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

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|User:Evon R'al/Sandbox template}} <!--  Template marker : DON'T EDIT LINE -->
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{{Hatnote| Overhauling the [[Mission]] page.}}
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{{MissionLinks}}
* SHIP ATTRIBUTES SECTION (last update : 15/10/2019)
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{{related class|Missions (CORE class)}}
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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.
* on editing the attributes, please make sure that you don't
 
* leave/mistype any tags required. please follow the same
 
* format below and edit only the values (after the = sign).
 
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| shipid=626
 
| shipimg=Vexor.jpg
 
| shipname=Vexor
 
| class=Cruiser
 
| grouping=Standard Cruisers
 
| hulltype=Vexor Class
 
| faction=Gallente Federation
 
| roles=Droneboat
 
| variations={{Ship|Guardian-Vexor}},{{Ship|Ishtar}},{{Ship|Vexor Navy Issue}}
 
| tech=
 
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
| powergrid=700 MW
 
| cpu=300 tf
 
| capacitor=1,450 GJ
 
| highs=4
 
| turrets=4
 
| launchers=0
 
| mediums=4
 
| lows=5
 
| mass=11,100,000 kg
 
| volume=115,000 m³
 
| cargohold=480 m³
 
| extrahold=
 
| extraholdtype=
 
| dronebay=125 m³
 
| bandwidth=75 Mbit/sec
 
| info=The Vexor is a strong combat ship that is also geared to operate in a variety of other roles. The Vexor is especially useful for surveying in potentially hostile sectors as it can stay on duty for a very long time before having to return to base. Furthermore, it is well capable of defending itself against even concentrated attacks.
 
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Hybrid Turret damage<br>10% bonus to Drone hitpoints, damage and mining yield<br>
 
| structurehp=2,000 HP
 
| shieldhp=1,100 HP
 
| shieldem=0
 
| shieldexp=50
 
| shieldkin=40
 
| shieldtherm=20
 
| armorhp=2,000 HP
 
| armorem=50
 
| armorexp=10
 
| armorkin=35
 
| armortherm=35
 
| maxvelocity=195 m/sec
 
| inertia=0.56
 
| warpspeed=4 AU/s
 
| warptime=8.62 s
 
| targetrange=52.50 km
 
| sigradius=145 m
 
| maxlockedtargets=6
 
| sensortype=Magnetometric
 
| sensorvalue=16 points
 
| scanres=280 mm
 
| reqskills=*{{RequiredSkill|Gallente Cruiser|I}}
 
** {{RequiredSkill|Spaceship Command|II}}
 
** {{RequiredSkill|Gallente Destroyer|III}}
 
*** {{RequiredSkill|Gallente Frigate|III}}
 
**** {{RequiredSkill|Spaceship Command|I}}
 
  
| totaltraintime=19h 15m 30s
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== Mission levels ==
| forumlinks=
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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.
| wikireferences=
 
| externallinks=
 
| highlights1=
 
| highlights2=
 
| highlights3=
 
| highlights4=
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
  
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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.
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************
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* '''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]].
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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.
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* '''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.
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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.
  
== Summary ==
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== Mission types ==
The Vexor is a dedicated drone boat. It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows Vexors are most often armor tanked.
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Mission type is an in-game parameter that can be found in the mission journal.
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{{Open journal}}
  
The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor.
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[[File:Missing Cargo Warning.jpg|thumb]]
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'''[[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.
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{{Clear}}
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'''[[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.
  
Among T1 cruisers the Vexor is a little more skill demanding than the [[Thorax]]. In particular, you should not get a Vexor unless you have ''at least'' Drones 4 and should make getting Drones 5 a high priority.
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'''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.
  
== Skills ==
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'''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.
* {{sk|Drones| V}}: You shouldn't get into the Vexor until you have this. You'll be killing your DPS and it is a lossmail waiting to happen.
 
  
* {{sk|Drone Interfacing| III}}: '''(IV ideally)''' 10% increase in drone damage per level? What are you waiting for? Get this yesterday.
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'''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.
  
* {{sk|Drone Navigation | III}}: to fit the Drone Navigation Computer (+25% drone speed) and provide an increase of 5% per level. Reduce the travel time of drones to your target.
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'''[[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.
  
* {{sk|Drone Sharpshooting | III}}: '''(get IV ASAP)''' Increases optimal range of drones, they start shooting at your target sooner.
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== Mission categories ==
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=== Basic missions ===
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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]].  
  
* {{sk|Light Drone Operation| V}} and {{sk|Medium Drone Operation| V}}: Both give 5% increase to their drone type. Get them ASAP; they give you access to T2 Light and Medium Drones, respectively.
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=== 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 {{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:
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* 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.
  
* {{sk|Drone Avionics| III}}: Another very important skill. At V, your drones will have an engagement sphere of 45km. At III, you can fit the Drone Link Augmentor in a high slot, increasing drone control range +20km per module fit. This lets you engage kiters/snipers. Get it to V if you are a serious droneboater. For even more range (and access to E-War drones!), continue into {{sk|Advanced Drone Avionics}}.
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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.
  
* {{sk|Heavy Drone Operation| V}}: 5% increase to damage of Heavy drones. Very important when fighting big ships with T2 Heavy drones at Level V. Note your bandwidth can't support a full flight of 5.
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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.
  
You should not neglect your {{sk|Gunnery}} either. Combining both can make the Vexor have crazy amounts of dps for a ship its size.
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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.
  
== Tactics ==
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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.
'''PVP'''
 
  
If you're coming from the Algos (and conventional MMO master/minion tactical thinking), you might think your drones must do the fighting for you, while you sit back and direct them like a conductor. The Vexor can make a useful contribution doing this, and in a solo situation against a kiting target you may be forced to do this.
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[[The InterBus]] and militia corporations do not offer any Storyline missions.
  
That said, the Vexor has a remarkably high potential damage output for a T1 cruiser, and to get that potential out of the Vexor you need to do the exact opposite. Closing in on the enemy, a fit with bonused blasters backed by good [[Support skills|support]] and [[Fitting skills|fitting]] skills can act as a sixth drone, melting opponents. Even with Meta 4 guns, mid-range drone skills and T1 drones, you could be pumping out over 450DPS in a buffer shield-tanked Vexor. Move into T2 drones and you start breaking 500+DPS.
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=== Special missions ===
 +
These mission types are not regularly available and are bound by conditions you need to fulfill before they are offered to you.
  
A fit with projectile turrets and an energy neutralizer can add significant turret DPS by closing range, and, with few other demands on its capacitor, can [[Capacitor warfare|drain]] small- and medium-sized ships' energy. A single medium neut can cause serious problems to many frigates, potentially shutting down their tank and/or tackle and/or DPS.
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==== Career missions ====
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{{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.
  
The PVP Vexor can mount a buffer shield tank, a buffer armor tank, or an active armor tank. The shield buffer Vexor is high on DPS, as damage-amplifying modules can be fitted in the abundant low slots, but light on EHP; expect to do a lot of damage, but not to stay on field very long once you are primaried. The armor buffer on a Vexor can achieve very impressive EHP for a T1 cruiser, second only to the Maller, and still deliver over 500DPS with good skills. An active armor tank with a cap booster and two armor repairers is possible, and can prove its worth in 1v1 or ''very''-small-gang situations, but requires more pilot management and will struggle with the incoming DPS from anything larger than a very limited group of small enemies.
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==== Research missions ====
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{{Main|Research missions}}
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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.
  
All-in-all the Vexor is a classic "droneboat", and has a droneboat's strengths and weaknesses: powerful capacitor-independent DPS, tactical flexibility from multiple drone flights, and a variety of viable fittings, balanced by drone travel time, drone vulnerability, and the problem of preserving drone connections in fights which involve long strung-out ranges or frequent tactical warps.
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==== Epic arcs ====
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{{Main|Epic arcs}}
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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.
  
‘’’PvE’’’
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==== Anomic missions ====
In PVE, fitting two-three blasters and a drone link augmenter would do the job.
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{{Main|Anomic missions}}
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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.
  
== Notes ==
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==== COSMOS ====
''You can add notes here.''
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{{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.
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 +
==== Data center ====
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{{Main|Data centers}}
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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 {{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.
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 +
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:
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 +
: <math> \displaystyle \text{ LP reward } = \text{ Base LP } \times (1.6288 - \text{ System security }) \times (1 + \text{ "Division" Connections }\times 0.1) </math>
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 +
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.
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 +
The "Division" Connections skills are:
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* {{sk|Distribution Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Distribution division.
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* {{sk|Mining Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Mining division.
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* {{sk|Security Connections}} - Improves loyalty point gain by 10% per level when working for agents in the Security division.
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 +
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>
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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.
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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.
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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.
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== Mission related timers ==
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=== Offer timer ===
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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:
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{{Quote|I can no longer await your response to my offer. I am displeased by your indecisiveness.}}
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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''>
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 +
=== Completion timer ===
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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''>
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 +
< ''Add image for Offer and Completion timer'' >
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 +
=== Bonus timer ===
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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''>
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=== Decline missions timer (option 1) ===
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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.
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 +
or
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=== Decline missions timer (option 2) ===
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The decline missions timer starts when declining a mission and has a duration of 4 hours. See [[#Declining missions|Declining missions]]
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 +
== Declining missions ==
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[[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.]]
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 +
Declining a mission for a particular agent more than once every four hours will cause a standings loss with the agent, corporation, '''and faction'''.
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 +
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.
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 +
== Missioning with a fleet ==
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{{Main|Mission Fleets}}
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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.
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 +
== Advice for new mission runners ==
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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.
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'''1. Pick an area in which to work'''
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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.
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 +
[[File:Good_mission_map.jpg‎|500px]]  [[File:Bad_mission_map.jpg‎|400px]]
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'''2. Know what you want; check out what the various agents offer'''
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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.
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 +
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.
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'''3. Pick a corporation with multiple agents in the region'''
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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.
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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.
  
== Patch History ==
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'''4. Pick a base station and start running'''
{{expansion past|
 
'''October 2019 Release - 2019-10-15.1'''
 
  
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
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Here is the map for that area:
 +
[[File:Verge_vendor_mission_map.jpg‎]]
  
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
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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.
  
'''Lifeblood v. 1.0 - Build 1203953 - 24.10.17'''
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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
 +
: [[File:Missioncheckmark.jpg‎ |alt= where the green checkmark appears]]
  
* Powergrid reduced from 800 MW to 700 MW (-100 MW)
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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.
  
'''Retribution v. 1.0 - Build 476047 - 23.10.12'''
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Note that some missions may not get this completion mark.
  
''The Vexor is being updated to better take advantage of its existing bonuses to hybrid weapon damage and drone damage/hitpoints via an extra midslot and improved speed. Combined with the relatively low mass of the Vexor hull this makes a ship that can deal incredible damage very effectively.''
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=== 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.
  
* Cruiser skill bonuses (per level):
+
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.
* 5% bonus to Medium Hybrid Turret damage
 
* 10% bonus to drone hitpoints, damage and mining yield
 
* Slot layout: 4 H (-1), 4 M (+1), 5 L (+1), 4 turrets
 
* Fittings: 800 PWG (+125), 300 CPU (+30)
 
* Defense (shields / armor / hull) : 1100(-73) / 2000(+515) / 2000(+515)
 
* Capacitor (amount / recharge rate / average cap per second): 1450(+200) / 482.5s(+36.25s) / 3 (+0.2)
 
* Mobility (max velocity / agility / mass / align time): 205(+36) / 0.53(-0.04) / 11310000 (+1000000) / 5.6s (+0.1)
 
* Drones (bandwidth / bay): 75 / 125 (+25)
 
* Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280(+4) / 6(+1)
 
* Sensor strength: 16 Magnetometric (+2)
 
* Signature radius: 145 (-5)
 
* Cargo capacity: 480
 
}}
 
  
 +
== Notes ==
 +
<references group=Note />
  
{{ShipsMatrix}}
+
== References ==
 +
<references />
  
[[Category:Ship Database]]
+
[[Category:Missions]]
[[Category:Standard Cruisers]]
 

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 25 March 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