Difference between revisions of "User:Koris the Second"

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Personal notebook. Nothing to see here, move along.
 
Personal notebook. Nothing to see here, move along.
  
=== How to make ISK as a new player? ===
+
=== ANGEL SOUND REWORK ATTEMPT ===
  
This question gets asked quite often so I created a nice little overview of the activities that can be done to make ISK relatively early in a player's career. So, what can people do? I'll stick to E-UNI compliant ways of making ISK here, so yes, some activites are missing and won't be added or mentioned.
+
{{EpicMissionArcBoilerintro}} {{AngelEpicArcNav}}
 +
<blockquote>
 +
''"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."''
 +
</blockquote>
  
 +
'''Angel Sound''' is the [[Angel Cartel]] Epic Arc which takes place in the Angel controlled [https://evemaps.dotlan.net/map/Curse Curse] Null Security Region.
  
==== [[Exploration]] gets recommended quite often.====
+
== Overview ==
 +
You will fight:
 +
* Frigates
 +
* Destroyers
 +
* a few Cruisers
  
Initial investment: A Tech 1 Exploration frigate can be fit for about 2-6M ISK, depending on if you want your ship to be able to cloak or not.
+
You will get:
 +
* 1x Domination Target Painter for completing Wrath of Angels
 +
* 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
 +
* ~65M ISK
 +
* ~15% Archangels and Dominations Corporation Standings
  
===== Pros =====
+
You will lose:
* Can be done from the first day with only minimal training. Complete the [[Short Skill Plan]] and you're set.
+
* 2.4% Minmatar Republic Faction Standing
* Very good learning experience - the big payouts are in [[Wormhole|Wormholes]], so you will need to learn about traversing them safely and creating your own [[Bookmarks|bookmarks]]. To survive hostile space you will need to get used to [[D-Scan|using D-Scan]].
+
* minor amount of Guristas Pirates Faction Standing
* Minimal investment required - a cheap Tech 1 frigate with an Exploration fit only costs a couple million ISK, which is quickly affordable for new players and doesn't hurt too much if lost.
 
  
===== Cons: =====
+
== General Advice ==
* The payouts for Exploration are based on luck. One day you dive into a wormhole and come home with 15 times the worth of your ship, the next day you spend an hour scanning only to get killed by a cloaked hunter.
+
Angel Sound takes place in the Curse Null Security Region. This means a variety of things for you:
* As an explorer you're never the hunter, always the hunted. Forget about fighting back, the best you can do is escape.  
+
* Nullsec mechanics apply, meaning [[Tackling#Warp_disruption_fields|Warp Disruption Fields]] created by Interdictors and Mobile Warp Disruptors can and will be used against you.
* The skills you train for Exploration are, with very few exceptions, only used in Exploration. You will specialise in a very particular set of ships and skills.
+
* Players may decide to hunt you down if they see you roaming the region. Locals know which systems the arc takes place in.
 +
* Only few NPC stations exist in the region, making docking up for repairs or safety difficult.
 +
* Local markets may be inaccessible when in player structures, very expensive or simply not stocked.
 +
* If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate bookmarks, instant-undocks and safe spots in all the relevant systems.
  
 +
== Preparation - fitting your ship ==
 +
The gated pirate epic arc missions have special ship restrictions. Any T1/T2 frigate or T1/T2/T3 destroyer will be able to take the mission gates. The main challenge this Epic Arc will present you with will not be the combat in the mission pockets - the hostile NPCs do feature some electronic warfare, but are (mostly) easily killed or avoided. Instead, you will have to complete the entire arc in hostile space and get the rewards to your home system without falling victim to other players.
  
==== If you're more into shooting things instead of being shot at, there's several things you can do. Let's start with [[Missions|missions]] in high-sec space. ====
+
When preparing for the arc consider the following:
 +
* An [[Interceptor]] can be fit to to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
 +
* If you decide against using an Interceptor and go for another ship type, consider bringing a [[Mobile Depot]] and a [[Travel fit]] to switch to.
 +
* You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a [[Propulsion_equipment#Afterburner_and_microwarpdrive|Microwarpdrive]] and getting your align time as low as possible.
 +
* Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
 +
* If you have the [[Skills:Engineering#Thermodynamics|Thermodynamics] skill trained - which you should, when you attempt the arc - bring Nanite Repair Paste to repair heat damage.
 +
* Name your ship in a way that does not give away any intel on you. If you name it "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
 +
* Don't fly what you can't afford to lose.
  
Initial investment: A Destroyer for running L1 missions can be fit for 2-3M ISK. A Cruiser fit capable of handling L2 missions will cost you around 20-25M ISK.
+
== Execution - maneuvers on grid ==
 +
* Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
 +
* Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
 +
* Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.
  
===== Pros: =====
+
== Execution - utilising information warfare ==
* Steady payouts. You always get the Loyalty Points, you always get the ISK rewards.
+
You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.
* Possibility to optimise your earnings (in higher level missions) through smart looting and salvaging.
+
* Use external tools such as [[ZKillboard|zkillboard]], [https://eve-gatecheck.space/eve/ EVE Gatecheck] and [[Third-party_tools#Dotlan|Dotlan]] to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
* No preparation time required, you can instantly run missions whenever you want.
+
* When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
* Missions for non-pirate factions give you Security Status, so if you enjoy PvP in lowsec they can be used to fix it.
+
* D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way pirates can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see assault frigates or interceptors they're most likely doing the arc themselves, hunting you or both.
* Teaches you how to fit ships for PvE combat and fight against NPCs.
 
  
===== Cons: =====
+
== General tips and tricks ==
* Low-level missions are, compared to other activities you could do, very low ISK/h. If you're looking to make the most ISK quickly, missions may not be the right choice for you.
+
* Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
* To realise the full earning potential of missions you need to optimise your looting/salvaging and convert Loyalty Points into items, then sell those items on the market.
+
* Many of the missions can be handed in and/or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.
* Missions handed out are random - you may get several missions against Empire factions in a row, which you (usually) don't want to run. In that case, you simply can't use that agent for four hours unless you take a massive standings loss.
 
* To get access to higher level missions you will need to grind corporation standings and think ahead for which L2/L3/L4 agent you want to run.  
 
  
==== Missions are too boring for you and you want something more dynamic? In this case, [[Combat sites]] might be more of your thing. ====
+
== Starting Agents ==
 +
{| class="wikitable"
 +
|+ Angel Sound Starting Agents
 +
|-
 +
! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
 +
|-
 +
| Aton Hordner || Republic Security Service || Minmatar Republic || Egbinger<ref name="LocationMinmatar"></ref> || Molden Heath || [[The Balance of Power]]
 +
|-
 +
| Arajna Ashia || Amarr Navy || Amarr Empire || Sendaya<ref name="LocationAmarr"></ref> || Derelik || [[Mistaken Identity]]
 +
|-
 +
| Ellar Stin || Dominations || Angel Cartel || Konora<ref name="LocationAngel"></ref> || Metropolis || [[Headhunted]]
 +
|}
  
Initial investment: A Destroyer capable of handling DED 2/10 can be fit for around 10-15M ISK, a cruiser capable of handling DED 3/10 can be fit for around 20-25M ISK.
+
<small><references>
 +
<ref name="Standing">You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.</ref>
 +
<ref name="LocationMinmatar">Minmatar Shipyards Beacon.</ref>
 +
<ref name="LocationAmarr">Abandoned Research Station Sigma Nine Beacon.</ref>
 +
<ref name="LocationAngel">The Coward Ellar Stin Beacon.</ref>
 +
</references></small>
  
===== Pros: =====
+
== External links ==
* High earning potential. Easy anomalies in high security space can escalate to DED 2/10 or 3/10 sites which can have very good module drops.
+
* [http://games.chruker.dk/eve_online/mission_view.php?id=229 Games Chruker Angel Sound Guide]
* Low skill requirements. Completing the Cruiser DD Basic skill plan allows you to put together a fit that can handle sites up to DED 3/10.
+
* [https://www.youtube.com/watch?v=OUS8EM3I9Kk Angel Cartel Epic Arc in a Malediction by Killtec]
* Teaches you how to fit ships for PvE combat and fight against NPCs.
+
* [https://www.youtube.com/watch?v=ikOtLTBPdlM Angel Cartel Epic Arc in a Malediction by Reload]
  
===== Cons: =====
+
[[Category:Epic Arcs]]
* Combat anomalies and signatures are often contested. Especially in high activity systems/time zones you can expect to have your site contested and stolen.
 
* The earning potential is high, but also very random. Drop values can vary from 70M ISK (or more) to 7M ISK for a DED 3/10.
 
* Escalations from combat signatures in high security space can send you into low security space, putting you in danger.
 
 
 
==== Combat sites are too random for you and you'd like something more steady? You're not afraid to risk your ship and pod? In that case take a look at [[Abyssal Deadspace]]. ====
 
 
 
Initial investment: About 5M for a Frigate, about 10-15M for a Destroyer, about 20-25M for a Cruiser.
 
 
 
===== Pros: =====
 
* High and steady payouts with huge upward spikes. Even the lowest level filaments earn very respectable amounts of ISK.
 
* Teaches you many valuable skills like manual piloting, fitting optimisation and keeping cool under pressure.
 
* Instanced PvE, you will never get contested by other players (you can still be ganked after exiting the filament!).
 
* A journey into the Abyss is always over after 20 minutes as that's the time limit to complete a run. 
 
* Entry-level ships are cheap and can be flown after a couple days of training.
 
 
 
===== Cons: =====
 
* The Abyss punishes mistakes immediately and harshly. You make too many, you lose your ship and pod.
 
* Even if you're well-prepared and know what you are doing, it is still possible (even though unlikely) to get a "death room" which almost certainly kills you.
 
* Due to the factors mentioned above, if you get interrupted often while playing or have an unstable Internet connection - you will die. You will need to set aside 15-20 minutes of uninterrupted time.
 
* The ships and fits you need to move up the Abyssal tiers become exponentially expensive. If you want to run Abyssals as your main income source, be prepared to reinvest huge amounts and risk it every time you do a run.
 
 
 
==== Missions aren't for you and you don't like instanced PvE in EVE? Well, feel free to go [[Ratting at NSC|ratting at our Null Security Campus]]! ====
 
 
 
Initial investment: About 20-25M ISK for a Newbro Ratting Vexor NSC edition.
 
 
 
===== Pros: =====
 
* Steady payouts due to each NPC giving you a direct bounty.
 
* Reward optimisation possible with smart looting/salvaging.
 
* The Cruiser DD Basic skill plan is enough to start it off.
 
* Ratting in 0.0 space will teach you about sharing/looking out for intel, watching Local and staying safe in a semi-hostile environment.
 
* Sometimes, faction NPCs with valuable loot will spawn, further increasing your ISK/h.
 
 
 
===== Cons: =====
 
* As mentioned, NSC is semi-friendly. Neutrals sometimes roam the pocket looking for targets, you're always at risk.
 
* The NPCs hit harder and are more numerous compared to high-/lowsec and missions. If you don't pay attention as a new player, it's entirely possible to lose your ship to them.
 
 
 
==== Combat is not your thing? How about some [[Mining|mining]] then? ====
 
 
 
Initial investment: 2-3M for a Venture, 50M for a Mining Barge.
 
 
 
===== Pros: =====
 
* When done in highsec it can be done semi-afk. As long as you look at Local and your screen every minute or two and don't mine in a populated system, you should be safe.
 
* Constant, predictable amount of ISK/h. If you mine X units of ore Y and refine it, it will sell for a set amount.
 
* Mining in lowsec or in nullsec is, compared to mining in highsec, a decent amount of ISK/h - '''if''' you can get out alive.
 
* Moon mining can also be done in highsec, for a solo miner it is more profitable than highsec ores.
 
* Ice mining can also be very profitable, however it requires ships fit for ice mining and other skills, also competition is quite high and ice belts aren't always there.
 
* Industrialists in E-UNI buy ore regularly, so even if you don't want to use the Market you can sell your product.
 
* E-UNI features many "perfect refiners", so you can focus on investing skill points into getting the most ore out of the rocks and have others refine it for you.
 
 
 
===== Cons: =====
 
* Solo ore mining in highsec, especially if done in a Venture, is one of the lowest ISK/h activities in the game.
 
* Not suited for Alpha clones as they can only fly Ventures.
 
* Mining skills only apply to mining, so unless you really enjoy grinding rocks it may feel like wasted skill points after a while.
 
* High-value ores and ice are
 
 
 
==== Still not interested in combat, but also not interested in ore? How about [[Gas huffing|Gas]]? ====
 
 
 
Initial investment: 30M for the skillbook when bought from NPCs, 6-7M for a Venture fit for gas.
 
 
 
===== Pros: =====
 
* Compared to gas mining much better ISK/h. One Venture full of good gas will pay for your gas mining skillbook.
 
* Gas clouds need to be scanned and found, usually in low security space and wormholes, so you will learn a lot doing that.
 
* Also similar to exploration, you will be hunted - not only by players, but also by hostile NPCs. Keeping track of how long you have been where will become important for you.
 
 
 
===== Cons: =====
 
* The initial investment for a new player is pretty high. Even though the skillbook and the ship pay themselves in one to three good runs, you still need to have the ISK to spend.
 
* Just as with Exploration, finding gas clouds isn't guaranteed. They spawn very rarely in highsec, so you will have to go to lowsec, nullsec or into wormholes - and even then it's entirely possible to look for an hour and find nothing.
 
* The mining skill training caveat applies here as well. If you train into gas huffing, you will be good at gas huffing only.
 
 
 
==== So getting resources yourself is not for you, but how about [[Hauling|hauling]] things for others and making ISK that way? ====
 
 
 
Initial investment: 10M for a decently fitted Tech 1 Industrial ship in addition to whatever amount of ISK you're willing to pay as collateral.
 
 
 
===== Pros: =====
 
* You can combine small-ish hauling contracts with your own travels and make some ISK on the side.
 
* Many people need stuff transported, so public courier contracts should be well-populated in active regions of space.
 
 
 
===== Cons: =====
 
* Tech 1 Industrial ships aren't well-suited for commercial hauling. They are flimsy and therefore unsuited for any sort of valuable cargo.
 
* Public contracts will require high sums of collateral to be paid if you lose the cargo. You need to be able to have that amound liquid.
 
* Inexperienced haulers are very easy to [[Scams in EVE Online|scam]] - people will take advantage of that.
 
 
 
==== Doing things oneself may be fun, but you want to make ISK while sleeping? How about [[Planetary Industry]]?  ====
 
 
 
Initial investment: About 5M for the skillbooks, about 5M per colony you set up.
 
 
 
===== Pros: =====
 
* Entirely passive income. You set it up once, you manage it and your planets generate resources over time.
 
* Scales with the amount of time and effort you put in.
 
* Materials can either be sold to E-UNI buyback, to other players or used in Industry for yourself.
 
* Each character on an account can be trained for Planetary Industry and generate passive income even when not actively in use.
 
 
 
===== Cons: =====
 
* To be really profitable it needs to be done in nullsec space, otherwise you will make - even for a player just starting out - negligible amounts of ISK/h.
 
* Alpha accounts are incapable of doing Planetary Industry in any profitable way.
 
* Even though the resources are generated passively, you still need to get them from the planet to a station and then sell it.
 
* Skills used in Planetary Industry are used '''only''' in Planetary Industry.
 
* The interface is not user-friendly which may be an issue for some.
 

Revision as of 20:13, 26 October 2023

Personal notebook. Nothing to see here, move along.

ANGEL SOUND REWORK ATTEMPT

"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."

Angel Sound is the Angel Cartel Epic Arc which takes place in the Angel controlled Curse Null Security Region.

Overview

You will fight:

  • Frigates
  • Destroyers
  • a few Cruisers

You will get:

  • 1x Domination Target Painter for completing Wrath of Angels
  • 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
  • ~65M ISK
  • ~15% Archangels and Dominations Corporation Standings

You will lose:

  • 2.4% Minmatar Republic Faction Standing
  • minor amount of Guristas Pirates Faction Standing

General Advice

Angel Sound takes place in the Curse Null Security Region. This means a variety of things for you:

  • Nullsec mechanics apply, meaning Warp Disruption Fields created by Interdictors and Mobile Warp Disruptors can and will be used against you.
  • Players may decide to hunt you down if they see you roaming the region. Locals know which systems the arc takes place in.
  • Only few NPC stations exist in the region, making docking up for repairs or safety difficult.
  • Local markets may be inaccessible when in player structures, very expensive or simply not stocked.
  • If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate bookmarks, instant-undocks and safe spots in all the relevant systems.

Preparation - fitting your ship

The gated pirate epic arc missions have special ship restrictions. Any T1/T2 frigate or T1/T2/T3 destroyer will be able to take the mission gates. The main challenge this Epic Arc will present you with will not be the combat in the mission pockets - the hostile NPCs do feature some electronic warfare, but are (mostly) easily killed or avoided. Instead, you will have to complete the entire arc in hostile space and get the rewards to your home system without falling victim to other players.

When preparing for the arc consider the following:

  • An Interceptor can be fit to to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
  • If you decide against using an Interceptor and go for another ship type, consider bringing a Mobile Depot and a Travel fit to switch to.
  • You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a Microwarpdrive and getting your align time as low as possible.
  • Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
  • If you have the [[Skills:Engineering#Thermodynamics|Thermodynamics] skill trained - which you should, when you attempt the arc - bring Nanite Repair Paste to repair heat damage.
  • Name your ship in a way that does not give away any intel on you. If you name it "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
  • Don't fly what you can't afford to lose.

Execution - maneuvers on grid

  • Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
  • Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
  • Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.

Execution - utilising information warfare

You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.

  • Use external tools such as zkillboard, EVE Gatecheck and Dotlan to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
  • When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way pirates can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see assault frigates or interceptors they're most likely doing the arc themselves, hunting you or both.

General tips and tricks

  • Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
  • Many of the missions can be handed in and/or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.

Starting Agents

Angel Sound Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Aton Hordner Republic Security Service Minmatar Republic Egbinger[2] Molden Heath The Balance of Power
Arajna Ashia Amarr Navy Amarr Empire Sendaya[3] Derelik Mistaken Identity
Ellar Stin Dominations Angel Cartel Konora[4] Metropolis Headhunted
  1. ^ a b c You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.
  2. ^ Minmatar Shipyards Beacon.
  3. ^ Abandoned Research Station Sigma Nine Beacon.
  4. ^ The Coward Ellar Stin Beacon.

External links