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** I would appreciate any feedback from people on how to improve the class
 
** I would appreciate any feedback from people on how to improve the class
 
* Questions ?
 
* Questions ?
 
[[Category:Teaching Resources]]
 

Latest revision as of 06:14, 19 September 2015

== Draft Only == Version: 2012/07/21 Probably can be edited with an axe like everything else I write

Class Information

This is the syllabus for the theoretical and practical components of the Capsule 100 class. Class notes created by PDP11.

General Information

Illustration link for class description on the Eve University forum: Pod.jpg (needs updated jpg)

The primary aim of this course is to minimise the number of pods lost in PvP combat and the intended audience are new pilots with limited experience of the Eve Online game mechanics. Secondary aim is to provide practice for tacklers using the capsules as small, slippery targets.

  • Duration: xxx minutes for Theory component of the class and xxx minutes for the practical exercise.
  • Location: Docked up safely in a station for the theory component then meet at the UNI POS in Aldrat to organise the practical exercise.

Class contents:

  • Introduction to Capsules
  • Pod saving techniques
  • Practical exercise

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
  • Access to the Class.E-UNI in-game chat channel
  • Overview setup of Pod Saver Tab: http://wiki.eveuniversity.org/Overview_Setup
  • Pod saving practice pilots only need sacrificial Rookie ships (Amarr Impairor, Caldari Ibis, Gallante Velator, or Minmatar Reaper). Don't attend the practical component with a ship of any value as they will be destroyed. Weapons or defensive modules are not required.
  • Tackling practice pilots need ships configured with a Warp Disruptor, Warp Scrambler or a Warp Disruption Field Generator with a Focussed Warp Disruption Script. If possible the tacklers should be fitted with modules for the shortest possible lock time, e.g. local or remote sensor boosters with Scan Resolution scripts. Weapons are not required for the tackling practice but should be fitted if the Wartime Standard Operating Procedures http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures are in effect.

Additional information: This class is primarily a practical exercise that is preceeded by a lecture delivering the theory component in the Class.E-UNI channel in Mumble. The theory component is just to provide a brief introduction for new players and could be omitted if holding the class as a practical revision for experienced students.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links

Relevant links to teacher's references on the wiki or other resources

Ships, fittings, modules, or tools required to have on hand For the practical component any ship suitable for fast tackle role, fitted with armaments, warp disruptor and optional sensor booster.

Theory Component

Introduction

Welcome to this class on Capsules or Escape Pods, although in the Eve Online community these are more commonly just called Pods.

The aim of this course is to minimise the number of pods lost and pilots killed in PvP combat. It is held primarily for new pilots plus any Eve University pilots who would like to practice the mechanics of saving a Pod from destruction. This has the benefit of minimising the embarassment of your Pods appearing on the Killboard. We will begin with a short review of Pods over xxxx minutes or so, then there will be a practical exercise to reinforce the theory.

(Instructor should then introduce himself or herself - covering relevant experience level, background and the embarrassing circumstances when they have lost a pod or seen another Unista podded.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [If we have time at the end of my lecture, I'll open Mumble for a couple of minutes for any further questions before proceeding to the practical component.]
  • You should be docked up safely in a station [in Aldrat if you intend to participate in the practical exercise].

Everyone ready? OK, then - let's begin....

Ship And Capsule Destruction

Destruction of your Capsule (Pod) is referred to as Podding. When your ship is destroyed in combat you will be ejected into space in your Pod. The Pod has no combat capability with limited mobility and a weak structure. Therefore you're very vulnerable in this Pod which can be destroyed like any other vessel. After podding your corpse will be left floating in space while you're immediately returned to the body of your medical clone wherever in the universe that is located.

In combat because a capsule is so small usually a pilot can warp off before they can be podded. In some circumstances you have a much lower or nil chance of survival in your capsule e.g. in combat with a smartbomb fitted battleship, being caught in a warp bubble or your Eve Online client software freezing.

Costs Associated With A Capsule Loss

  • ISK Cost
    • Mandatory Medical Clone upgrade to save your skill points. You have to pay for your Medical Clone to be upgraded or you will lose skill points the next time you are podded. A skilled character basically loses everything when they lose their skills. When you are podded and returned to your medical clone's body in a station it is strongly recommendation that you immediately upgrade your clone to prevent loss of skillpoints, preferably before you activate or enter another ship. For a simple introduction to clones refer to the Clone Guide, or for more detailed information refer to Body swapping: Using Clones Effectively Section from the Messing With Your Head Class. Upgrading can become a significant cost as pilots with high skill points can be required to pay millions of ISK for an upgrade.
    • All implants from your clone are destroyed. For a simple introduction to implants refer to the Implants Guide, or for more detailed information refer to Rewiring your brain: Intro to implants Section from the Messing With Your Head Class.
    • Apparel. Any Apparel that the clone was wearing is destroyed (need to confirm).
  • Reputation
    • Killboard Statistics. The Eve University Killboard typically deducts approximately one point from a pilot's score for each pod destroyed. This is used to calculate your score and the pilot's statistics that appear on killboards. The more you lose the lower your score and statistics.
    • Commentary on Fleet combat. After Action Report (AAR) for fleets will record each loss and typically they highlight the pod losses as they are usually avoidable. Some pod losses are unavoidable e.g. You have honourably lost your ship in combat then the Fleet Commander ninja warps the fleet including your pod into a hostile Interdiction bubble, the rest of the fleet in ships can burn out of the bubble while the pod which doesn't have a propulsion module is easily destroyed. A pod cannot fit a prop mod (propulsion module) like an Afterburner (AB) or Micro Warp Drive (MWD) so you cannot escape quickly and will probably be podded before you can escape the bubble.

Pods in Space

There are a few reasons why a pilot will find themselves in a Capsule in space. In the circumstance where you Self-Destruct a ship you jump straight into your medical clone and don't appear in a pod in space.

  • Person-versus-Person (PvP) Combat

By far the biggest reason for Pods in Space is the destruction of a ship in combat.

  • Undocking From A Station

Sometimes you may not want to move any of the ships in a station and undocking a Pod allows you to move to another station. The easiest way to get a rookie ship is to undock in a capsule and dock at any station where you don't have any ships or shuttles, then you will be issued with a new rookie ship at no charge. To Clone Jump you have to be out of your ship in your pod and in the rush to undock you may forget to enter/activate a ship.

There are some circumstances where you will not lose a pod e.g. Sansha Incursion sites when the rats don't target pods or Concord when they destroy your ship.

Shortcuts

A set of predefined keyboard shortcuts are provided within the Eve Online client software and these can be faster and more responsive than the mouse. For an introduction refer to Quick Keys and for further details refer to http://wiki.eveonline.com/en/wiki/Keyboard_Controls

All the sections below need to be expanded or completed.....

Pod Saver Procedure

There a few ways for a pilot to enter warp to move to a new location

Overview List - How Not To Pod Save

By using the Mouse Right Control Button a pilot can open a dropdown menu on the Overview List then select WARP TO WITHIN 0 M, or the WARP TO WITHIN sub-menu to select the distance to arrive short of the destination. This procedure is not recommended when trying to save your Pod as it's too slow and cumbersome. If your overview is full to overflowing in a battle just going down the list to find a suitable location is making a bad situation worse by adding further delays. Only if you are lucky will you be overlooked or can escape in your Pod.

Pod Saver Tab

'Warp' Keyboard Shortcut

    • <esc>
  • Key point
    • Detail point
    • Another detail

Other Tactics

When your ship is destroyed your opponent's target lock is released and they can immediately attempt to lock your capsule, this is the expected result. In some cases abandoning your ship before destruction may confuse your opponent as they keep a target lock on your ship when your capsule appears in space. If they have reached their limit of maximum number of locked targets then they have to destroy your abandoned ship or unlock a target before they can attempt to lock your capsule. Even if they haven't reached their ship's target lock limit the tactic may confuse them. Drawback is potentially your opponent or anybody else can board your ship and will then own it, the modules and cargo. If too many pilots adopt this strategy then this tactic will hold no surprise value and it will be counterproductive.

There is a 2 minute self-destruct timer fitted to every ship. If your situation is hopeless but your ship is likely to survive for more than another 2 minutes then you can use the self-destruct timer.

Practical Component

Students practicing pod saving undock in rookie ships, students practicing tackling undock in their tackling ships. All warp to teacher at an appropriate location in Aldrat or in a nearby system selected by the teacher.

Tacklers remain stationary with teacher, pod saving students orbit at 5km. Teacher will destroy a random rookie ship. If the teacher or a student tackler locks the capsule and prevents the student from warping off then the student is deemed to have lost their pod. The pod saving student should dock up at a station in system where they don't have any ships in the hanger, collect another rookie ship and return to the class.

Class Wrap-up

  • Thank you for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?