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

From EVE University Wiki
Jump to: navigation, search
m (Working on Crystal damage.)
m (Editing.)
 
(70 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Update|Review for December 2021, Version 19.11 changes (Changes to mining crystals, and to boost strengths that may affect boosted mining crystal lifespan).<br>
+
{{Hatnote| Overhauling the [[Mission]] page.}}
Categorization needs to be looked at. This article is about the damage to crystals, both the mining and the laser turret type. Image needs updating.}}
+
{{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.
  
Focus Crystals (used by [[Turrets#Energy_Turrets|laser turrets]]), and Mining Crystals, used by [[ORE_Basic_Ship_and_Skill_Guide#Mining_crystals|mining lasers]] in EVE Online may receive "damage" and eventually be consumed (or in common terms, ''shatter''). These crystals have a Hit Point value much like any other destructible object, and shattering occurs when enough damage is taken by the crystal to lower its hit points to zero. The life expectancy of a given crystal, i.e. the average amount of time it may be used before it shatters, may be calculated from its attributes.  
+
== 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|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.
  
As with most transportable objects in EVE Online, one may right-click a combat or mining crystal and choose Show Info. The information in which we are interested are within the Attributes tab of the Show Info window.  
+
* '''Level 1''' The most basic type. Can be run by basic [[frigates]]. Only the most basic [[Starting skills|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 [[Fitting ships|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 clone|omega]] to run.
 +
* '''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.
  
== Attributes  ==
+
== Mission types ==
<!--[[Image:ShowInfo PlagioclaseMiningCrystal1.jpg|thumb]]-->[[Image:ShowInfo-Simple Asteroid Mining Crystal Type A I.png|thumb]]
+
Mission type is an in-game parameter that can be found in the mission journal.
There are four different attributes that affect the life expectancy of a crystal. These attributes function identically for both combat and mining crystals.  
+
{{Open journal}}
  
=== Structure Hitpoints ===
+
[[File:Missing Cargo Warning.jpg|thumb]]
This is the total Hit Points of the crystal. Currently, all crystals in the game have exactly 1 HP.  
+
'''[[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.
  
=== Volatility ===
+
'''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.
This attribute is the chance of the crystal taking damage upon every activation cycle. For example, a Volatility of 10% would mean that each activation cycle the crystal has a 10% (1 in 10) chance of receiving damage.  The actual amount of damage is fixed, and is given by the '''Volatility Damage''' attribute.
 
  
Some combat crystals have a 100% chance of damage per shot. It also means that the life expectancy of these combat crystals may be calculated exactly, because every shot will always damage the crystal.  (Currently, all faction combat crystals have a 100% Volatility, i.e. a 100% chance of crystal damage inflicted per shot.)
+
'''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.
  
=== Volatility Damage ===
+
'''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.
This is the actual amount of damage the crystal may receive during an activation cycle based upon its Volatility.  
 
  
=== Crystals Take Damage ===
+
'''[[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.
This attribute is always either True or False. If it is True, then the crystal actually takes damage based upon the other attributes above, and it will eventually shatter.  
 
  
Currently, the only crystals in the game whose Crystals Take Damage value is False are the Tech-1 combat crystals. These will never take damage and thus they may be used indefinitely. Note that if the value of this attribute is False, then it will not even be listed in the Attributes tab of the Show Info window.  
+
== 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|mission chain]].  
  
=== Activation Cycles ===
+
=== Storyline missions ===
In terms of Volatility, an Activation Cycle is a single cycled use of a laser crystal by the turret within which it is loaded. With combat crystals, each time the energy weapon is fired is considered one cycle.  
+
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:
 +
* 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.
  
With mining crystals, a cycle may begin with the activation of the mining laser and may end with either the deactivation of the laser or the acquisition of materials (ore or ice). This means that a cycle is completed even if a mining laser is turned off early. Repeatedly turning a mining laser on and off will risk damaging the crystal whether or not any actual materials were mined.
+
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.
  
== Formula  ==
+
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.
The formula for determining average life expectancy of a crystal is simple:
 
:<math>\text{Life Expectancy (in cycles)} = \text{Structure Hitpoints} / \text{Volatility} / \text{Volatility Damage}</math>
 
  
One may then multiply the expected cycles by the cycle time to calculate a crystal's life expectancy over time.  Remember that Volatility is a percentage, so for example, a crystal with a Volatility of 10% must use the value 0.10 in the equation.
+
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.
  
== Examples ==
+
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 Simple Asteroid Mining Crystal Type A I has a Volatility of 10%, which means that for every cycle there is a 10% chance that it will receive damage. The amount of damage it receives will be the Volatility Damage value of 0.05 HP. It will shatter when its total damage reaches the Structure Hitpoints value of 1 HP.  
 
  
This means that, on the average, the crystal has a life expectancy of <math>1 / 0.10 / 0.05 = 200</math> cycles.  With a standard (unbonused) strip mining cycle time of 180 seconds, one may estimate that a crystal will endure approximately 36,000 seconds, or 10 hours, of constant mining before shattering.
+
[[The InterBus]] and militia corporations do not offer any Storyline missions.
  
The Simple Asteroid Mining Crystal Type A II has a Volatility of 12%. It has the same 0.05 HP Volatility Damage, and 1 HP Structure Hitpoints as the tech I variant. As a result, the crystal has a life expectancy of <math>1 / 0.12 / 0.05 = 166</math> cycles, about 8 hours.
+
=== Special missions ===
 +
These mission types are not regularly available and are bound by conditions you need to fulfill before they are offered to you.
  
{{Color box|color= gray|However, a ship using these crystals will likely not be operating unbonused; it will likely be flying with significant improvements to its mining cycle time. So, while an unbonused strip miner cycle takes 180 seconds and a tech II crystal would last around 8 hours, strip miners fitted to a max-skilled [[Hulk]] <ref group=Note name=Hulk />, enhanced by a Mining Laser Optimization Charge from a [[Rorqual]] <ref group= Note name=Rorqual />, can cycle in as little as 42 seconds, thus reducing the crystals lifespan to a mere 116 minutes. <!--edit break-->However, to compensate, if further enhanced by an Equipment Preservation charge, the crystals volatility can be reduced by up to 60%, resulting in a new life expectancy of <math>1 / 0.08 / 0.05 = 500</math> cycles, which at 42 seconds per cycle comes out to 21,000 seconds, or just short of 6 hours of constant mining before shattering.}}
+
==== Career missions ====
 +
{{Main|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 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.
  
=== Brainstorm ===
+
==== Research missions ====
{{Box||2=Mining Crystal Type A used in maxed skilled Hulk supported by a max skilled Rorqual with one Mining Command Burst charged with Mining Laser Optimization Charge:
+
{{Main|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.
  
'''Duration reduction'''<br>
+
==== Epic arcs ====
Start with a duration(cycle time) of 180 sec.
+
{{Main|Epic arcs}}
* Hulk
+
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.
** 15% strip miner duration reduction for the role bonus. Reduces the duration to 153 sec.
 
** 3% strip miner duration reduction for the Exhumers skill per level. According to [[Stacking penalties]] Mining laser cycle duration is not stacking penalized so lvl V gives 5x3= 15%. Reduces the duration to ~130 sec.
 
* Rorqual
 
** 15% strip miner duration reduction for the Mining Laser Optimization Charge. Would reduce the duration to ~110 sec.
 
*** 5% Mining Foreman Burst effect increase for the Capital Industrial Ships per level. According to [[Stacking penalties]] Duration (cycle time) bonuses (other) are not stacking penalized so this should increase the Mining Laser Optimization Charge effect at lvl 5 by 5x5 = 25%. Increasing the effect increase to 18.75%. Which would reduce the duration to ~105 sec. Still nowhere close to the 42 sec mentioned in the text.
 
  
The above is done by taking the result of each step as the source for the next step'
+
==== Anomic missions ====
 +
{{Main|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 [[overheat]]ing.
  
When adding al the reduction % together before applying them to the duration that gives 15% + 15% + 18.75% = 48.75%. Which gives a duration of ~92 sec. This shaves of a few more seconds but still does not brings us to the 42 sec mentioned.
+
==== 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.
  
What am I missing?
+
==== Data center ====
}}
+
{{Main|Data centers}}
=== Quick reference ===
+
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.
{| class="wikitable"
+
 
|-
+
== Mission chain ==
! Crystal Type !! Volatility !! Volatility Damage !! Expected Cycles
+
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).
|-
+
 
| Focal Crystals (Tech I)<ref group=Note name=T1Crystal /> || N/A || N/A || (Infinite)
+
== Rewards ==
|-
+
Completing missions will reward you with ISK, [[Loyalty Points]], standings and occasionally with items.
| Focal Crystals ([[Tech and meta levels#Faction Ammunition|Faction]]) || 100% || 0.00025HP || 4000
+
 
|-
+
The amount of ISK received is influenced by the {{sk|Negotiation}} skill giving 5% additional ISK per skill level.
| Focal Crystals (Tech II) || 10% || 0.01HP || ~1000
+
 
|-
+
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.
| Mining Crystals Type A (Tech I) || 10% || 0.05HP || ~200
+
 
|-
+
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:
| Mining Crystals Type A (Tech II) || 12% || 0.05HP || ~166
+
 
|-
+
: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) </math>
| Mining Crystals Type B (Tech I)<ref group=Note name=SimpleAstB /> || 15% || 0.05HP || ~133
+
 
|-
+
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.
| Mining Crystals Type B (Tech II) || 19.6% || 0.05HP || ~102
+
 
|-
+
The "Division" Connections skills are:
| Mining Crystals Type C (Tech I)<ref group=Note name=SimpleAstC /> || 24% || 0.05HP || ~83
+
* {{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.
| Mining Crystals Type C (Tech II) || 30% || 0.05HP || ~66
+
* {{sk|Security Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Security division.
|-
+
 
| Mining Crystals Type A (Tech I) (max Rorqual-boosted) || ''4%'' || 0.05HP || ''~1000 ''
+
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>
|-
+
 
| Mining Crystals Type A (Tech II) (max Rorqual-boosted) || ''8%'' || 0.05HP || ''~500''
+
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.
 +
 
 +
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:
 +
[[File: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
 +
: [[File:Missioncheckmark.jpg‎ |alt= 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 ==
 
== Notes ==
<references group=Note>
+
<references group=Note />
<ref name=T1Crystal>Crystals Take Damage is false so these crystals take no damage.</ref>
 
<ref name=Hulk>Applicable bonuses:
 
* Role bonus: 15% reduction in Strip Miner duration
 
* {{Sk|Exhumers}} bonus: 3% reduction in Strip Miner duration per level</ref>
 
<ref name=Rorqual>Applicable bonuses:
 
* [[Command Bursts|Mining Foreman Burst II]]: 25% bonus to the effect strength of charges launched
 
* {{Sk|Capital Industrial Ships}} bonus: 5% bonus to the effect strength per level
 
* Mining Laser Optimization Charge: 15% reduction in Strip Miner duration
 
* Mining Equipment Preservation charge: 15% reduction in the Crystal Volatility</ref>
 
<ref name=SimpleAstB>As of 19 September 2022 the in-game info for the Simple Asteroid Mining Crystal B I gives the Volatility as 10%</ref>
 
<ref name=SimpleAstC>As of 19 September 2022 the in-game info for the Simple Asteroid Mining Crystal C I gives the Volatility as 10%</ref>
 
</references>
 
  
{| class=wikitable
+
== References ==
|+ Temp comparison table
+
<references />
|-
 
! Crystal Type !! Volatility !! Volatility Damage
 
|-
 
| Asteroid/Moon Mining Crystal Type A I || 10% || 0.05
 
|-
 
| Asteroid/Moon Mining Crystal Type A II || 12% || 0.05
 
|-
 
| Asteroid/Moon Mining Crystal Type B I || 15% || 0.05
 
|-
 
| Simple Asteroid Mining Crystal Type B I || 10% || 0.05
 
|-
 
| Asteroid/Moon Mining Crystal Type B II || 19.6% || 0.05
 
|-
 
| Asteroid/Moon Mining Crystal Type C I || 24% || 0.05
 
|-
 
| Simple Asteroid Mining Crystal Type C I || 10% || 0.05
 
|-
 
| Asteroid/Moon Mining Crystal Type C II || 30% || 0.05
 
|}
 
  
<!--[[Category:Mining]]-->
+
[[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