User:Loyd smith

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Testing 123 This is my blackboard for edits.


Project: Missioning 101 Making a living at war Why: I have tought this class a few times and it occurs to me that there is enough divergence from the standard Missioning 101 course that a wikki entry may be warranted.

I will probably work on the syllabus template variant first then I will probably redoo it here to make it production ready for non-syllabus use.

Class Information:

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.


General Purpose: This class is intended to teach pilots how to make a living flying security missions during war. This class is primarly intended for pilots who have some experience in the game although with a bit of patience during the Q/a even younger pilots can benefit considerably.

Not covered: Salvaging 101, Shield/Armor Tanking 101, Various Weapon Skills 101, Data Centers and Cosmos Missions, D-Scan 101, Fitting 101.


Duration: 60 - 90 minutes

Location: Safely docked up


Course Content:

  • Missions: Types, how to get them, which ship type to use.
  • Eve Survival: Triggers, Damage types, Blitzing, Drone Agro, Bonus Rooms.
  • Missioning During War: Basic survival tools, Fleets.
  • Spoils of Conflict: Loyalty Points and Standings, Marketables, Selling

Student Requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Overview: If an E-Uni student ensure you have your overview setup per http://wiki.eveuniversity.org/Overview. if attending from another corporation/alliance please ensure to have your overview set to your organizations standard.
  • Access to the Lecture.E-UNI in-game chat channel.

Why are you teaching this class (brief introduction).

Missions:

Types of Missions:

  • Why Security?
    • Distribution: Slow aligning/moving ships in space are generally easy targets.
    • Mining: Mining missions involve sitting still in ships with poor pvp abilities.
    • Cosmos: High risk one time missions in peace, too high of a risk during war.
    • Data-Center: One time only and if you lose your tags thats a huge loss mail.
    • R&D: These can vary in type of mission and suitability depends on the type.
    • Security: The primary topic of this class.
  • How to find an agent.
    • Agent Finder (use SOE for reference):
      • Different Levels (1-5)
      • Standings Requirements:
        • Level 1: Any standing.
        • Level 2: Standings 1+
        • Level 3: Standings 3+
        • Level 4: Standings 5+
        • Level 5: Standings 7+
        • Faction: Agents above level 1 require faction standing of -2 or higher.
        • Usually the higher level agents provide more dangerous and profitable missions.
    • Ship Types to use:
      • Level 1: Tech 1 frigates and destroyers should have no problem at all.
      • Level 2: Tech 1 frigates and destroyers.
        • Tech 1 frigates will require careful attention to be succesful.
        • An inexpensive alternative
        • Will teach you a considerable amount about your ship's capabilities.
        • Destroyers should have little to no probelm
      • Level 3: Battle Cruiser with tech II tank or meta 4 tank.
      • Level 4: Battleship with Tech II Tank and Tech II weapon systems.
      • Level 5: Tengu, Rattlesnake, Capitol Ship, Fleet. Don't run these as...
        • They typically occur at junctions from High to Null, already dangerous before war.
        • If you require a fleet the overall payout may not justify running it.
        • If you can run it on your own your ship is worth too much for the enemy to ignore.

Eve Survival

http://eve-survival.org/wikka.php?wakka=MissionReports

(For purposes of the class Angel Extravaganza 4 and Damsel in Distress 4) (Have students open up two browser windows, one for each mission)

  • Triggers
    • Conditions that will either activate a group already in the mission pocket which are not engaged to become engaged or...
    • Conditions that will cause another group of opponets to spawn.
    • Miss managing triggers is the number one reason people get killed, and in wartime where the enemy can show up at any time miss managing triggers gives them free dps.
      • In AE4: Initial Group: Killing the Battleship(Gist Commander/Gist General) Causes the next full spawn of 4 ships
      • In Damsel4: Shooting Krull causes 6 battleships to spawn.
  • Damage Types:
    • What damage to tank to reduce damage taken
    • What damage type to use (if your weapons systems can be tailored)
    • Never tell anyone out of fleet which mission you are flying as it will allow spies to know what you are tanked against (so they can choose their damage type) and what you are likely shooting (so they know what to tank against).
      • Angel Extraveganza: Exp 64% / Kin 23% / Therm 9% / EM 4%: Ammo Explosive/Kinetic
      • Damsel In Distress: Therm 63%, Kin 24%, Exp 6%, EM 7% : Ammo Thermal/Kinetic
  • Blitz: Never Blitz
    • Blitzing normally involves activating all the triggers.
    • Very Dangerous under optimal peacetime conditions.
    • It is only viable for those who have hard skills/equipment to do so and then only as the LP from the mission (their primary reward type) doesn't merit taking the time to do it normally.
    • It is best not to blitz during war as a single miss-step easily spells disaster.
      • The damsel in distress activates 19 enemies when blitzed.
  • Drone Agro: There are three aspects to consider when talking about drone aggro.
    • Drones can cause things to trigger prematurely if not managed correctly.
      • Damsel In Distress: An accidental drone shot can spawn 6 battleships.
      • Shift-Alt-R : Return to your ship and orbit.
      • Shift-R: Return to your drone bay.
      • F (while highlighting an enemy that is targeted): Focus Fire.
    • Drones can trigger by their presence.
      • Check your mission, not all missions have this issue but where they do you will need to consider your options (especially Gallente pilots).
    • Drones can get agro onto themselves (potentially getting them killed)
      • In the old days all that was required was for you to agro the enemy and once done you held enemy agression which in turn meant your drones were safe.
      • In the current day:
        • Elite Cruisers and Frigates will ALWAYS try to kill your drones.
          • Angel Viper/Webifier in AE4
        • Loyd Smiths "General Rule"
          • Ships two class sizes above your drone will not target them.
            • Light drones vs. BC, Med Drones vs. BS
            • Non-Elites that are size appropriate tend to leave your drones alone if they are agro on you and you lock them up.
              • Thus if you lock up non-elite frigates and then use your drones they are usually safe.
          • Remember, the "General Rule" is just that. It usually follows but not universally.
  • Bonus Rooms: Angel Extraveganza 4
    • Few missions have them.
    • They often have lucrative advantages:
      • Rare Drops
      • Excellent Bounties
      • Provides an extra layer of protection
        • It requires a "key" to access the extra room (AE4 Angel Diamond Tag)
        • Never tell anyone which mission you are flying as they will know which key to bring if they decide to come gank you (spies).
    • They always have special/dangerous conditions
      • It requires a "key" to access the extra room (read the mission report).
      • Often many times greater damage than the rest of the mission.
      • Damage types may be different than the rest of the mission:
        • AE4 normal: Exp 64% / Kin 23% / Therm 9% / EM 4%:
        • AE4 Bonus: Exp 49% / Kin 28% / Therm 15 % / EM 7%
          • Every 25 seconds 2700 spike EM damage.

Missioning During War

Fleets

  • Advert: There are some tips regarding your fleet advert that should help reduce your risk.
    • Avoid giving out free intelligence by doing the following:
      • Placing your mission in your advert. (As previously mentioned).
      • Placing where you are missioning at. (Force them to use their locator agents).
      • Disclosing the composition of your fleet. (This is generally a bad practice for any situatio).
    • Choose options that give you greater security.
      • ALWAYS be in a fleet of at least one.
        • This denies the enemy the ability to invite you to fleet. A message will be returned to them stating that they cannot invite you as you are already in a fleet. To the contrary will tell them immediately that you are alone.
        • This also allows you to form a fleet quickly in case you are camped in. Remember, if they have you camped in you have the advantage of knowing where they are.
        • Select the hide details button (so enemies can't automatically see where you are).
        • Always require approval as sometimes you will have a corpmate who is in the cooldown period of being kicked (due to a variety of reasons) who will want to come greif you (awoxing, etc). Not allowing automatic entry to your fleet gives you a modicum of protection.
        • Limit your participation to alliance (as you don't want all of eve to be able to join your fleet).
  • Fleet types:
    • Spider: Standing fleets where up to ten people are fleeted up to share standings increases. Not ideal for war as people may be scattered across New Eden.
    • Locust: Many people running the same mission to minimize completion time.
      • Typically Locust fleets have incredibly high dps good at killing both NPC and PC combatants.
      • Often requires a dedicated salvager as it it inneficient to salvage as you go. You can use them as an extra set of eyes in system keeping an eye out for war targets.
  • Survival Tools: How to reduce your risk
    • Local
      • Make it large and minimize all other channels except your intel channel.
        • This reduces the amount of time it takes to scan through the local channel to look for war targets.
      • Turn Blink off of all other non-intel channels.
        • This heightens situational awareness.
      • Keep an eye out for White Stars on Red Flashy Backgrounds (WTs)
      • Keep an eye out for huge local spike with names not normally local to the area.
        • This will take some time as you get to know your locals but helps spot ooc ganks.
    • Dotlan: http://evemaps.dotlan.net/map/The_Forge (have the class open three windows in the in game browser for: Jita,Aldrat,Oerse. Instruct on finding maps)
      • When missioning at war this tool is invaluable as it helps locate places more suitable prior to ever missioning as normal mission hubs are not always ideal.
        • Jumps Last 48 hours indicates traffic. Less traffic means it is easier to keep an eye on whats happening in local and to get to know the locals.
          • Jita (bad, high, usually 2000 plus jumps), Aldrat (ok if not Uni home system), medium, 200 users), Oerse (good, low, usually around 100).
        • Ship Kills/Pod Kills last 24 hours. The lower the two are usually means the less risk from player influence.
          • Jita (bad: normally 25 ships/25 pods per hour), Aldrat (ok, usually between 1-10 ship losses and 0-1 pod losses), Oerse (good, usually 1-3 ship losses and 0-1 pods).
          • Interpretation requires skill but sudden high spikes are indications of short conflicts (frigate free for example), whereas a number of ship losses combined with high npc kills might indicate someone recently tried a higher level mission type and wasn't ready for the increase.
        • The system map will show you how many jumps you are from Low-Sec. This is important as most agents will commonly send you one/two jumps away from their location for missions.
        • Once a suitable location is chosen rinse and repeat this process in the surrounding systems so you can come to an understanding of the areas you will be missioning in.
    • Fleet: As prevously discussed deny the enemy free intelligence and easy access.
    • Live Intel: Keep an eye on your Intelligence channels. Seeing an enemy suddenly start headying your way may indicate they used a Locator agent on you. This gives you time to dock up and ship up (to a combat ship) or to jump elsewhere.
    • D-Scan: Your last line of defense
      • Set your D-Scan to max range (9999999999 and it will auto correct to max).
      • Scan every 15-20 seconds. It sounds annoying but you eventually get used to it.
        • If you see anyone on D-Scan who you don't recognize dock up.
        • If you see sister's probes on D-Scan and you dont have an aboslute certainty who is scanning, dock up.
        • If you see a large number of ships on D-Scan that is unusual (Why are there six Thrashers?) dock up.
        • Remember your enemy can use ooc gankers just as easily as you can and while you should be paying attention to local if you miss them there, you should catch them here.
    • Acceleration Gates: Removing the Myth.
      • Advantages: When you have an acceleration gate you know where the enemy will warp in at on grid 100% of the time. Get 80 to 100 km distance from the gate such that if the enemy warps on grid you have distance between them and you.
      • Disadgantage: Slower moving ships take longer to get out of distance from the gate and can be vulnerable during the time they are burning away.
      • When present consider them as an extra layer of buffer between you and your enemies.
    • Fighting Aligned:
      • This allows you to warp off nearly instantly when the enemy first shows up on grid.
      • This allows you to warp off almost instantly if your tank begins to break.
        • Missles users have an easier time at this as they can align to a safe point and remain aligned that way. If done properly, you will never be aligned to where an enemy may be warping in from.
        • Other weapon systems can align to celestials near the direction they are changing direction to (to optimize tranversal) to help with this.

The Spoils of Conflict

  • Loyalt Points (LP): One of the best rewards for running missions.
    • Personal Use
      • Implants: Purchasing your own implants with Loyalty Points makes upgrading clones far less expensive.
      • Ammunition: Purchasing faction ammo can help boost the dps of your pvp ships.
    • Retail
      • Do your research (https://www.fuzzwork.co.uk/lpstore/listcorp.php) but try to aim at 1000 isk per Loyalty Point of the item or higher.
      • Implants are generally a poor conversion rate but many can lead to large profits if you are wwanting to diversify what you have on the market.


  • Standings: The highly underated prize.
    • Higher Standings grant higher mission agents.
    • Can grant access to R&D agents (http://wiki.eveuniversity.org/Datacore_Farming_101).
    • Better rewards from your mission agents.
    • 8.0 standing and higher with a corporation grants jump clone access.
      • This can in turn make it easier for you to have jump clones at differnt mission hubs that you have setup for yourself.
    • Higher standing reduces the loss from taxes when refining minerals.
  • Marketables: How to identify items to sell.
    • Set the filters in your station to speed up the process and then move between filters to pick up on high priority items.
      • Meta: Most meta 4 items sell well and this filter helps find them quickly.
      • High Value: Not all high value items will show up on this tab but items that are usually are worth taking to market.
      • Ammo: By using this filter you can quickly sort out which items in inventory are ammunition so that you can readily reprocess them.
      • Materials: This helps sort out salvage.
    • Set station cans up for categories of items to help keep items sorted once you have sorted them.
      • I have one for ammo, one for mins/salvage, one called "pre-sort" so I can store mission loot aside to sift through after running multiple missions in short order, and one labelled, "take to market".
    • Please note: This will not get all the valuable items. You will still need to do some sifting (one item at a time). Early on this will take time but as you gain more experience you will be familiar enough that once you have sorted out your filtered items it will become very quick and easy.
  • Resale
    • Get an OOC alt to haul.
      • This helps prevent losing loot to war targets.
    • Buy/Sell orders:
      • Have the sellers listed by price (with the lowest on top)
      • Have the buyers listed by price (with the highest at the top)
    • Resale Strategy
      • Quick Cash: When selling at market look for 60% of the distance between sellers and buyers. If you can get that sell, if not, place the item on the market for 65%. People running the market will often buy your inventory out.
      • Long Term Cash: If you have time you should aim as above at 80% and 85%. This yields much higher results which over time is tremendously to your advantage. Most people who are buying from you will be players looking for parts for individual use meaning that you often have to be a bit more patient.

Summary: SUmmarize what has been covered as a brief recap.

Post Summary:

Remember what is listed here will not make you impossible to gank at war. These techniques will make you much more difficult to kill which means your survivability will increase dramastically. In eve making someone else an easier target by means of making yourself a harder kill sometimes makes a difference as well.

Fly Safe.