| class=wikitable style="font-size:90%;text-align:center;"
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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.
|-
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* Using the [[autopilot]] to:
! rowspan=2 style="background-color:#222222;" | Race
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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.  
! rowspan=2 style="background-color:#222222;" | Light
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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.  
! rowspan=2 style="background-color:#222222;" | Medium
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* Warping into a [[deadspace]] area using an acceleration gate.  
! rowspan=2 style="background-color:#222222;" | Heavy
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* Using a hacking module to [[Hacking#Relic Sites and Data Sites: Hacking|hack]] into a structure
! rowspan=2 style="background-color:#222222;" | Sentry
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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.  
! colspan=2 style="background-color:#222222;" | Damage
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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.  
! style="background-color:#222222;" | Primary
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* Having your ship and [[pod]] destroyed, causing your character's consciousness to transfer to its [[medical clone]].  
! style="background-color:#222222;" | Secondary
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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.  
|-
+
** The career agents are the next step in the EVE tutorial, and it's highly recommended that you do their missions.  
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Amarr''' <!--{{icon|amarr|48px|Amarr Empire}} -->
 
| style="padding: 0.2em 0.5em" | Acolyte
 
| style="padding: 0.2em 0.5em" | Infiltrator
 
| style="padding: 0.2em 0.5em" | Praetor
 
| style="padding: 0.2em 0.5em" | Curator
 
| {{icon|em damage|32px|EM damage}}
 
| {{icon|th damage|32px|Thermal damage}}
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Caldari''' <!--{{icon|caldari|48px|Caldari State}}-->
 
| style="padding: 0.2em 0.5em" | Hornet
 
| style="padding: 0.2em 0.5em" | Vespa
 
| style="padding: 0.2em 0.5em" | Wasp
 
| style="padding: 0.2em 0.5em" | Warden
 
| {{icon|ki damage|32px|Kinetic damage}}
 
| {{icon|th damage|32px|Thermal damage}}
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Gallente''' <!--{{icon|gallente|48px|Gallente Federation}} -->
 
| style="padding: 0.2em 0.5em" | Hobgoblin
 
| style="padding: 0.2em 0.5em" | Hammerhead
 
| style="padding: 0.2em 0.5em" | Ogre
 
| style="padding: 0.2em 0.5em" | Garde
 
| {{icon|th damage|32px|Thermal damage}}
 
| {{icon|ki damage|32px|Kinetic damage}}
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Minmatar''' <!--{{icon|minmatar|48px|Minmatar Republic}}-->
 
| style="padding: 0.2em 0.5em" | Warrior
 
| style="padding: 0.2em 0.5em" | Valkyrie
 
| style="padding: 0.2em 0.5em" | Berserker
 
| style="padding: 0.2em 0.5em" | Bouncer
 
| {{icon|ex damage|32px|Explosive damage}}
 
| {{icon|ki damage|32px|Kinetic damage}}
 
|-
 
| colspan=7 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | All combat drones do the primary damage type. 'Integrated' and 'Augmented' drones also do the secondary damage type.  
 
|}
 
  
Each drone type has its own skill ({{sk|Light Drone Operation|icon=yes}}, {{sk|Medium Drone Operation|icon=yes}}, {{sk|Heavy Drone Operation|icon=yes}}, {{sk|Sentry Drone Interfacing|icon=yes}}), which is needed to operate the respective type.
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[[Category:Getting Started]]
 
 
=== Faction comparison ===
 
Within a drone class (e.g. medium drones), each faction's drones have strengths and weaknesses compared to the other factions'.
 
 
 
==== Light, medium and heavy drones ====
 
* Minmatar drones are the fastest drones (50% faster than Gallente drones), and so excel at chasing fast ships. However, they do the lowest damage.
 
* Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.
 
* Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones, but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones).
 
 
 
Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family):
 
 
 
{| class=wikitable style="font-size:90%;text-align:left;"
 
|-
 
! style="background-color:#222222; text-align:left" | Race
 
! style="background-color:#222222" colspan=2 | Damage
 
! style="background-color:#222222" colspan=2 | Speed
 
|-
 
| style="background-color:#333333" | Minmatar
 
| rowspan = 4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:1em"|
 
|
 
| rowspan = 4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:1em"|
 
| +50%
 
|-
 
| style="background-color:#333333" | Amarr
 
| +8%
 
| +37%
 
|-
 
| style="background-color:#333333" | Caldari
 
| +15%
 
| +13%
 
|-
 
| style="background-color:#333333" | Gallente
 
| +23%
 
|
 
|-
 
|}
 
<!--
 
* Table: Damage (incl type), MWD speed, orbiting speed. With all three drone types (L/M/H).  -->
 
 
 
==== Sentry drones ====
 
* Caldari drones have the longest range (about 150% more than Gallente drones), but with the lowest tracking and damage.
 
* Gallente drones do the most damage (21% more than Caldari drones) and have the best tracking (200% better than Caldari drones), but have the shortest range.
 
* Amarr and Minmatar drones fall between Caldari and Gallente drones in terms of damage and range (Minmatar drones do a little more damage with better tracking than Caldari drones, but have less range; Amarr drones have slightly more range than Gallente drones, but worse tracking and damage). 
 
 
 
Therefore, the four race's drones represent a sliding scale between damage and range (with short-ranged drones having better tracking). Note that, in the table below, range is given as "first falloff" (i.e. the optimal range plus 1 falloff); Amarr and Minmatar drones both have the same optimal range, but the Minmatar drones have a much longer falloff range.
 
 
 
{| class=wikitable style="font-size:90%;text-align:left;"
 
|-
 
! style="background-color:#222222; text-align:left" | Race
 
! style="background-color:#222222" colspan=2 | Damage
 
! style="background-color:#222222" colspan=2 | Range
 
! style="background-color:#222222" colspan=2 | Tracking
 
|-
 
| style="background-color:#333333" | Caldari
 
| rowspan = 4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:1em"|
 
|
 
| rowspan = 4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:1em"|
 
| +143%
 
| rowspan = 4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:1em"|
 
|
 
|-
 
| style="background-color:#333333" | Minmatar
 
| +7%
 
| +115%
 
| +60%
 
|-
 
| style="background-color:#333333" | Amarr
 
| +14%
 
| +29%
 
| +130%
 
|-
 
| style="background-color:#333333" | Gallente
 
| +21%
 
|
 
| +200%
 
|-
 
|}
 
<!--
 
* Table: Damage (incl type), range, tracking -->
 
 
 
=== Drone variants ===
 
In addition to the basic Tech 1 drones, there are four other [[Techs, Tiers and Meta levels|variants]] of drone within each race's light/medium/heavy drone lineup:
 
 
 
*A '''{{co|wheat|Tech 2}}''' drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use.
 
*A '''{{co|wheat|Faction}}''' drone, available from [[Loyalty Points|LP stores]]. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts. 
 
*'''{{co|wheat|'Integrated'}}''' and '''{{co|wheat|'Augmented'}}''' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively, but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, they are fairly rare and therefore very expensive.
 
 
 
Sentry drones also have Tech 2 and Faction variants (but no 'Integrated' or 'Augmented' drones):
 
* '''{{co|wheat|Tech 2}}''' sentry drones have better range, tracking, and hit points (compared with their Tech 1 counterparts), but need additional skills to use.
 
* '''{{co|wheat|Faction}}''' sentry drones have (compared to their Tech 2 counterparts) the same range, but many more hit points. They don't require additional skills to use (beyond those required for the Tech 1 drones), and are available from LP stores.
 
 
 
Note that, for sentry drones, the Tech 2 and Faction variants do not have higher damage than their Tech 1 counterparts (although the damage of Tech 2 drones can be further increased by training the racial drone specialization skills).
 
<!--
 
* Big table of +%, with skills -->
 
<!--
 
==== L/M/H ====
 
*Integrated need <size> Drone Operation I. +10% speed, +15% dps, +10% EHP
 
*Faction need <size> Drone Operation I. +20% speed, dps, +100% EHP.
 
*T2 are improved by Racial Drone Specialization skills (+2% dmg per skill level). +20% speed, dps, EHP. More dps (+10%) than faction, but lower EHP.
 
*Augmented need <size> Drone Operation V and <race> Drone Specialization. +32% speed, +32% dps, +80% EHP. Fastest and more dps, second-highest EHP.
 
 
 
==== Sentry ====
 
* T2: +20% optimal, falloff, tracking, EHP. DPS as T1, but increased by Drone Specialization skills.
 
* Faction: +20% optimal, falloff, +26% tracking, +140% EHP. DPS as T1.
 
-->
 
== Capital combat drones ==
 
=== Fighters ===
 
Fighters are frigate-sized drones that do cruiser-sized damage and can only be fielded by [[Capital_Ship#Carriers|carriers]] and [[Capital_Ship#Supercarriers|supercarriers]]. They are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock<ref>[http://wiki.eveonline.com/wiki/Item_Database:Drones:Combat_Drones:Fighters Fighters, EveOnline Wiki]</ref>. They need the same amount of bandwidth as heavy drones (25 Mbit/s), but compared to them, fighters are a little faster, do a little more damage, and are much tougher.
 
 
 
Each race has each its own fighter, and their damage is split between the race's primary and secondary damage types, but otherwise they are very similar to each other. There are only Tech 1 fighters (no Tech 2 or Faction variants). In order to use fighters you need to train {{sk|Fighters|icon=yes}} (which also improves the damage of your fighters).
 
<!--
 
The following table displays the differences between the four fighter drones<ref>[http://eve.chantal13.com/drones/ Melindra's Universe Drone Information]</ref>:
 
 
 
{| class="wikitable"
 
|-
 
!  Drone Name
 
!  Race
 
!  Base Damage
 
(T2/T1)
 
!  Range
 
!  Falloff
 
!  Tracking Speed
 
(rad/sec)
 
|-
 
|  Templar
 
|  Amarr
 
|  200/100
 
|  4500
 
|  2500
 
|  0.075
 
|-
 
|  Dragonfly
 
|  Caldari
 
|  213/106
 
|  5000
 
|  3500
 
|  0.0625
 
|-
 
|  Firbolg
 
|  Gallente
 
|  175/88
 
|  1500
 
|  3500
 
|  0.1
 
|-
 
|  Einherji
 
|  Minmatar
 
|  125/63
 
|  1000
 
|  5000
 
|  0.125
 
|}
 
 
 
It must be noted that fighters not only deal their respective race's damage type but also deal an additional damage type as outlined in the table at the start of this section. -->
 
 
 
=== Fighter-bombers ===
 
Fighter-bombers are anti-capital-ship drones, and can only be used by supercarriers. They launch torpedoes (which are integrated into the fighter-bombers; you do not need to carry ammunition for them!) which do tremendous DPS to very large targets, and can be very dangerous to slow battleships. However, they pose little threat to smaller ships, because their torpedoes have very slow explosion velocities and very large explosion radii. Just like fighters, they can also enter warp.
 
 
 
Each race has its own fighter-bomber drone, but aside from the different damage types, they are very similar to each other. Additionally, there is a [[Sansha's Nation|Sansha]] faction fighter-bomber (the Shadow), which does slightly more damage than the Tech 1 fighter-bombers, but is ludicrously expensive. Fighter-bombers need the {{sk|Fighter Bombers|icon=yes}} skill (which also increases their damage).
 
 
 
A Tech 1 fighter-bomber costs about as much as a battlecruiser.
 
 
 
{| class=wikitable style="font-size:90%;text-align:center;"
 
|-
 
! rowspan=2 style="background-color:#222222;" | Race
 
! rowspan=2 style="background-color:#222222;" | Fighter
 
! rowspan=2 style="background-color:#222222;" | Fighter-bomber
 
! colspan=2 style="background-color:#222222;" | Damage
 
|-
 
! style="background-color:#222222;" | Primary
 
! style="background-color:#222222;" | Secondary
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Amarr''' <!--{{icon|amarr|48px|Amarr Empire}} -->
 
| style="padding: 0.2em 0.5em" | Templar
 
| style="padding: 0.2em 0.5em" | Malleus
 
| {{icon|em damage|32px|EM damage}}
 
| {{icon|th damage|32px|Thermal damage}}
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Caldari''' <!--{{icon|caldari|48px|Caldari State}}-->
 
| style="padding: 0.2em 0.5em" | Dragonfly
 
| style="padding: 0.2em 0.5em" | Mantis
 
| {{icon|ki damage|32px|Kinetic damage}}
 
| {{icon|th damage|32px|Thermal damage}}
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Gallente''' <!--{{icon|gallente|48px|Gallente Federation}} -->
 
| style="padding: 0.2em 0.5em" | Firbolg
 
| style="padding: 0.2em 0.5em" | Cyclops
 
| {{icon|th damage|32px|Thermal damage}}
 
| {{icon|ki damage|32px|Kinetic damage}}
 
|-
 
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Minmatar''' <!--{{icon|minmatar|48px|Minmatar Republic}}-->
 
| style="padding: 0.2em 0.5em" | Einherji
 
| style="padding: 0.2em 0.5em" | Tyrfing
 
| {{icon|ex damage|32px|Explosive damage}}
 
| {{icon|ki damage|32px|Kinetic damage}}
 
|-
 
| colspan=7 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Fighters do both damage types, while fighter-bombers only do the primary damage type. 
 
|}
 
<!--
 
Table of capital drones, with stats and req skills. -->
 
 
 
= Using Drones =
 
 
 
=== Drone choice ===
 
Depending on the difficulty of the PvE encounter, you will want to bring:
 
* Level 1 and 2 missions: light drones
 
* Level 3 missions: medium and light drones
 
* Level 4 missions: heavy or sentry drones, and light drones
 
 
 
Rats from each of the pirate factions in EVE are [[NPC Damage Types|vulnerable to different damage types]]. There are drones from all four empire factions available to you; not only does each faction's drones [[Drones#Faction_comparison|do a different damage type]], but they also have different stats (e.g. Gallente drones do a lot of damage but are slow, while Minmatar drones are fast but do less damage). The table below summarises which drones are most effective against which NPC enemies: 
 
 
 
{| class=wikitable
 
|-
 
! rowspan=2 | Faction
 
! colspan=2 | Light/Med/Heavy drones
 
! colspan=2 | Sentry drones
 
|-
 
| Primary
 
| Secondary
 
| Primary
 
| Secondary
 
|-
 
| Angel Cartel
 
| Caldari
 
| Minmatar
 
| Minmatar
 
| Gallente
 
|-
 
|}
 
 
 
 
 
Incl racial and type (size)
 
 
 
Lights, Mediums, and Heavies:
 
 
 
Angel Cartel: Caldari > Minmatar. Minmatar slightly better against battleships and elite cruisers.
 
 
 
Blood Raiders: Gallente > Amarr. Amarr slightly better against battleships and elite cruisers.
 
 
 
Guristas: Caldari > Gallente.
 
 
 
Serpentis: Caldari > Gallente
 
 
 
Sansha (non-incursion): Gallente > Amarr. Amarr slightly better against battleships and elite cruisers.
 
 
 
Rogue Drones: Gallente > Amarr. Amarr slightly better against battleships and elite cruisers.
 
 
 
Mordus: Caldari > Gallente. Gallente slightly better against frigates.
 
 
 
---
 
 
 
Sentries:
 
 
 
Angel Cartel: Minmatar > Gallente.
 
 
 
Blood Raiders: Amarr > Gallente
 
 
 
Guristas: Gallente > Caldari by damage (+10%), but prefer Caldari except at short ranges.
 
 
 
Sansha (non-incursion): Amarr > Gallente.
 
 
 
Serpentis: Gallente > Caldari by damage (+10%), but prefer Caldari except at short ranges.
 
 
 
Rogue Drones: Amarr > Gallente
 
 
 
Mordus: Caldari > Gallente. Gallente better (+20%) against cruisers or smaller, but Caldari have much longer range are are far more effective against battleships.
 
 
 
General note about low-tracking sentries
 
 
 
Source: http://forum.eveuniversity.org/viewtopic.php?f=43&t=83255
 
 
 
=== Racial Drones and NPC Resistances ===
 
Each NPC faction does and is weak to certain [[NPC Damage Types|damage types]]. As the article on drones explained, each race's drones do a particular damage type:
 
* Amarr drones do EM damage
 
* Caldari drones do kinetic damage
 
* Gallente drones do thermal damage
 
* Minmatar drones do explosive damage
 
 
 
To complicate matters, different races' drones also have different damage modifiers -- Gallente drones have the highest damage modifiers, and Amarr drones have the lowest. This means that there are some cases where the higher raw damage from Gallente drones will beat the fact that another race's drones hit your enemy's weakest resists. (You will see from the table below that thermal damage, the type Gallente drones deal, is almost never NPCs' strongest resist.)
 
 
 
[[File:Drones.jpg|200px|thumb|right|Different light drone damage outputs on different faction targets -- Serpentis have the same resists as Guristas]]
 
 
 
The chart to the right provides a calculated example of the advantages and disadvantages of the different types of light scout drones (taken from [http://forum.eveuniversity.org/viewtopic.php?p=223943#p223943 this post]).
 
 
 
Since Gallente drones are rarely the worst choice, you can get away with using them against everything if you're lazy. When you reach higher-level missions with more pronounced NPC resists, or if you're relying on drones as your primary source of damage, you may want to start using drones to hit your enemy's weakest resists.
 
 
 
The table below indicates which racial drone damage type should be most effective against which faction:
 
 
 
{| class="wikitable" border="1"
 
|-
 
!  Faction Name
 
!  Weaknesses
 
!  Best Drone Race
 
|-
 
|  Angel Cartel
 
|  Ex/Ki/Th
 
|  Minmatar
 
|-
 
|  Blood Raider
 
|  EM/Th/Ki
 
|  Amarr/Gallente
 
|-
 
|  Guristas
 
|  Ki/Th/Ex
 
|  Caldari/Gallente
 
|-
 
|  Sansha's Nation
 
|  EM/Th/Ex
 
|  Amarr/Gallente
 
|-
 
|  Serpentis
 
|  Ki/Th/EM
 
|  Caldari/Gallente
 
|-
 
|  Rogue Drones
 
|  EM/Th/Ki
 
|  Amarr/Gallente
 
|-
 
|  Mercenary
 
|  Th/Ki/Ex
 
|  Gallente
 
|-
 
|  Mordu's Legion
 
|  Ki/Th/Ex
 
|  Caldari/Gallente
 
|-
 
|  EoM
 
|  Ki/Ex/Th
 
|  Caldari
 
|}
 
== References ==
 
<references />
 

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.