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

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== Blockade runners ==
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{{Deprecated|user=[[User:Shauny Tsero|Shauny Tsero, Mentor Manager]] ([[User talk:Shauny Tsero|talk]]) 17:48, 2 February 2020 (UTC)|[[New Player Experience Tutorial - Seeker Investigation]]}}
Absolutely necessary skills:  
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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.
* Racial Industrial V
 
* {{sk|Transport Ships|I}} (needs {{sk|Industry|V|mult=yes}})
 
  
Necessary skills:
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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. 
* {{sk|Cloaking|IV|mult=yes}} (for CovOps cloak, needs {{sk|CPU Management|IV|mult=yes}})
 
* {{sk|High Speed Maneuvering|I}} (for 10MN MWD, needs {{sk|Afterburner|III|mult=yes}})
 
  
Fitting skills:
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For a more general guide to getting started in the game, see [[Getting Started in EVE Online]].  
* {{sk|Power Grid Management|V|mult=yes}} (to have enough PG for the MWD; Crane needs V, Prowler needs IV, others need III)
 
* {{sk|Hull Upgrades|II|mult=yes}} (to fit expanded cargohold II. Also +5% armor/level)
 
* {{sk|Astronautics Rigging|I}} (to fit cargo rigs I, needs {{sk|Jury Rigging|III|mult=yes}} and {{sk|Mechanics|III|mult=yes}}
 
* {{sk|Tactical Shield Manipulation|IV|mult=yes}} (to fit Tech 2 shield hardeners. Tech 1 only needs level I)
 
* {{sk|Shield Upgrades|IV|mult=yes}} (to fit Tech 2 shield extenders. Tech 1 only needs level I)
 
* {{sk|Electronic Warfare|IV|mult=yes}} (to fit ECM Burst II. Tech 1 only needs level I)
 
* {{sk|Warp Drive Operation}} (to fit Hyperspatial Accelerators)
 
  
Performance skills:
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== Tips and general notes ==
* {{sk|Evasive Maneuvering}} (+5% agility / level)
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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!}}
* {{sk|Acceleration Control}} (+5% AB/MWD speed boost / level)
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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. 
* {{sk|Navigation}} (+5% speed / level)
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* If a part of the tutorial gets stuck (for instance, if it doesn't recognise that you've completed a step), do the following:
* {{sk|Warp Drive Operation}} (-10% cap needed for warp / level)
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** Wait a few seconds. Some parts of the user interface can occasionally be a little sluggish.
* {{sk|Spaceship Command}} (+2% agility / level)
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** [[File:Reset-tutorial.jpg|thumb|right|Reset a tutorial step.]] Reset the tutorial step (which will take you back one or two steps in the tutorial) by clicking on the question mark (?) button in the info panel.
* {{sk|Transport Ships}} (+5% warp speed / level)
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** If all else fails, submit a support ticket to the game masters (GM) through the [https://support.eveonline.com/ EVE support website], and they will manually reset your tutorial to allow you to continue.
 +
* [[File:Tutorial-transcript.png|right|thumb|Showing/hiding the audio transcript.]] The voiceover windows have a three-line icon at the bottom; click this button to show a text transcript of the voiceover.
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* The tutorial is somewhat unusual, as it includes voiceovers, interface hints, and a structured story to follow; "normal" gameplay in EVE is much more player-directed and free-form. The blue interface hints are not present during gameplay after the tutorial; if, during the tutorial, they obstruct another window, rotate the camera to get them out of the way. 
 +
* 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.
  
=== Modules ===
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== Topics covered by the tutorial ==
==== Rigs ====
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=== Aftermath of Drifter attack ===
*Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU
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* [[Camera]] control
*Auxiliary Thrusters: +7.25% speed, -10% armor
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** Zooming and rotating the camera around your ship, using your mouse.
*Low Friction Nozzle Joints: -11.7% agility, -10% armor
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** Moving the camera to other objects (using the "look at" command).
*Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor
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* Piloting your ship. Spaceships in EVE fly more like submarines than spaceships, as they have a maximum speed, and will slow down and stop when their engines are turned off. Also, while your ship can collide with other ships and objects, this causes no damage. 
 +
** [[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.
  
====Low ====
+
=== Space station ===
*Nanofiber Internal Structure I: +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for Tech II)
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* Training [[Skills and Learning|skills]], being given a skillbook, and injecting it. Viewing your skills through the character sheet. Skills in EVE are trained in real time, even when you are not logged into the game.
*Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4)
+
* Viewing and managing your [[Managing Your Assets|items]] <!-- this too needs a link to a UI overview page -->
*Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed
+
** 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.  
  
====Medium====
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=== Missions ===
*Shield Hardeners: +50% resistance (+55% for Tech II)
+
* 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. 
*Adaptive Invulnerability Field: +25% resistance (+30% for Tech II)
+
* Using the [[autopilot]] to:
*ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II)
+
** 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.  
  
{{ShipFitting
+
[[Category:Getting Started]]
| ship=Crane
 
| shipTypeID=12729
 
| fitName=Cruiser carrier
 
| fitID=Cruiser-carrier
 
| low1name=Expanded Cargohold II
 
| low1typeID=1319
 
| low2name=Expanded Cargohold II
 
| low2typeID=1319
 
| mid1name=Experimental 10MN Microwarpdrive I
 
| mid1typeID=5975
 
| mid2name=EM Ward Field II
 
| mid2typeID=2301
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| mid4name=Adaptive Invulnerability Field II
 
| mid4typeID=2281
 
| high1name=Covert Ops Cloaking Device II
 
| high1typeID=11578
 
| high2name=Core Probe Launcher I, Core Scanner Probe I
 
| high2typeID=17938
 
| charge1name=Core Scanner Probe I x8
 
| charge1typeID=30013
 
| rig1name=Medium Cargohold Optimization I
 
| rig1typeID=31119
 
| rig2name=Medium Polycarbon Engine Housing I
 
| rig2typeID=31179
 
| 1name=I
 
| 1typeID=
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone1name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|V|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| showSKILLS=N
 
| notes=This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}). </li><li>It warps at a good  6.3&nbsp;au/s (with low skills) and a brisk 7.5&nbsp;au/s at {{sk|Transport Ships|V}}. </li><li>The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it! </li><li>In order to reach 10,000m3 cargo, you ''must'' fit two Tech 2 expanded cargoholds and one Tech 1 cargo rig. </li><li>The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9&nbsp;au/s with {{sk|Transport Ships|V}}).</li><li>The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles). </li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=KRON 1.0
 
| showTOC=Y
 
| shipDNA=12729:1319;2:5975;1:2301;1:2281;2:11578;1:17938;1:30013;8:31119;1:31179;1:;1::
 
}}
 
 
 
<!--
 
{{sk|Cloaking|IV}}
 
{{sk|High Speed Maneuvering|I}}
 
{{sk|Power Grid Management|V|}}
 
{{sk|Hull Upgrades|II}}
 
{{sk|Astronautics Rigging|I}}
 
{{sk|Tactical Shield Manipulation|IV}}
 
 
 
This is a fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with {{sk|Evasive Maneuvering|V}} and {{sk|Spaceship Command|V}}). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train {{sk|Acceleration Control}} and {{sk|Navigation}} to get this even higher).
 
It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at {{sk|Transport Ships|V}}.
 
The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
 
Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.
 
You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.
 
The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
 
The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.
 
The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
-->
 
 
 
{{ShipFitting
 
| ship=Crane
 
| shipTypeID=12729
 
| fitName=Fast transport
 
| fitID=Fast-transport
 
| low1name=Nanofiber Internal Structure I
 
| low1typeID=2603
 
| low2name=Nanofiber Internal Structure I
 
| low2typeID=2603
 
| mid1name=Experimental 10MN Microwarpdrive I
 
| mid1typeID=5975
 
| mid2name=EM Ward Field II
 
| mid2typeID=2301
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| mid4name=Adaptive Invulnerability Field II
 
| mid4typeID=2281
 
| high1name=Covert Ops Cloaking Device II
 
| high1typeID=11578
 
| high2name=Core Probe Launcher I, Core Scanner Probe I
 
| high2typeID=17938
 
| charge1name=Core Scanner Probe I x8
 
| charge1typeID=30013
 
| rig1name=Medium Cargohold Optimization I
 
| rig1typeID=31119
 
| rig2name=Medium Hyperspatial Velocity Optimizer I
 
| rig2typeID=31161
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone1name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|V|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| showSKILLS=N
 
| notes=This is a fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with {{sk|Evasive Maneuvering|V}} and {{sk|Spaceship Command|V}}). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train {{sk|Acceleration Control}} and {{sk|Navigation}} to get this even higher).</li><li>It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at {{sk|Transport Ships|V}}.</li><li>The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!</li><li>Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.</li><li>You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.</li><li>The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).</li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
| showNOTES=N
 
| difficulty=1
 
| warsop=A
 
| warsopReason=
 
| version=KRON 1.0
 
| showTOC=Y
 
| shipDNA=12729:2603;2:5975;1:2301;1:2281;2:11578;1:17938;1:30013;8:31119;1:31161;1::
 
}}
 
 
 
<!--
 
{{sk|Cloaking|IV}}
 
{{sk|High Speed Maneuvering|I}}
 
{{sk|Power Grid Management|IV|}}
 
{{sk|Hull Upgrades|II}}
 
{{sk|Astronautics Rigging|I}}
 
{{sk|Tactical Shield Manipulation|IV}}
 
 
 
This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}).
 
It warps at a good  6.4&nbsp;au/s (with low skills) and a brisk 7.5&nbsp;au/s at {{sk|Transport Ships|V}}.
 
This fit is moderately tough for a blockade runner, with 9600 EHP even with low skills. Note that the Prowler has a naturally high shield EM resistance, so fit a kinetic shield hardener to maximise your EHP.
 
In order to reach 10,000m3 cargo, you ''must'' fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.
 
The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9&nbsp;au/s with {{sk|Transport Ships|V}}).
 
The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.
 
The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
-->
 
{{ShipFitting
 
| ship=Prowler
 
| shipTypeID=12735
 
| fitName=Cruiser carrier
 
| fitID=Cruiser-carrier
 
| low1name=Expanded Cargohold II
 
| low1typeID=1319
 
| low2name=Expanded Cargohold II
 
| low2typeID=1319
 
| low3name=Expanded Cargohold II
 
| low3typeID=1319
 
| mid1name=Experimental 10MN Microwarpdrive I
 
| mid1typeID=5975
 
| mid2name=Adaptive Invulnerability Field II
 
| mid2typeID=2281
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| high1name=Core Probe Launcher I, Core Scanner Probe I
 
| high1typeID=17938
 
| charge1name=Core Scanner Probe I x8
 
| charge1typeID=30013
 
| high2name=Covert Ops Cloaking Device II
 
| high2typeID=11578
 
| rig1name=Medium Cargohold Optimization I
 
| rig1typeID=31119
 
| rig2name=Medium Polycarbon Engine Housing I
 
| rig2typeID=31179
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone1name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|IV|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| showSKILLS=N
 
| notes=This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}).</li><li>It warps at a good  6.4 au/s (with low skills) and a brisk 7.5 au/s at {{sk|Transport Ships|V}}.</li><li>This fit is moderately tough for a blockade runner, with 10k EHP even with low skills. Note that the Prowler has a naturally high shield EM resistance, so you don't need to fit an EM shield hardener to maximise your EHP.</li><li>In order to reach 10,000m3 cargo, you ''must'' fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.</li><li>The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with {{sk|Transport Ships|V}}).</li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=KRON 1.0
 
| showTOC=Y
 
| shipDNA=12735:1319;3:5975;1:2299;1:2281;1:17938;1:30013;8:11578;1:31119;1:31179;1::
 
}}
 
 
 
<!--
 
This is a very fast ship for carrying small to medium cargo (6415m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced by either fitting a third Nanofiber Internal Structure, or training skills (down to a nigh uncatchable 4s with {{sk|Evasive Maneuvering|V}} and {{sk|Spaceship Command|V}}). It's also very fast at sublight speeds: 328 m/s, or 1846 m/s with the MWD on, even with low skills (train {{sk|Acceleration Control}} and {{sk|Navigation}} to reach speeds of nearly 2500 m/s with the MWD).
 
It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at {{sk|Transport Ships|V}}.
 
Carry three Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.
 
You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.
 
The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.
 
The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
 
 
-->
 
{{ShipFitting
 
| ship=Prowler
 
| shipTypeID=12735
 
| fitName=Fast transport
 
| fitID=Fast-transport
 
| low1name=Expanded Cargohold II
 
| low1typeID=1319
 
| low2name=Nanofiber Internal Structure I
 
| low2typeID=2603
 
| low3name=Nanofiber Internal Structure I
 
| low3typeID=2603
 
| mid1name=Experimental 10MN Microwarpdrive I
 
| mid1typeID=5975
 
| mid2name=Adaptive Invulnerability Field II
 
| mid2typeID=2281
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| high1name=Core Probe Launcher I, Core Scanner Probe I
 
| high1typeID=17938
 
| charge1name=Core Scanner Probe I x8
 
| charge1typeID=30013
 
| high2name=Covert Ops Cloaking Device II
 
| high2typeID=11578
 
| rig1name=Medium Hyperspatial Velocity Optimizer I
 
| rig1typeID=31161
 
| rig2name=Medium Cargohold Optimization I
 
| rig2typeID=31119
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone1name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|IV|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| showSKILLS=N
 
| notes=This is a very fast ship for carrying small to medium cargo (6415m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced by either fitting a third Nanofiber Internal Structure, or training skills (down to a nigh uncatchable 4s with {{sk|Evasive Maneuvering|V}} and {{sk|Spaceship Command|V}}). It's also very fast at sublight speeds: 328 m/s, or 1846 m/s with the MWD on, even with low skills (train {{sk|Acceleration Control}} and {{sk|Navigation}} to reach speeds of nearly 2500 m/s with the MWD).</li><li>It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at {{sk|Transport Ships|V}}.</li><li>Carry three Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.</li><li>You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible. </li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=KRON 1.0
 
| showTOC=Y
 
| shipDNA=12735:1319;1:2603;2:5975;1:2281;2:17938;1:30013;8:11578;1:31161;1:31119;1::
 
}}
 
 
 
 
 
 
 
<pre>
 
 
 
 
 
[Prorator, Max cargo]
 
Expanded Cargohold II
 
Expanded Cargohold II
 
Expanded Cargohold II
 
Expanded Cargohold II
 
 
 
Experimental 10MN Microwarpdrive I
 
EM Ward Field II
 
 
 
Covert Ops Cloaking Device II
 
Core Probe Launcher I, Core Scanner Probe I
 
 
 
Medium Cargohold Optimization I
 
Medium Polycarbon Engine Housing I
 
 
 
 
 
[Prorator, Max speed]
 
Inertia Stabilizers I
 
Nanofiber Internal Structure I
 
Expanded Cargohold II
 
Nanofiber Internal Structure I
 
 
 
Experimental 10MN Microwarpdrive I
 
EM Ward Field II
 
 
 
Covert Ops Cloaking Device II
 
Core Probe Launcher I, Core Scanner Probe I
 
 
 
Medium Polycarbon Engine Housing I
 
Medium Hyperspatial Velocity Optimizer I
 
 
 
 
 
[Viator, Max cargo]
 
Expanded Cargohold II
 
Expanded Cargohold II
 
Expanded Cargohold II
 
 
 
Experimental 10MN Microwarpdrive I
 
EM Ward Field II
 
Adaptive Invulnerability Field II
 
 
 
Covert Ops Cloaking Device II
 
Core Probe Launcher I, Core Scanner Probe I
 
 
 
Medium Cargohold Optimization I
 
Medium Polycarbon Engine Housing I
 
 
 
 
 
[Viator, Max speed]
 
Inertia Stabilizers I
 
Nanofiber Internal Structure I
 
Prototype Hyperspatial Accelerator
 
 
 
Experimental 10MN Microwarpdrive I
 
EM Ward Field II
 
Adaptive Invulnerability Field II
 
 
 
Covert Ops Cloaking Device II
 
Core Probe Launcher I, Core Scanner Probe I
 
 
 
Medium Hyperspatial Velocity Optimizer I
 
Medium Polycarbon Engine Housing I</pre>
 
 
 
* Cargo fits always need all cargo expander IIs + 1 cargo rig to >10000m3.
 
* ECM bursts are questionable - only in low-sec, and only if you absolutely know what you are doing!
 
* Put in a note to pilots to play around with their low slots and rigs to keep their align time (depending on their skills) just below an integer (align time rounds up!).
 
* While inertial stabs increase sig radius, the difference for enemy locking time doesn't make that big a difference (about 0.2-0.3s). You have the sig radius of about a cruiser.
 

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.