Difference between revisions of "User:Evon R'al/Draft"

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= Uriel's Uni Abyssal track = <!-- Looks like this is gone be the article title, so the heading level is ok. How about the capitalization (Sentence case as per MoS) for title and headings -->
+
{{Hatnote| Overhauling the [[Mission]] page.}}
 +
{{MissionLinks}}
 +
{{related class|Missions (CORE class)}}
 +
A '''mission''' is a task offered by a non-player character (NPC) to a player that requires the player to accomplish a set of objectives in exchange for a set of rewards. Such NPCs are called [[User:Evon R'al/Draft 2|agents]] and they describe the task and specify the rewards for its completion.
  
== Day 0  == <!-- Highest heading level in the page? -->
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== Mission levels ==
=== ??? :: Step 1 === <!-- Maybe change position of the step and the description? Makes the steps easier to find and, for me at least,leads to a clearer ToC -->
+
Mission levels go from 1 to 5. Higher level missions generally requires that you have better skills and access to bigger ships. Higher level missions also increase [[#Rewards|rewards]]. A mission's level is identical to the offering [[User:Evon R'al/Draft 2|agents]] level with the exception of [[#Storyline missions|Storyline missions]]. As your corporation and faction standing increases, you'll gain access to higher level agents and thus missions.
{| style="wikitable"
 
|-
 
| Uriels Uni Abyss || [https://abyss.eve-nt.uk/fit/2996 Abyssal Tracker] [https://www.eveworkbench.com/fitting/tristan/0e87b6b5-e566-4f12-9ef3-08d8ffd535de Eve Workbench]
 
|-
 
| '''Video  guide''' || [https://www.youtube.com/watch?v=ZMNtXslqQgY Youtube: Uriels E-Uni T0 Electrical Tristan] <!-- all caps is considered yelling. Not sure about the use of bold. -->
 
|-
 
| '''Initial Investment:''' || 1.3 Million ISK <!-- I am not a native English speaker,but what about all those capitals? In't Initial investment valid English? -->
 
|-
 
| '''Recorded Average Return Rate:''' || 20-25 million ISK per hour
 
|}
 
  
<!-- empty line is parsed as a paragraph break so no need to use <br> -->
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* '''Level 1''' The most basic type. Can be run by basic [[frigates]]. Only the most basic [[Starting skills|piloting skills]] are required.
==== Skill list ====
+
* '''Level 2''' While Mining and Courier missions may be run in frigates, Encounter is designed for [[cruiser]] hulls. You are expected to improve your abilities and learn how to [[Fitting ships|fit out new ships]].
<!-- In keeping with the Eve conventions, use upper-case Roman numerals (Source: docs of the Sk template --> skills provide a good base for the T0 Tristan "Uriels Uni Abyss". <!-- I am not the youngest anymore and I hate <small>. Causes me to squint. -->
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* '''Level 3''' As you specialize, you will need a [[battlecruiser]], [[Mining Barge]], or a medium-sized [[hauler]]. These missions go faster if you have trained for better ships and at least some [[Tech 2]] fittings.
{{alpha|skill plan}} <!-- Chris Halsky's skillplan -->
+
* '''Level 4''' These require a [[battleship]], an [[exhumer]], or a large [[hauler]]. These missions can be time-consuming, but they offer large rewards. These missions require [[Omega clone|omega]] to run.
{{SkillQueue
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* '''Level 5''' Mostly encounter (combat) missions designed for [[#Missioning with a fleet|groups of players]] or [[capital ships]] and are exclusively located in Low Security space. Like level 4, these also require omega to run.
|name=Basic T0 Skill plan
 
|width=400px
 
|desc=This '''skill list''' is provided for a NEW toon (player) with the 1,000,000 Skill point "invite a friend" bonus. Caldari empire is recommended. This (and subsequent LVL 5) skills provide a good base for the T0 Tristan "Uriels Uni Abyss".
 
|Gallente Frigate I
 
Gallente Frigate II
 
Gallente Frigate III
 
Shield Operation I
 
Small Projectile Turret I
 
Light Drone Operation I
 
Drone Avionics II
 
Drones II
 
Drones III
 
Drones IV
 
Drone Durability I
 
Drone Durability II
 
Drone Durability III
 
Drones V
 
Drone Interfacing I
 
Drone Interfacing II
 
Drone Interfacing III
 
Drone Navigation I
 
Drone Navigation II
 
Drone Sharpshooting I
 
Shield Operation II
 
Shield Operation III
 
Shield Compensation I
 
Drone Sharpshooting II
 
Drone Sharpshooting III
 
Shield Management III
 
Shield Management IV
 
Shield Compensation II
 
Thermodynamics I
 
Thermodynamics II
 
Drone Avionics III
 
Drone Durability IV
 
Drone Interfacing IV
 
Drone Navigation III
 
Drone Navigation IV
 
Drone Sharpshooting IV
 
Light Drone Operation II
 
Light Drone Operation III
 
Light Drone Operation IV
 
Shield Operation IV
 
Shield Compensation III
 
Light Drone Operation V
 
Shield Compensation IV
 
}}
 
  
=== Funding the Worm :: Step 2 ===
+
== Mission types ==
{|
+
Mission type is an in-game parameter that can be found in the mission journal.
|-
+
{{Open journal}}
| Uriels Uni Upgraded (Tristan?> || [https://www.eveworkbench.com/fitting/tristan/6758b40e-5091-4c3d-9ef2-08d8ffd535de Eve Workbench]
 
|-
 
| '''Initial Investment:''' || 15.3 million ISK
 
|-
 
| '''Recorded Average Return Rate:''' || 25-28 million ISK per hour (100% survival rate!)
 
|}
 
  
Steps 1 & 2 of the my abyssal track are designed for Tranquil Electrical Filaments. We call these "T0 Abyssals".  They're a great way to be introduced to the abyss.  I have given many of these ships out with very positive results.  Please be thorough in your studies before you go into the abyss. Watching the video guides will help you quite a lot.  I also recommend you read the abyssal tracker website links where provided. I have writeups <!-- My spell checker does not like this --> available on those pages. I also welcome any player to join my in game chat channel "RPR-Abyss" where this information is stored in the Message of the Day, along with a pool of players who have been happy to help with any questions. Abyssal lurkers may also help; but my fits are not tied to their community.
+
[[File:Missing Cargo Warning.jpg|thumb]]
 +
'''[[Distribution missions|Courier mission]]s''' (also referred to as distribution) require shipping cargo from station to station. Courier missions have no inherent combat. Courier missions are the fastest mission type to run so they are sometimes used for fast standings gains. Courier missions produce a warning when trying to leave the pick-up station without the required cargo in your hold.
 +
{{Clear}}
 +
'''[[Mining missions]]''' require you to mine a specific <em>mission</em> ore and bring it back to the agent's station. Level 1 and 2 mining missions have no inherent combat. There is however always a risk of combat during mining missions, through the "[[belt rat]]" NPC hostiles that can show up and are usually rather weak. Note that mission ore except [[Lyavite in Incursions|Lyavite]] has no other uses and can not be traded on the market.
  
=== Road to Omega :: Step 3 ===
+
'''Trade missions''' The agent wants a specific item to "trade" for the reward. Trade missions have no inherent combat of itself. Trade missions do not occur as basic missions but show up as Storyline and COSMOS missions. The item(s) to trade can often be bought of the market or in contracts but you can also acquire them yourself which might require mining or combat.
{|
 
|-
 
| Uriels-Electrical-Worm-PLEX'er || [https://abyss.eve-nt.uk/fit/2983 Abyssal Tracker] [https://www.eveworkbench.com/fitting/worm/4f40fd86-3ec6-4176-f4d9-08d8da41c278 Eve Workbench]
 
|-
 
| '''Video guide''' || [https://www.youtube.com/watch?v=3zmpR0IlWXQ&t Eve T1 Abyssal Worm]
 
|-
 
| '''Initial Investment:''' || 51.3 million ISK
 
|-
 
| '''Recorded Average Return Rate:''' || 40-50 million ISK per hour
 
|}
 
  
=== Faster ISK/hr :: Step 4 ===
+
'''Talk to Agent missions''' (also referred to as travel). The agent sends you to report to another agent. Initiating communication with that agent completes the mission. These missions occur as part of Epic Arcs.
{|
 
|-
 
| Uriels-Upgraded-PLEXr || [https://www.eveworkbench.com/fitting/worm/54d26b18-40d2-4377-f4e0-08d8da41c278 Eve Workbench]
 
|-
 
| '''Initial Investment:''' || 53.8 million ISK
 
|-
 
| '''Recorded Average Return Rate:''' || 45++ million ISK per hour (Upper 90's Survival Rate!)
 
|}
 
  
Step 3 & 4 of my abyssal track are designed for Calm Electrical Filaments. We call these "T1 Abyssals".  This is the next progression after "graduating" from the Tristan. I once again recommend you be thorough in your studies, and also have completed some T0's in the Tristan fit before beginning here. Many of you will be able to fly the step 4 fit right away, as well as afford it, however I advise you at least jump from Step 2, to Step 4, after having completed '''dozens''' of T0's.  The jump can be a shock for the first time for pilots.
+
'''Agent Interaction missions''' (also referred to as branch). The agent offers you the choice of 2 or more missions. Conforming your choice completes the interaction mission and accepts the mission of your choice. These missions occur as part of Epic Arcs.
  
=== Maintaining Omega :: Step 5 ===
+
'''[[Security missions|Encounter missions]]''' are all other missions. Mostly combat-focused. The job is usually to kill pirates, retrieve stolen goods, or destroy strategic targets. But sometimes it is doing a recon (i.e. go to the target area, look and leave) or transporting items from or to a structure (<em>not a station</em>) somewhere in space. Unlike "true" courier missions encounter transport missions will <em>not</em> warn you when you try to leave the pick-up location without the cargo in your hold. These missions have the highest rewards but they are also slower and involve a risk of dying.
{{Banner|'''{{Co|red|Warning:}}  This is not a good starting point without having read ALL of the information on this fit, watched its video guide, or completed at the VERY LEAST steps 2, and 4 previously.'''}}
 
{|
 
|-
 
| Uriels ePLEX T4 || [https://abyss.eve-nt.uk/fit/3957 Abyssal Tracker] [https://www.eveworkbench.com/fitting/gila/7d79e683-5f51-4dee-9ef5-08d8ffd535de Eve Workbench]
 
|- | 'Video guidde''' || [https://www.youtube.com/watch?v=1cl6psTRfRw&t EVE T4 Gila Abyssal Run]
 
|-
 
| Initial Investment: || 315 million ISK
 
|-
 
| Recorded Average Return Rate: || 100+ million isk per hour (Upper 90's Survival Rate)
 
|}
 
The Gila fits can and probably SHOULD be ran on lesser filaments until you get the hang of things. I don't care how good you think you are.  I've seen "elite PvP'ers" die plenty of times taking this fit and thinking "PvE is too easy".  If you don't have the names of your kill priority list memorized - don't understand the fits weakness, or don't know the structures and weather in the abyss by heart...you shouldn't begin here.[/color] <!-- Don't know what this is doing here It is not HTML and not wiki mark-up either. Also there is no starting tag. -->
 
  
=== ISK Freedom :: Step 6 ===
+
== Mission categories ==
{{Banner|'''{{Co|red|Warning}}: - DO NOT START HERE. DO NOT!! -'''}}
+
=== Basic missions ===
{|
+
Basic missions are offered by regular agents and are of the types: Courier, Mining or Encounter. Basic missions are randomly allocated out of a pool except for the missions in a [[#Mission chain|mission chain]].  
|-
 
| Uriels ePLEX T5 || [https://abyss.eve-nt.uk/fit/5245 Abyssal Tracker] [https://www.eveworkbench.com/fitting/gila/a50f8219-8232-4295-0314-08d92c217a5d Eve Workbench]
 
|-
 
| '''Video guide''' || [https://www.youtube.com/watch?v=haf4nk-V_OU Uriels ePLEX-T5 EVE Online Abyssals]
 
|-
 
| '''Investment:''' || 900+ million ISK
 
|-
 
| '''Return Rate:''' || 175-250 million ISKper hour
 
|}
 
  
== Reference Materials ==
+
=== Storyline missions ===
=== In Game Channels ===
+
As you continue to complete missions, you will occasionally get a Storyline Mission offer from a special Storyline agent. The game tracks how many missions you've completed for each combination of level and faction. For every 16 missions of {{Co|lime|''the same level and faction (but not necessarily the same corporation)''}} that you complete, you will get a new Storyline mission offer from the nearest Storyline agent of the same faction. This will always be the Storyline agent closest to the regular agent who gave you your 16th mission (in terms of number of jumps) with two exceptions:
; #RPR-Abyss : Fits, fleets, Walk-Tthroughs, vids, Q&A
+
* If the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline agent that you get the offer from.
; #RPR-KP[DIY] : Build your own Kill Priority MOTD
+
* If the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline agent in High Security.
  
=== Filament cheat sheet ===
+
The Storyline agent will contact you from a station - you will get a notification about an important mission offer - however, you will need to travel to the agent's station to accept the mission. Once you are in touch with the Storyline agent, you accept and complete the mission in the usual way. You cannot work for a Storyline agent unless you've received an offer from that Agent.
{| <!-- This need some work probably,because I am nor familiar with Abysals -->
 
|+ Filament types & details:
 
|-
 
! Filament? !! Penalty !! Bonus !! Mutaplasmid Drops
 
|-
 
| Electrical || EM Resist || Cap. Recharge || Energy Muta
 
|-
 
| Dark || Turret Optml/Falloff || Max Velo. +50% || Prop. Muta
 
|-
 
| Exotic || Kinetic Resist || Scan Res. +50% || Tackle Muta
 
|-
 
| Firestorm || Thermal Resist || Armor HP +50% || Armor Muta
 
|-
 
| Gamma || Explosive Resist || Shield HP +50% || Shield Muta
 
|}
 
  
=== Day 0 kneeboard ===
+
Completing a Storyline mission gives large increases to your standing with the agent's corporation and a moderate increase to faction standing. Note that you will also get derived standings, both positive and negative. If you keep doing Storyline missions for [[Minmatar Republic]] you will find that [[Gallente Federation]] will also like you while [[Amarr Empire]], [[Caldari State]] and various pirate factions will gradually start to dislike you.
<sub>provided by [[User:Irving Farnham|Irving Farnham]]</sub>
 
  
==== Post-Fit (once per ship): ====
+
When trying to increase standings with a particular NPC corporation, it is possible to plan your missioning in a way that when you hand in your 16th mission, you get your offer from the Storyline agent of the corporation that you are focusing on.
* Set up two groups, Strike/CAP and Damaged (names are arbitrary)
 
* Set Strike/CAP to launch group (right click on group name and make favorite)
 
  
==== Pre-flight: ====
+
Storyline missions are of the types courier, encounter, or trade. There is no relation between the mission type and the issuing Storyline agent's division.
* 8 Acolytes
 
* 1,000 rounds EMP S ammunition (see notes<ref name="Ammunition"/>)
 
* Nanopaste
 
* Ensure Acolytes and ship in good repair
 
  
==== Pre-operation ====
+
[[The InterBus]] and militia corporations do not offer any Storyline missions.
* Check drone passive/aggressive settings
 
* Check drone abandonment warning engaged
 
* Assign Acolytes to Strike/CAP
 
  
==== Pre-jump: ====
+
=== Special missions ===
* Check thermals / disable overheat
+
These mission types are not regularly available and are bound by conditions you need to fulfill before they are offered to you.
* Reload cannon
 
* Recover all drones
 
* Damage Assessment and Repair (Check drone status, re-evaluate groups, repair components)
 
  
==== Post-jump, Abyssal: ====
+
==== Career missions ====
* Note enemy, objective, and weather
+
{{Main|Career Agents}}
* Avoid/approach towers as appropriate while generating transverse motion
+
Also known as "Tutorial missions", are missions that are supposed to help teach players how to play EVE Online. It is a good idea to do these when you first start playing EVE, as they give you starter ships and equipment. They also increase your standings with the faction offering the missions. Each player character can only do each tutorial mission from a given [[Career Agents|Career Agent]] once, but the Career agent mission chains do count as Storyline missions and thus increase faction standings after completing a full set.
* Engage enemy
 
  
==== Post-jump, Realspace: ====
+
==== Research missions ====
* Check local/overview for immediate threats
+
{{Main|Research missions}}
* Select exit point and engage afterburner and warp
+
Are a part of the [[Industry]] career path. Instead of ISK and Loyalty Points, these missions award Research Points that can be used to buy [[datacores]] from the agent who gives the missions. You will need to have trained various Science skills to the level required by an agent before they will offer you a mission. Datacores can be sold at the Market, and some players run these missions to make ISK from trading - do keep in mind that the income is quite low. Most players, however, have not trained the Science skills that these missions require. Research missions do count for the storyline mission tally.
* Disable afterburner after one cycle
 
  
==== Cheatsheet: ====
+
==== Epic arcs ====
* Launch strike group: Shift+F
+
{{Main|Epic arcs}}
* Engage: F
+
Are long series of missions. Throughout the arc, you will be offered choices that will branch the arc into one or more directions, and thus the arcs have different outcomes depending on your choices. The missions that make up these arcs typically have very good ISK rewards and the last mission of the arc carries a handsome reward. There are seven Epic Arcs. Most players begin with [[The Blood-Stained Stars]], an arc that can be completed in a T1 destroyer and gives a boost in standings with the [[Sisters of EVE]] and one empire faction of your choice. Seasoned L4 runners will be doing the four empire epic arcs while the fearless pilots can do the two pirate epic arcs. Epic arcs can be repeated once every three months. Epic arcs missions do not give Loyalty points <ref group=Note>At least [[The Blood-Stained Stars]] does not.</ref>Epic arc missions do count for the storyline mission tally.
* Recall to orbit: Shift+Alt+R
 
* Recall to bay: Shift+R
 
  
==== Notes/Reminders: ====
+
==== Anomic missions ====
<references>
+
{{Main|Anomic missions}}
<ref name="Ammunition">1,000 rounds, 240 loaded 760 in bay, takes up less than two cubic meters, and provides four loads per gun, or in excess of 20 minutes of continuous fire at 20 rounds per minute. As this would cover an entire 20 minute run with continuous fire, and the canon are secondary weapons, this seems sufficient.</ref>
+
Also known as "burner" missions, are optional Security missions that are offered by level 4 agents. They can always be declined without penalty. Anomic missions present a more difficult challenge compared to other Security missions. You will encounter a small number of very powerful adversaries and you are restricted in ship size. These missions require specialized and expensive ship fits and high skills to solo. They also require piloting skills that are otherwise rarely used in PvE such as [[overheat]]ing.
</references>
 
  
 +
==== COSMOS ====
 +
{{Main|COSMOS}}
 +
Are special missions found in certain regions of space. These missions vary wildly in difficulty from easy L1 to harder-than-usual L4. Unlike normal missions these missions require '''faction''' standings to accept. The COSMOS missions are offered only once and can not be repeated. If you let them expire or fail them they will not be offered to you again and the following missions will not be offered to you. COSMOS missions do not reward loyalty points.
  
 +
==== Data center ====
 +
{{Main|Data centers}}
 +
Involve handing in tags to the agent for standing gains. This effectively allows you to buy faction standings. Note though that each data center mission can be done only once.
  
 +
== Mission chain ==
 +
A mission chain is a series of connected missions. Completing a mission will automatically offer the next mission in the chain. Chain missions share a single offer timer. Chain missions can be of a different type than is usual for the agent's division. Mission chains appear to be only given out by distribution and security division agents. Mission chains can usually be identified by some form of "part x of y" in the title of the mission but not always (see the mission chain [[Survey Rendezvous]], [[Listening Post]] and [[Kicking the Nest]] for an example).
  
Thank you to everyone who read, added, critiqued, and supported this.
+
== Rewards ==
 +
Completing missions will reward you with ISK, [[Loyalty Points]], standings and occasionally with items.
 +
 
 +
The amount of ISK received is influenced by the {{sk|Negotiation}} skill giving 5% additional ISK per skill level.
 +
 
 +
Being paid with ISK is clear-cut, however, new missioneers often forget about Loyalty points they gain whilst running missions. Loyalty Points (LP) are a currency that you receive from the corporation whose agent gives you a mission. These points can be used to buy things at the corporation's store. LP (plus a certain amount of ISK and/or particular items) can be exchanged for valuable items in the LP store of the mission agent's corporation. For some players, it is more profitable to accumulate LP to exchange them for goods that can then be sold than it is to kill, loot, and salvage in encounter missions. See [[Loyalty Points]] for more details on what to do with LP.
 +
 
 +
The mission LP rewards scale with the system security of the agent and the level of the "Division" Connections skill. The formula for calculating the LP reward is:
 +
 
 +
: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) </math>
 +
 
 +
This means that an agent in a 0.5 security system pays 80% more than an agent in 1.0 security system. Note that the system security used here is the [[System security#True security|true security]] of the system.
 +
 
 +
The "Division" Connections skills are:
 +
* {{sk|Distribution Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Distribution division.
 +
* {{sk|Mining Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Mining division.
 +
* {{sk|Security Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Security division.
 +
 
 +
The rewards are also dynamically adjusted based on past completion data. This dynamic calculation affects ISK/LP payout, bonus reward, and timed bonus reward.<ref name="dynamic rewards">[https://oldforums.eveonline.com/?a=topic&threadID=795200 https://oldforums.eveonline.com/?a=topic&threadID=795200 On the mission reward balancer]</ref>
 +
 
 +
Gaining standings with an agent, corporation or faction can be lucrative. With higher standings, you will be able to take higher level missions, pay fewer [[Trading#Broker's fee|broker fees]] in NPC stations and get cheaper [[reprocessing]] in NPC stations. See [[NPC standings]] for all advantages of standings. The amount of standing received is influenced by the {{sk|Social}} skill giving 5% bonus per level to NPC agent, corporation and faction standing increase.
 +
 
 +
You will also receive ISK from bounties while killing NPC pirates, not [[Factions#Empires|empire factions]]. You will often get more ISK from bounties than from the mission reward. Bounties are a fixed amount per ship type so the total bounty depends on number and types of ships you destroy.
 +
 
 +
You will also be able to loot and [[salvage]] the wrecks though it depends on the mission level and killed NPCs whether it is profitable or not. There is always a rare chance of an item of considerable value dropping as loot.
 +
 
 +
== Mission related timers ==
 +
=== Offer timer ===
 +
The offer or acceptance timer starts when talking to the agent and has a duration of 6 to 7 days. When the mission is not accepted in this time frame the agent will withdraw the offer and send you a message, telling you how displeased they are:
 +
{{Quote|I can no longer await your response to my offer. I am displeased by your indecisiveness.}}
 +
Note: COSMOS missions are a one shot offer, so letting the offer expire means that that mission and all missions after that one are no longer available. <''Where to find''>
 +
 
 +
=== Completion timer ===
 +
The completion timer starts when accepting the mission and has a duration of 7 days. Letting the completion timer expire will cause the mission to fail. And will incur a standings penalty with the agent, corporation and faction. <''Where to find''>
 +
 
 +
< ''Add image for Offer and Completion timer'' >
 +
 
 +
=== Bonus timer ===
 +
The bonus timer starts with the completion timer and has a duration from 10 minutes to 6 hours. Completion of the missions within the bonus timer grants a bonus reward. <''Where to find''>
 +
 
 +
=== Decline missions timer (option 1) ===
 +
The decline missions timer starts when declining a mission and has a duration of 4 hours. Declining another mission with the same agent during the decline mission timer incurs a standing penalty with the agent, corporation and faction.
 +
 
 +
or
 +
 
 +
=== Decline missions timer (option 2) ===
 +
The decline missions timer starts when declining a mission and has a duration of 4 hours. See [[#Declining missions|Declining missions]]
 +
 
 +
== Declining missions ==
 +
[[File:Decline-mission.jpg|thumb|The "Decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.]]
 +
 
 +
Declining a mission for a particular agent more than once every four hours will cause a standings loss with the agent, corporation, '''and faction'''.
 +
 
 +
If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then decline.
 +
 
 +
== Missioning with a fleet ==
 +
{{Main|Mission Fleets}}
 +
Members of a fleet who run missions can share all of the standings, LP, and ISK rewards from the mission and bounties automatically. Loot and/or salvage can be shared by hand. This is especially good for newer players, as they generally gain more standings than they share. There are two main kinds of mission fleet: Spider, where everyone runs their own missions, but shares standings, etc. at the end; and Locust, where the fleet members all work on the same mission together. Read the article on [[Mission Fleets]] for more details.
 +
 
 +
== Advice for new mission runners ==
 +
If you're new to mission running and your goal is to gain loot, pile up LP to buy things or to increase your standing with a faction, then you may want to lay out a plan to help you run your missions with a minimum of down time. Here are some suggestions.
 +
 
 +
'''1. Pick an area in which to work'''
 +
 
 +
The last thing you want is to be running missions in the middle of a contested low sec region where combatants will shoot at you, or in systems that lie on a busy trade route where griefers will target you. Use the map and look for a group of fairly high security systems set off from the major trade routes and other active systems. Keep in mind that you can be scanned down in mission pockets and war targets will attempt to do so.
 +
 
 +
[[File:Good_mission_map.jpg‎|500px]]  [[File:Bad_mission_map.jpg‎|400px]]
 +
 
 +
'''2. Know what you want; check out what the various agents offer'''
 +
 
 +
Successful mission runs give you ISK and Encounter missions can also give you loot. They also give you standing with the agent that gave you the mission, the agent's corporation, and the agent's faction. In addition, they give you LP that can be redeemed for items in the corporation's store. The corporation you gain LP for is important.
 +
 
 +
Most corporation stores sell the same sets of [[Implants#Attribute Enhancers|augmentation implants]]. However, different corporations offer different sets of [[Skill Hardwiring|skill upgrade implants]], and different factions offer different modules, hulls and ammunition. Roden Shipyards, for example, sells warp drive and astrometric skill upgrades, while Astral Mining offers mining upgrades. Weapons and ammunition offers correspond to the faction's spaceship preferences - Minmitar offer projectile weapons and ammo, Ammar offer laser weapons and crystals, and so on.
 +
 
 +
'''3. Pick a corporation with multiple agents in the region'''
 +
 
 +
Nearly every station has at least one agent, and there are many duplications in terms of standings and items offered for sale. So if you want to improve your standing with Gallente and you want to buy equipment to improve your mining, then Astral Mining is one of the corporations you would want to consider. Since there are many Astral Mining agents in Gallente space, choosing this corporation will not restrict your choice of star systems all that much.
 +
 
 +
Once you have a goal in mind, use the Agent Finder to narrow your choices of star system. Keep in mind that when you finish running level 1, you will almost certainly have to move to a new system to find a level 2 agent, and again for level 3 and 4. So try to find a group of level 1-2-3-4 agents that are fairly close together.
 +
 
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To avoid unfavorable missions such missions in low/null security space and missions that require you to kill empire ships you will need to decline missions every now and then. It is best to choose your location so that you have a second and even third agent as backup once you can't decline the mission offered from the first agent without losing standings.
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'''4. Pick a base station and start running'''
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Here is the map for that area:
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[[File:Verge_vendor_mission_map.jpg‎]]
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You need a base because as you go along, you will buy ships, ammunition and other gear and you will pick up loot and salvage from completed missions. It's easiest to keep all this stuff in one place, so plan to go to your agent's base to run missions, then fly back to your base when you need to resupply. It is often best to bring all the refit modules and extra ammo to the agent's station so you don't need to travel more than is needed.
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=== Two hints for being sure your mission is complete ===
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* Look for a green check mark next to the mission
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: [[File:Missioncheckmark.jpg‎ |alt= where the green checkmark appears]]
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* If you think the mission is finished but you don't see the green checkmark or want to check your objectives, click on the little down arrow next to the mission name and select "Details" from the menu. This will show you the mission briefing and you can take another look at your objectives.
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 +
Note that some missions may not get this completion mark.
 +
 
 +
=== Mission preparation and walkthroughs ===
 +
Never fly what you cannot afford to lose applies to running missions as well. When starting, fly the cheapest ship that will do the job and only pay for expensive upgrades once you're sure you can replace them. Also, keep in mind that no activity is 100% safe, mission runners can get scanned down and ganked and even an empty transport ship can become a target for a bored ganker.
 +
 
 +
NPC's in missions tend to be very predictable in their setups. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you and are most susceptible to Kinetic and Thermal damage themselves; when they use any form of [[EWAR]], it's always sensor dampening. It helps quite a bit if you set up your ship to deal damage that NPCs are vulnerable to and defend against what they will throw at you. Check out [[NPC damage types]] for a full description and a handy chart that you can keep in your Neocom Notebook.
 +
 
 +
== Notes ==
 +
<references group=Note />
 +
 
 +
== References ==
 +
<references />
 +
 
 +
[[Category:Missions]]

Latest revision as of 13:41, 11 March 2024

Overhauling the Mission page.
E-UNI Emblem.png EVE University offers
a class on:

A mission is a task offered by a non-player character (NPC) to a player that requires the player to accomplish a set of objectives in exchange for a set of rewards. Such NPCs are called agents and they describe the task and specify the rewards for its completion.

Mission levels

Mission levels go from 1 to 5. Higher level missions generally requires that you have better skills and access to bigger ships. Higher level missions also increase rewards. A mission's level is identical to the offering agents level with the exception of Storyline missions. As your corporation and faction standing increases, you'll gain access to higher level agents and thus missions.

  • Level 1 The most basic type. Can be run by basic frigates. Only the most basic piloting skills are required.
  • Level 2 While Mining and Courier missions may be run in frigates, Encounter is designed for cruiser hulls. You are expected to improve your abilities and learn how to fit out new ships.
  • Level 3 As you specialize, you will need a battlecruiser, Mining Barge, or a medium-sized hauler. These missions go faster if you have trained for better ships and at least some Tech 2 fittings.
  • Level 4 These require a battleship, an exhumer, or a large hauler. These missions can be time-consuming, but they offer large rewards. These missions require omega to run.
  • Level 5 Mostly encounter (combat) missions designed for groups of players or capital ships and are exclusively located in Low Security space. Like level 4, these also require omega to run.

Mission types

Mission type is an in-game parameter that can be found in the mission journal.

With the Viridian expansion the mission journal was removed from the Neocom and the short-cut settings. Its keyboard short-cut was assigned to the newly introduced opportunities window.

However, for the time being as of 12 May 2024, the mission journal can still be called using the slash command /open journal in any of the chat windows.


Missing Cargo Warning.jpg

Courier missions (also referred to as distribution) require shipping cargo from station to station. Courier missions have no inherent combat. Courier missions are the fastest mission type to run so they are sometimes used for fast standings gains. Courier missions produce a warning when trying to leave the pick-up station without the required cargo in your hold.

Mining missions require you to mine a specific mission ore and bring it back to the agent's station. Level 1 and 2 mining missions have no inherent combat. There is however always a risk of combat during mining missions, through the "belt rat" NPC hostiles that can show up and are usually rather weak. Note that mission ore except Lyavite has no other uses and can not be traded on the market.

Trade missions The agent wants a specific item to "trade" for the reward. Trade missions have no inherent combat of itself. Trade missions do not occur as basic missions but show up as Storyline and COSMOS missions. The item(s) to trade can often be bought of the market or in contracts but you can also acquire them yourself which might require mining or combat.

Talk to Agent missions (also referred to as travel). The agent sends you to report to another agent. Initiating communication with that agent completes the mission. These missions occur as part of Epic Arcs.

Agent Interaction missions (also referred to as branch). The agent offers you the choice of 2 or more missions. Conforming your choice completes the interaction mission and accepts the mission of your choice. These missions occur as part of Epic Arcs.

Encounter missions are all other missions. Mostly combat-focused. The job is usually to kill pirates, retrieve stolen goods, or destroy strategic targets. But sometimes it is doing a recon (i.e. go to the target area, look and leave) or transporting items from or to a structure (not a station) somewhere in space. Unlike "true" courier missions encounter transport missions will not warn you when you try to leave the pick-up location without the cargo in your hold. These missions have the highest rewards but they are also slower and involve a risk of dying.

Mission categories

Basic missions

Basic missions are offered by regular agents and are of the types: Courier, Mining or Encounter. Basic missions are randomly allocated out of a pool except for the missions in a mission chain.

Storyline missions

As you continue to complete missions, you will occasionally get a Storyline Mission offer from a special Storyline agent. The game tracks how many missions you've completed for each combination of level and faction. For every 16 missions of the same level and faction (but not necessarily the same corporation) that you complete, you will get a new Storyline mission offer from the nearest Storyline agent of the same faction. This will always be the Storyline agent closest to the regular agent who gave you your 16th mission (in terms of number of jumps) with two exceptions:

  • If the closest Storyline Agent has already made you an offer that you haven't accepted or declined, then it will be the second-closest Storyline agent that you get the offer from.
  • If the agent who gave you the 16th regular mission that you completed was in High Security, then the Storyline offer will always come from a Storyline agent in High Security.

The Storyline agent will contact you from a station - you will get a notification about an important mission offer - however, you will need to travel to the agent's station to accept the mission. Once you are in touch with the Storyline agent, you accept and complete the mission in the usual way. You cannot work for a Storyline agent unless you've received an offer from that Agent.

Completing a Storyline mission gives large increases to your standing with the agent's corporation and a moderate increase to faction standing. Note that you will also get derived standings, both positive and negative. If you keep doing Storyline missions for Minmatar Republic you will find that Gallente Federation will also like you while Amarr Empire, Caldari State and various pirate factions will gradually start to dislike you.

When trying to increase standings with a particular NPC corporation, it is possible to plan your missioning in a way that when you hand in your 16th mission, you get your offer from the Storyline agent of the corporation that you are focusing on.

Storyline missions are of the types courier, encounter, or trade. There is no relation between the mission type and the issuing Storyline agent's division.

The InterBus and militia corporations do not offer any Storyline missions.

Special missions

These mission types are not regularly available and are bound by conditions you need to fulfill before they are offered to you.

Career missions

Main article: Career Agents

Also known as "Tutorial missions", are missions that are supposed to help teach players how to play EVE Online. It is a good idea to do these when you first start playing EVE, as they give you starter ships and equipment. They also increase your standings with the faction offering the missions. Each player character can only do each tutorial mission from a given Career Agent once, but the Career agent mission chains do count as Storyline missions and thus increase faction standings after completing a full set.

Research missions

Main article: Research missions

Are a part of the Industry career path. Instead of ISK and Loyalty Points, these missions award Research Points that can be used to buy datacores from the agent who gives the missions. You will need to have trained various Science skills to the level required by an agent before they will offer you a mission. Datacores can be sold at the Market, and some players run these missions to make ISK from trading - do keep in mind that the income is quite low. Most players, however, have not trained the Science skills that these missions require. Research missions do count for the storyline mission tally.

Epic arcs

Main article: Epic arcs

Are long series of missions. Throughout the arc, you will be offered choices that will branch the arc into one or more directions, and thus the arcs have different outcomes depending on your choices. The missions that make up these arcs typically have very good ISK rewards and the last mission of the arc carries a handsome reward. There are seven Epic Arcs. Most players begin with The Blood-Stained Stars, an arc that can be completed in a T1 destroyer and gives a boost in standings with the Sisters of EVE and one empire faction of your choice. Seasoned L4 runners will be doing the four empire epic arcs while the fearless pilots can do the two pirate epic arcs. Epic arcs can be repeated once every three months. Epic arcs missions do not give Loyalty points [Note 1]Epic arc missions do count for the storyline mission tally.

Anomic missions

Main article: Anomic missions

Also known as "burner" missions, are optional Security missions that are offered by level 4 agents. They can always be declined without penalty. Anomic missions present a more difficult challenge compared to other Security missions. You will encounter a small number of very powerful adversaries and you are restricted in ship size. These missions require specialized and expensive ship fits and high skills to solo. They also require piloting skills that are otherwise rarely used in PvE such as overheating.

COSMOS

Main article: COSMOS

Are special missions found in certain regions of space. These missions vary wildly in difficulty from easy L1 to harder-than-usual L4. Unlike normal missions these missions require faction standings to accept. The COSMOS missions are offered only once and can not be repeated. If you let them expire or fail them they will not be offered to you again and the following missions will not be offered to you. COSMOS missions do not reward loyalty points.

Data center

Main article: Data centers

Involve handing in tags to the agent for standing gains. This effectively allows you to buy faction standings. Note though that each data center mission can be done only once.

Mission chain

A mission chain is a series of connected missions. Completing a mission will automatically offer the next mission in the chain. Chain missions share a single offer timer. Chain missions can be of a different type than is usual for the agent's division. Mission chains appear to be only given out by distribution and security division agents. Mission chains can usually be identified by some form of "part x of y" in the title of the mission but not always (see the mission chain Survey Rendezvous, Listening Post and Kicking the Nest for an example).

Rewards

Completing missions will reward you with ISK, Loyalty Points, standings and occasionally with items.

The amount of ISK received is influenced by the Negotiation skill giving 5% additional ISK per skill level.

Being paid with ISK is clear-cut, however, new missioneers often forget about Loyalty points they gain whilst running missions. Loyalty Points (LP) are a currency that you receive from the corporation whose agent gives you a mission. These points can be used to buy things at the corporation's store. LP (plus a certain amount of ISK and/or particular items) can be exchanged for valuable items in the LP store of the mission agent's corporation. For some players, it is more profitable to accumulate LP to exchange them for goods that can then be sold than it is to kill, loot, and salvage in encounter missions. See Loyalty Points for more details on what to do with LP.

The mission LP rewards scale with the system security of the agent and the level of the "Division" Connections skill. The formula for calculating the LP reward is:

[math] \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) [/math]

This means that an agent in a 0.5 security system pays 80% more than an agent in 1.0 security system. Note that the system security used here is the true security of the system.

The "Division" Connections skills are:

  • Distribution Connections - Improves loyalty point gain by 10% per level when working for agents in the Distribution division.
  • Mining Connections - Improves loyalty point gain by 10% per level when working for agents in the Mining division.
  • Security Connections - Improves loyalty point gain by 10% per level when working for agents in the Security division.

The rewards are also dynamically adjusted based on past completion data. This dynamic calculation affects ISK/LP payout, bonus reward, and timed bonus reward.[1]

Gaining standings with an agent, corporation or faction can be lucrative. With higher standings, you will be able to take higher level missions, pay fewer broker fees in NPC stations and get cheaper reprocessing in NPC stations. See NPC standings for all advantages of standings. The amount of standing received is influenced by the Social skill giving 5% bonus per level to NPC agent, corporation and faction standing increase.

You will also receive ISK from bounties while killing NPC pirates, not empire factions. You will often get more ISK from bounties than from the mission reward. Bounties are a fixed amount per ship type so the total bounty depends on number and types of ships you destroy.

You will also be able to loot and salvage the wrecks though it depends on the mission level and killed NPCs whether it is profitable or not. There is always a rare chance of an item of considerable value dropping as loot.

Mission related timers

Offer timer

The offer or acceptance timer starts when talking to the agent and has a duration of 6 to 7 days. When the mission is not accepted in this time frame the agent will withdraw the offer and send you a message, telling you how displeased they are:

I can no longer await your response to my offer. I am displeased by your indecisiveness.

Note: COSMOS missions are a one shot offer, so letting the offer expire means that that mission and all missions after that one are no longer available. <Where to find>

Completion timer

The completion timer starts when accepting the mission and has a duration of 7 days. Letting the completion timer expire will cause the mission to fail. And will incur a standings penalty with the agent, corporation and faction. <Where to find>

< Add image for Offer and Completion timer >

Bonus timer

The bonus timer starts with the completion timer and has a duration from 10 minutes to 6 hours. Completion of the missions within the bonus timer grants a bonus reward. <Where to find>

Decline missions timer (option 1)

The decline missions timer starts when declining a mission and has a duration of 4 hours. Declining another mission with the same agent during the decline mission timer incurs a standing penalty with the agent, corporation and faction.

or

Decline missions timer (option 2)

The decline missions timer starts when declining a mission and has a duration of 4 hours. See Declining missions

Declining missions

The "Decline mission" timer tells you how long you have to wait until you can decline another mission from this agent without losing standing.

Declining a mission for a particular agent more than once every four hours will cause a standings loss with the agent, corporation, and faction.

If an agent you recently declined a mission from offers you another undesirable mission, you can click DELAY, wait out the four hour timer while you go do something else, and then decline.

Missioning with a fleet

Main article: Mission Fleets

Members of a fleet who run missions can share all of the standings, LP, and ISK rewards from the mission and bounties automatically. Loot and/or salvage can be shared by hand. This is especially good for newer players, as they generally gain more standings than they share. There are two main kinds of mission fleet: Spider, where everyone runs their own missions, but shares standings, etc. at the end; and Locust, where the fleet members all work on the same mission together. Read the article on Mission Fleets for more details.

Advice for new mission runners

If you're new to mission running and your goal is to gain loot, pile up LP to buy things or to increase your standing with a faction, then you may want to lay out a plan to help you run your missions with a minimum of down time. Here are some suggestions.

1. Pick an area in which to work

The last thing you want is to be running missions in the middle of a contested low sec region where combatants will shoot at you, or in systems that lie on a busy trade route where griefers will target you. Use the map and look for a group of fairly high security systems set off from the major trade routes and other active systems. Keep in mind that you can be scanned down in mission pockets and war targets will attempt to do so.

Good mission map.jpg Bad mission map.jpg

2. Know what you want; check out what the various agents offer

Successful mission runs give you ISK and Encounter missions can also give you loot. They also give you standing with the agent that gave you the mission, the agent's corporation, and the agent's faction. In addition, they give you LP that can be redeemed for items in the corporation's store. The corporation you gain LP for is important.

Most corporation stores sell the same sets of augmentation implants. However, different corporations offer different sets of skill upgrade implants, and different factions offer different modules, hulls and ammunition. Roden Shipyards, for example, sells warp drive and astrometric skill upgrades, while Astral Mining offers mining upgrades. Weapons and ammunition offers correspond to the faction's spaceship preferences - Minmitar offer projectile weapons and ammo, Ammar offer laser weapons and crystals, and so on.

3. Pick a corporation with multiple agents in the region

Nearly every station has at least one agent, and there are many duplications in terms of standings and items offered for sale. So if you want to improve your standing with Gallente and you want to buy equipment to improve your mining, then Astral Mining is one of the corporations you would want to consider. Since there are many Astral Mining agents in Gallente space, choosing this corporation will not restrict your choice of star systems all that much.

Once you have a goal in mind, use the Agent Finder to narrow your choices of star system. Keep in mind that when you finish running level 1, you will almost certainly have to move to a new system to find a level 2 agent, and again for level 3 and 4. So try to find a group of level 1-2-3-4 agents that are fairly close together.

To avoid unfavorable missions such missions in low/null security space and missions that require you to kill empire ships you will need to decline missions every now and then. It is best to choose your location so that you have a second and even third agent as backup once you can't decline the mission offered from the first agent without losing standings.

4. Pick a base station and start running

Here is the map for that area: Verge vendor mission map.jpg

You need a base because as you go along, you will buy ships, ammunition and other gear and you will pick up loot and salvage from completed missions. It's easiest to keep all this stuff in one place, so plan to go to your agent's base to run missions, then fly back to your base when you need to resupply. It is often best to bring all the refit modules and extra ammo to the agent's station so you don't need to travel more than is needed.

Two hints for being sure your mission is complete

  • Look for a green check mark next to the mission
where the green checkmark appears
  • If you think the mission is finished but you don't see the green checkmark or want to check your objectives, click on the little down arrow next to the mission name and select "Details" from the menu. This will show you the mission briefing and you can take another look at your objectives.

Note that some missions may not get this completion mark.

Mission preparation and walkthroughs

Never fly what you cannot afford to lose applies to running missions as well. When starting, fly the cheapest ship that will do the job and only pay for expensive upgrades once you're sure you can replace them. Also, keep in mind that no activity is 100% safe, mission runners can get scanned down and ganked and even an empty transport ship can become a target for a bored ganker.

NPC's in missions tend to be very predictable in their setups. For example, Gallente and Serpentis use only Kinetic and Thermal damage against you and are most susceptible to Kinetic and Thermal damage themselves; when they use any form of EWAR, it's always sensor dampening. It helps quite a bit if you set up your ship to deal damage that NPCs are vulnerable to and defend against what they will throw at you. Check out NPC damage types for a full description and a handy chart that you can keep in your Neocom Notebook.

Notes

  1. ^ At least The Blood-Stained Stars does not.

References