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

From EVE University Wiki
Jump to: navigation, search
m
m (Remove deprecated "newinfo=" parameter out of {{Deprecated}}.)
 
(103 intermediate revisions by 8 users not shown)
Line 1: Line 1:
''Note: this is my draft copy of an overhauled page on [[Factional Warfare]].''
+
{{Deprecated|user=[[User:Shauny Tsero|Shauny Tsero, Mentor Manager]] ([[User talk:Shauny Tsero|talk]]) 17:48, 2 February 2020 (UTC)|[[New Player Experience Tutorial - Seeker Investigation]]}}
 +
[[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.
  
= Factional Warfare =
+
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. 
  
'''Factional Warfare''' (sometimes also called '''Faction Warfare''') is a game mechanic whereby you can sign up to fight for one of the four empire factions (against its enemy faction) for control over certain areas of [[low-sec|low-sec space]]. It was first introduced in the [[Expansion#Empyrean Age|Empyrean Age expansion]] (2008) to offer players a stepping-stone into PvP (player-vs-player) gameplay.
+
For a more general guide to getting started in the game, see [[Getting Started in EVE Online]].  
  
Factional Warfare is primarily centered around two [[#war zones]] (areas of low-sec contested by two empires): the Amarr-Minmatar war zone and the Caldari-Gallente war zone, which each are located on the border of the two respective empires. In these war zones, players who participate in Factional Warfare attempt to [[#conquer star systems]] for their empire, and are rewarded with [[#loyalty points]] and increased [[#faction standings]] for their efforts. Additionally, as players who participate in Factional Warfare are effectively at war with two of the four empire factions in the game, they can therefore attack (and be attacked by) players fighting for the enemy factions anywhere in New Eden, as well as fight the enemy NPC faction navies (who patrol the [[high-sec]] star systems belonging to their faction).
+
== Tips and general notes ==
 +
{{Color box|color=#ff3535|border=#ff0000|text=#000000|width=25%|Any friendly on grid in the final suicide mission will get killed and podded!}}
 +
* [[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. 
 +
* 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.
  
== Joining Factional Warfare ==
+
== 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|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.
  
There are two ways to join Factional Warfare (the game calls this "enlisting"): join as a solo player, or join as part of a player [[corporation]] or alliance.  
+
=== 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.  
  
=== Joining as a solo player ===
+
=== 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&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.
 +
* Warping into a [[deadspace]] area using an acceleration gate.
 +
* Using a hacking module to [[Hacking#Relic Sites and Data Sites: Hacking|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 [[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.
 +
* 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 [[Home Station|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.
  
[[File:FW-join.png|200px|right|thumb|Join Factional Warfare through the Militia Office window in a station belonging to the empire you wish to fight for (in this example, the Caldari).]]
+
[[Category:Getting Started]]
Any player can join Factional Warfare provided that:
 
* They have a regular paid EVE account (trial accounts may not join), and
 
* Their standings towards the empire faction (e.g. the Gallente Federation or the Caldari State) they wish to fight for must be 0.0 or greater. Note that only raw, unmodified standings (i.e. without taking the effects of skills like {{sk|Social|icon=yes}} into account) count; you can check your standings on your character page.
 
 
 
You can enlist at any station belonging to the empire faction you wish to fight for by opening the "Militia Office" window (from the [[NeoCom#Factional_Warfare|NeoCom]] or the Station Services window). Note that even through the Khanid Kingdom and the Ammatar Mandate are affiliated with the Amarr Empire, they do not count as being a part of it, and therefore you cannot join Factional Warfare from their stations.
 
 
 
If you join as a solo player, you will leave your current corporation (be it a player-run or NPC corporation) and automatically join one of the four militia corporations (NPC-run corporations which are populated exclusively by other players enlisted in Factional Warfare for a given empire):
 
 
 
* Amarr: 24th Imperial Crusade
 
* Caldari: State Protectorate
 
* Gallente: Federal Defence Union
 
* Minmatar: Tribal Liberation Force
 
 
 
Joining as a solo player happens immediately, unless you have roles in a player-run corporation (in which case it takes at least 24 hours to [[Leaving_EVE_University#The_process_for_leaving|relinquish your roles]] and leave your corporation).
 
 
 
=== Joining as a corporation ===
 
 
 
The CEO or Director of a [[corporation]] can enlist their entire corporation (i.e. all their members) in Factional Warfare to fight for one of the four empires. As with solo players, the corporation must have a standing of 0.0 of greater towards the empire they wish to fight for (corporation standings are an average of of its all the members' individual standings, see [[Corporation|corporation standings]] for more details). Enlisting a corporation takes effect after the next downtime.
 
 
 
It's not possible for individuals in a player-run corporation to either join Factional Warfare on their own (they have to leave their corporation and join one of the militias, see above) or to opt out of Factional Warfare if their corporation joins (if the corporation joins, every member of that corporation automatically joins too).
 
 
 
== Factional alliances ==
 
Factional Warfare revolves around two conflicts, one between the Amarr and the Minmatar, and the other between the Caldari and the Gallente. Additionally, the Amarr and the Caldari are allied (as are the Minmatar and the Gallente), which means that pilots fighting for (for instance) the Gallente can also help their Minmatar allies fight against the Amarr (with a few exceptions, see [[#infrastructure hub]]), and attack (and be attacked by) pilots fighting for the Amarr as well as the Caldari. Additionally, that same pilot would be attacked by the [[#faction navies]] of the Amarr and the Caldari should he enter their high-sec space.
 
<!-- picture of "vs" -->
 
 
 
== Capturing systems ==
 
[[File:FW-circle-of-death.png|thumb|200px|right|An illustration of how to capture (or defend) a star system in Factional Warfare (using a system contested by the Amarr and the Minmatar as an example).]]
 
The core mechanics of Factional Warfare revolve around capturing and holding star systems in the [[#war zones]]. This occurs in two steps:
 
* Attacking and completing [[#complexes]] ("plexes") in a system to make the system vulnerable to capture.
 
* Once the system is vulnerable, attack and destroy ("capture") the system's [[#infrastructure hub]] (also known as an "i-Hub") to capture the system.
 
 
 
A system starts off as "stable" (or "uncontested"). The attacking faction (for instance, pilots flying for the Gallente attacking a Caldari-held system) must first attack and complete complexes in the system (this is known as "offensive plexing"); for each completed complex, the system becomes ever more "contested" (commonly quoted from 0% to 100%, sometimes also measured in [[#victory points]]). Once a system has become 100% contested, it is listed as "vulnerable", and the attacking faction can then attack the system's infrastructure hub. Once the infrastructure hub is destroyed, the system is considered "lost" and will switch to the attacking faction's control after the next [[DT|downtime (DT)]].
 
 
 
During this time, the defending faction can also complete complexes in the system (this is known as "defensive plexing"); for each completed complex, the system becomes ever less "contested" (or, if it's currently "vulnerable", it will revert to being "contested"), all the way back to "stable".
 
 
 
While a system is "vulnerable" or "lost", the attacking faction may still capture plexes, but they will not get any [[#reward]] nor affect the system's capture. Additionally, once a system is "vulnerable", the defending faction needs only to capture a few complexes to revert the system to "contested" (and therefore render the infrastructure hub invulnerable again); the attacking faction cannot create a "buffer" against this by capturing more complexes while the system is "vulnerable". Similarly, the once the defending faction has capture enough complexes to revert a system to "stable", the attacking faction only needs to capture one complex to put the system back to "contested". 
 
 
 
Obviously, in addition to the mechanics above, pilots can (and should!) attack the other faction's pilots to stop them from completing their objectives!
 
 
 
=== Complexes ===
 
[[File:FW plex layout.png|thumb|200px|left|The layout of a complex. To enter a complex, you must first activate the complex' acceleration gate, which will warp you into the complex at its beacon. In order to capture the complex, you must stay within 30&nbsp;km of the capture point.]]
 
[[File:Scanner_Window_showing_plexes.jpg|thumb|200px|right|Complexes can be found via the [[Scanning & Probing|system scanner]].]]
 
[[File:FW overview.png|thumb|200px|right|An [[overview]] showing typical Factional Warfare objects.<br><ul><li>Red: [[#Infrastructure hub]]</li><li>Light blue: [[#Complexes]] (one medium and one small) which have already been visited</li><li>Orange: [[#Mission]] beacons</li></ul>]]
 
Factional Warfare Complexes (commonly known as "Plexes", not to be confused with [[Plex|PLEX]]) are small areas of [[deadspace]] in war zone star systems. They are a type of [[Cosmic Anomaly]], which means that they show up on the system scanner (but do not need [[Scanning & Probing|scan probes]] to find), although once someone has warped to a complex, they will also show up on the [[Overview]] (even if someone initiated a warp to them, but cancelled it immediately).
 
 
 
Like all [[Deadspace Complex]]es, you cannot warp directly into them, but must first use an [[acceleration gate]], after which you will land at the complex' beacon. Also, you cannot light a [[cyno|cynosural field]] inside a complex. At the center of each complex, a few kilometers away from the beacon, is the capture point (sometimes called a "button"). An NPC ship belonging to the faction controlling the star system will be defending the complex.
 
 
 
==== Capturing complexes ====
 
 
 
In order to capture a complex, you must first clear the area (radius: 30&nbsp;km) around the capture point of enemy ships. If you're the attacking faction, this includes killing the defending NPC; if you're the defending faction, the NPC will obviously not fire on you, and you therefore you shouldn't destroy it (even if it appears as "hostile" on your [[overview]])!. Then you must stay inside the capture radius (within 30&nbsp;km of the capture point) until the complex' timer has counted down to 0 (you can see how much time is left by selecting the capture point), at which point you will have captured the complex!
 
 
 
[[File:FW capturing plex.jpg|thumb|200px|right|An Amarr pilot capturing an Amarr complex ("defensive plexing"). The timer on the capture point shows how much time is left before the complex is captured.]]
 
Additional ships from your faction will not make the timer count down faster; if you leave the complex, the timer will pause (but will not reset). If an enemy ship enters the complex, the timer will also pause until ships from only one faction are present in the complex, and then it will resume counting down. Note that the timers for both factions are additive - so if a Caldari pilot has spent three minutes capturing a complex, and is then destroyed by an incoming Gallente pilot, the Gallente pilot would have to spend an ''extra'' three minutes in the complex in order to capture it (in order to "undo the capturing" previously done by the Caldari pilot, so to speak).
 
 
 
Ships which are [[cloaking|cloaked]] cannot capture complexes (the timer will pause as soon as the ship cloaks, but will unpause if the ship decloaks). Neutral pilots (i.e. pilots who are not enlisted in a militia) can enter a complex, but cannot capture it (their presence doesn't affect the complex' timer). Pilots in a militia can capture complexes in their ally's warzone, but only on their ally's behalf (so, for example, a pilot fighting for the Minmatar could go to the Caldari-Gallente warzone and capture a complex on behalf of their ally (the Gallente)).
 
 
 
Once a complex has been captured, it disappears from the scanner/overview and despawns after a few minutes. A new complex of the same size will spawn about 30 minutes after the previous one was captured (with the exception of large complexes, which appear to spawn at random). Therefore, if many players have been active in a system recently, it may be the case that, for a brief time, there are no complexes available to capture.
 
 
 
==== Complex types ====
 
Complexes come in four types, often called "sizes" (which is a bit of a misnomer, as the physical dimensions of the complex are always the same). They vary in what ship classes are allowed to enter, what NPC defends them, and how long it takes to capture them. While each type of complex contributes the same amount to capturing a system (see [[#victory points]]), capturing larger complexes result in higher [[#rewards]]. Additionally, capturing complexes in enemy-held systems gives higher rewards than capturing complexes in friendly-held systems.
 
 
 
{| class="wikitable" style="font-size:90%"
 
! style="background-color:#222222;" | Type
 
! style="background-color:#222222;" | Capture time
 
! style="background-color:#222222;" | Allowed ships
 
! style="background-color:#222222;" | NPC defender
 
|-
 
| style="background-color:#333333;" | Novice
 
|10 min
 
|T1 and Faction frigates<br>Industrials<br>(no rookie ships)
 
|Frigate
 
|-
 
| style="background-color:#333333;" | Small
 
|15 min
 
|Frigates<br>Destroyers
 
|Destroyer
 
|-
 
| style="background-color:#333333;" | Medium
 
|20 min
 
|Frigates and Destroyers<br>Cruisers and Battlecruisers<br>(no T3 cruisers)
 
|Cruiser
 
|-
 
| style="background-color:#333333;" | Large
 
|20 min
 
|Unrestricted
 
|Battlecruiser
 
|}
 
 
 
Complexes are defended by a single NPC (in rare cases, two); it's designed to be killed without too much trouble by a player ship of similar size. Once killed, the NPC defender will not respawn.
 
<!-- do large plexes also have acceleration gates? what are these "facilities" I sometimes read about? -->
 
 
 
=== Infrastructure Hub ===
 
[[File:Minmatar Infrastructure Hub.jpg|200px|thumb|left|An infrastructure hub ("i-Hub") in space.]]
 
The Infrastructure Hub (or "i-Hub") is a structure in space which the attacking faction needs to destroy in order to capture a system. The i-Hub can be found (and be warped to) from the Overview, but can only be damaged if the star system is in a "vulnerable" state (see [[#Capturing systems]]), and then only by pilots of the attacking faction (pilots of the defending faction, pilots in an allied militia, or neutral pilots cannot damage the i-Hub).
 
 
 
The i-Hub has 25 million hitpoints (HP), with 7.5M HP each in shield and armor, and 10M HP in structure<ref>[http://games.chruker.dk/eve_online/item.php?type_id=29303 Chruker.dk item database]</ref>. This means that a medium-sized fleet is needed to destroy an i-Hub in a reasonable period of time (keeping in mind that its peak shield recharge rate is around 1700&nbsp;HP/s, which is the absolute minimum amount of DPS needed to break through its shields). Once the i-Hub is destroyed (technically, once it reaches 1% structure), the system will be "lost" and will switch to being occupied by the attacking faction after the next [[downtime]].
 
 
 
As explained above ([[#Capturing systems]]), if a system is "vulnerable", and if the defending faction can capture enough complexes, the system will revert back to "contested". The i-Hub will then become invulnerable again, and any damage which the attacking faction has so far managed to do to it is reset. Therefore, while attacking the i-Hub, the attacking faction must also prevent the defending faction from capturing complexes.
 
 
 
The i-Hub is also the place where pilots of the defending faction can donate loyalty points to upgrade the system, see [[#System upgrades]].
 
<!-- confirm i-Hub stats -->
 
=== Victory points ===
 
Formally, how "contested" a system is is measured in how many victory points have been accumulated by the attacking faction for that system. If the attacking faction has not yet accumulated any victory points for that system, then the system is "stable" (see [[#capturing systems]]), and if they then capture a complex (regardless of its size) they are rewarded with 20 victory points<ref>[http://www.gamerchick.net/2013/01/the-beginners-guide-to-faction-war.html GamerChick42: The Beginner's Guide to Faction War Plexing]</ref> (conversely, if the defending faction captures a complex, 20 victory points are subtracted). In order to bring a system to "vulnerable", the attacking faction must accumulate 3000 victory points (i.e. capture 150 complexes more than the defending faction).
 
 
 
If a star system has one or more [[Planet#Temperate|temperate planets]], then players in [[DUST 514]] can make a system easier or harder to capture. The more planetary districts on those planets are controlled by DUST 514 players fighting for the attacking faction, the lower the number of victory points needed to capture a system (and, conversely, the more districts are controlled by the defending faction, the higher the number). This mechanic can modify the number of victory points needed to capture a system by up to 12.5% per temperate planet<ref>[https://wiki.eveonline.com/en/wiki/EVE-DUST_514_Link_FAQ EVE Wiki: EVE-DUST link FAQ]</ref> (for example, a system with two temperate planets where the attacking faction militia controls all the districts will require <span style='white-space:nowrap;'>3000 - (12.5% * 2) = 2250</span> victory points). Star systems without temperate planets always require 3000 victory points to capture.
 
<!-- screenshot of DUST 514 indication -->
 
 
 
== System upgrades and warzone tier ==
 
=== System upgrades ===
 
[[File:FacWar Infra Hub upgrade dialog.jpg|200px|thumb|right|A system can be upgraded by donating loyalty points (LP) at the system's infrastructure hub. This system is currently at Level 3, nearing Level 4.]]
 
Players participating in Factional Warfare can donate the [[LP|loyalty points (LP)]] they earned with their militia corporation (see [[#rewards]]) to "upgrade" the star systems which their faction currently controls. To do this, they must fly to the system's [[#infrastructure hub]], right-click on it, and select the "donate" option, and select how much LP you would like to donate. This window also lists the benefits of upgrading a system:
 
* lower trading fees
 
* lower clone creation fees
 
* more industry slots
 
When you donate LP, a part is lost as a "maintenance tax" (for example, if you donate 1000 LP, and the maintenance tax is 5%, then only 950 LP are actually counted towards upgrading the system). The maintenance tax starts at 0% and increases the higher the [[#warzone tier]] is, up to about 75%<ref>[https://forums.eveonline.com/default.aspx?g=posts&m=3630457 EVE Forums: maintenance tax]</ref>. The LP you donate is put into a pool with the LP donated by other players from your faction in that system, and the size of that pool determines the system's upgrade level (for example, in the screenshot on the right, Caldari militia members have donated a total of 129,360 LP in that system, which equates to an upgrade level of 3. In order to each level 4, they would have to donate an additional 10,640 LP to bring the total to at least 140,000 LP.). A system can be upgraded up to level 5.
 
 
 
You can check the current upgrade level of a system (along with the associated benefits) through the system information display at the top-left of the screen. Here you can see who currently controls the system, the system state (stable / contested / vulnerable / lost, see [[#capturing systems]]) and its upgrade level, as well as the influence of DUST 514 players on the system (see [[#victory points]]).
 
 
 
Beyond providing benefits for the system itself, upgrading star systems also contributes to the overall [[#tier]] of the war zone, which can bring additional benefits.
 
 
 
The amount of LP in a system's pool is reduced every time a player from the enemy faction captures a complex in that system; 50% of the LP [[#reward]] they receive is subtracted from the system's LP pool. For example, a Gallente pilot captures a novice complex in a Caldari-held system. The Gallente pilot is rewarded (say) 10,000 LP for her efforts, and hence, the Caldari LP pool for that system is reduced by 50% of that (5,000 LP in this case). If the amount of LP in the pool drops below the threshold required for the current system level, then the system's upgrade level will drop accordingly. The defending faction can counteract this by donating more LP to the pool; even if the system is at level 5, they can continue donating LP into a so-called "buffer" (i.e. more LP than is needed to reach level 5) to stop the system dropping to level 4 as soon as one enemy pilot captures a complex.
 
 
 
<!-- check whether this is what the option to donate LP (right-click menu) is called. And how much LP are needed to upgrade a system? And is the maintenance tax based solely on the total warzone tier, or on the system's upgrade level? what are the exact benefits of system upgrade? Are upgrades visible (and do they affect) non-militia members? Enemy militia members? % of LP lost when enemy faction captures plexes (and other LP-generating activities?)? what happens to upgrades when system flips? -->
 
<!-- screenshot of the FW status UI at the top-left, showing system level and current upgrades -->
 
=== Faction Tier ===
 
The more systems in a [[#war zone]] a faction controls and the more those systems are [[#upgraded]], the higher the [[#rewards]] the pilots who fight for that faction receive. This is represented by the "faction tier" mechanic: each faction receives a point for each system they control in their war zone, plus an additional point for every system level upgrade (so an un-upgraded system is worth 1 point, a system upgraded to level 1 is worth 2 points, a system upgraded to level 2 is worth 3 points, a system upgraded to level 3 is worth 4 points, and so forth).
 
 
 
The number of points a faction has is then compared to the total number of available points in a war zone (which is equal to the number of systems in the war zone multiplied by 6 (as a system can be upgraded up to level 5, and a level 5 system is worth 6 points)).
 
* Amarr-Minmatar war zone: 70 systems (420 points available)
 
* Caldari-Gallente war zone:
 
 
 
Hence, the number of points a faction has determines the its tier:
 
* 0-20% of the total number of available points: Tier 1
 
* 21-40% of the total number of available points: Tier 2
 
* 41-60% of the total number of available points: Tier 3
 
* 61-80% of the total number of available points: Tier 4
 
* 81-100% of the total number of available points: Tier 5
 
 
 
The main effect of warzone tier is that it affects how many [[LP|loyalty points]] you receive for various activities you do in Factional Warfare; the higher your faction's tier, the higher your [[#rewards]].
 
* Tier 1: -50% LP rewards
 
* Tier 2: (no effect)
 
* Tier 3: +75% LP rewards
 
* Tier 4: +150% LP rewards
 
* Tier 5: +225% LP rewards
 
 
 
For example, the base reward for capturing a novice complex in an enemy-held system is 10,000 LP. If your faction is at Tier 1, then you will only receive 5000 LP, while if your faction was at Tier 4, you would receive 25,000 LP for capturing that same complex! This bonus affects all activities which reward Factional Warfare LP, notably [[#capturing complexes]] and [[#running missions]].
 
 
 
<!-- how many systems in C-G war zone? Is +LP the only benefit of tier? Does it only apply to plexing and missions, or also eg PvP kills? screenshot showing where you can see all this on the UI (incl if you're not in a militia). Is "tier" or "war zone tier" the official name for this mechanic? -->
 
 
 
== Factional Warfare missions ==
 
Each of the four Factional Warfare corporation ("militias") have a number of agents which offer missions to pilots enlisted with their militia (and their allied militia). These missions work similarly to the [[Missions#Encounter_Missions|encounter missions]] offered by agents of other corporations, although there are a few notable differences (detailed below). Note that even though these missions are run in the [[#war zones]], they do not contribute to capturing or defending star systems in those war zones.
 
 
 
=== Finding, accepting and rejecting missions ===
 
Avail to militia and allied militia only. List of agents through agent finder. Access to higher lv agents by standings with FW corp (militia) - for agents in allied militia need standings to allied militia corp. No storyline mission. No penalty for rejecting missions.
 
<!-- really no penalty for rejecting mission?? -->
 
=== Running missions ===
 
Always military encounter mission (no mining or courier) - go somewhere, kill something. Generally in deadspace pocket. Always in enemy half of war zone in low-sec, i.e. many jumps through low-sec. Beacon visible to all at mission location - anyone can warp to your mission objective. Mission difficulty like highsec-1; ship restrictions like highsec. Killing enemy faction ships will cause further damage to standings with enemy factions, see detailled mission description in eve-survival.
 
<!-- confirm ship restrictions, when is beacon created (at acceptance, at warp-to...) -->
 
=== Completing missions ===
 
Can complete remotely (at any station). Receive standings increase, ISK and LP reward (as regular missions). Reward- and standings-increasing skills work as normal. Note that LP rewards scale with [[#faction tier]].
 
 
 
== Rewards ==
 
A discussion of all rewards (linked to from plexes and missions)
 
 
 
Plex rewards
 
Must be in range when plex is completed (no rewards for partially completing plex). Rewards shared between pilots in plex.
 
Offensive and defensive
 
 
FW stores
 
(historical: prices used to be linked to war zone tier; this is no longer the case. However, prices are still cheaper than in normal stores (examples!))
 
Rewards for flipping a system (destroying i-Hub)?
 
 
 
LP rewards reduce enemy system upgrade pool (but rewards are still paid out normally even if the upgrade pool is empty)
 
 
 
== War zones ==
 
Description of war zones.
 
Regions, constellations.
 
 
 
 
 
== Permanent war ==
 
Effects of being in a permanent war
 
=== Enemy militia ===
 
You can kill enemy militia (and they can kill you) without losing sec status or CONCORD intervention (in high-sec).
 
=== Faction navies ===
 
Will attack you if you enter highsec systems controlled by enemy factions
 
Cannot dock in enemy-held stations
 
 
 
* FW UI elements (FW window, system info)
 
* overview settings
 
* finding plexes (overview & scanner)
 
* maps (ombeve, dotlan)
 
* mechanics of capturing systems, contested/vulnerable/stable states (and how to move between them), victory points
 
* tier and system levels, what affects them
 
* FW corps (player corps, militias), ranks
 
* LP store, LP rewards
 
* missions (probably link to a separate page)
 
** damage types
 
* effect on aggression: who you can shoot without repercussions, WT in high-sec,
 
* faction navy (''not'' CONCORD)
 
* geography of warzones (which regions; link to Dotlan)
 
* how FW impacts your standings (faction / FW corp)
 
* Split off a separate page on strategy and tactics (include the FAQ?)
 
** plexing: check whether it's on the overview ("visited")
 
** i-Hub bash: SB does about 300-400 dps, battleship 600-800 dps, tier 3 battlecruiser 600-800 dps
 
** choose plex size to fight particular ship classes
 
** D-scan!!
 
** maximising profit (donating LP, LP rewards scale with tier, cashing out)
 
** system upgrades rarely worth it
 
* FW ranks, standings towards your militia. ranks only gained with your own militia.
 
* generally check the page on FW standings
 
 
 
== Classes ==
 
* [[Factional Warfare 101]]
 
 
 
== References ==
 
<references />
 
 
 
== External links ==
 
* Eve Wiki page on FW
 
* GamerChick42 guide to FW
 
* [http://forum.eveuniversity.org/viewtopic.php?f=105&t=12193 Factional Warfare: What is it, what is there in for me?] (2009)
 

Latest revision as of 13:32, 1 December 2021

This article is deprecated and no longer in use.
Please visit New Player Experience Tutorial - Seeker Investigation for current info. 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.