Archive for the ‘Military Walkthrough’ Category

Military Career Tutorial Walkthrough Mission 10 of 10

Posted by admin on 11th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (10 of 10)

 

  Objective: Time to deal with the leader. Hunt down the leader and remove him, PERMANENTLY
  Given: New Ship, “Merlin”
  Reward: Skill book ” SharpShooter”
  Bonus:  173,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt.  Time to end this little war, now. My Agent has sent me to another system where they have found the Leaders headquarters. I set that auto pilot up for the round trip as soon as saw the orders. Made sure I was fully loaded for ammo, even put some extra in the cargo hold. Undocked and hit the auto pilot. After going through the Jumpgate I warped to the location I was given. There was a acceleration gate. Once through the first gate I encountered three waves/spawns of rats, about three each. This area of space looks interesting. There is a huge network of walls and structures here but I figure they would be a waste of ammo and time. Also there is a belt here of rare ore, this could be a gold mind. But of closer investigation it’s all junk stuff. Yea I could get some rare minerals from these things, but it would take forever with a Miner I and the little cargo hold I got for just one or two units of minerals. So much for that early retirement. Back to the job at hand. There was also another acceleration gate here. This took me to a new area. In the center is the Headquarters, but there is also some station guns and a few ships, need to deal with those first. Using hit and run method I wore them down. Now to deal with the Leader. Destroyed the headquarters and hit an escape pod. Had to think for a second, to pod someone is a crime, but I have my orders. Sorry mate. Time to clean up the loot and head home. Gave the news to my agent and collected my reward. Turned out I turned in my resignation. With the leader gone there was no more work with this agent. But I got enough cash to last a while, and there are more agents out there in universe. Look out Eden, here I come.

 

- End Log -

 

  • When the agent gives you a mission you will sometimes see that the location is another system. Right click on the orange link and set destination. You can then select the orange link for the agent, right click and add waypoint. This will set up you auto pilot for a round trip. You can use this method to make several stops. One thing you will want to check is that you have your auto pilot set to stop at each point. You can do this by selecting the map icon on the left hand side or by pressing F10. Then under ‘Autopilot’ tab select ‘Settings’. Then activate the “Disable autopilot at each waypoint”. While here also select the “prefer safer”, this will keep you in high sec as much as possible. Then hit the map icon, F10 or select ‘close map’ to get back to your normal view.
  • When using the autopilot to travel, it will warp you to about 15km from the gate and then set you on approach to the gate. When you reach the gate, it will jump you automatically. On the other side it will warp you to the next gate (again 15 km off) or disengage if you have reached your destination or waypoint.
  • Acceleration gats also make good meeting places when in a fleet. A Fleet being a group of players working together. To create a fleet the one designated the leader should right click their image in the chat window and select create fleet. At this point right click on each person’s image and invite to fleet. The leader can also select the order or position of each person. Your skills will limit the number of people in the fleet. For more details on fleets check out my blog on Fleets.
  • We have already covered acceleration gates and spawning in previous missions.
  • In the second pocket or room, you will find an asteroid belt of minable rocks. These are labeled things like “fools” and “flawed”. This ore produces a fraction of the minerals of the real stuff and is nowhere near worth the time to spend mining it. For more on Mining see my blog.
  • Podding (killing) is not looked upon nicely by CONCORD in high sec. If you pod (kill) someone in high sec you will take a security status hit. This could drop you quite a bit, even to the point of you not being allowed in some areas or talk to some higher agents until you work your status back up. In this mission you are allowed to pod the leader.
  • After you have finished off the last of the rats and podded the leader, just hit autopilot or warp to the jumpgate and hit you autopilot along the way to save some travel time.

 

I hope you have enjoyed my story. I have done stories for each type of tutorial missions for each race. The type (Military, Industrial, and Business) of tutorial missions are the same for each race. Only the names and ship/module/skills rewards have been changed to match those races preferences. All Tutorials are open to all players at least once. You can take other races tutorials if you like and gain their ships and equipment, but you will have to use the skill books to learn to pilot them.

Until next time, Fly Safe

Reggi Mental

Military Career Tutorial Walkthrough Mission 9 of 10

Posted by admin on 11th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (9 of 10)

 

  Objective: Destroy a drug warehouse
  Reward: Stasis Webifier I module
  Bonus:  63,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. Well looks like the war is back on. My Agent found out about a drug warehouse and sent me to deal with it. I got to the first acceleration gate and there were three rats on guard. Finished them off and three more showed up, they did not put up any fight than the first three. In the next area I encountered three more waves of three ships each. This is look like a good haul for me; just love their loot in my cargo hold. After dealing with the rats the warehouse was easy pickings. Did not have any station guns or more rats appear once I opened fire on the warehouse. These structures blow up so pretty. And a cargo container survived the explosion. It was loaded with drugs. I decided to pass on this loot, don’t need any trouble with CONCORD or the government. I’m just now getting on their good side. Warped back to the agent and put in my report and got my reward and bonus.

- End Log -

 

  • Ok we are seeing a lot of repeats of previous actions here. We know how to work the acceleration gate (from Mission 6 of 10). We know how to target and destroy Structures and watch for surprises (also from Mission 6 of 10). And we know that some structures can drop cargo containers.
  • Ok something new to watch for. Contrabands. There are some items that are illegal in all high sec space, no matter the race (drugs for example). There are also some items that are only illegal in certain race’s space (slaves are legal in Amarr space for example). You can check on the legality of an item by right clicking on the item and show info. There will be a ‘Legality” tab. This shows you where it is illegal to transport to and what to expect as far as punishment. You will receive warnings before you undock, or go through a Jumpgate. Some choose to ignore this fact and risk the cost for a chance of profit, so the choice is you’re if you want to risk it

Military Career Tutorial Walkthrough Mission 8 of 10

Posted by admin on 11th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (8 of 10)

 

  Objective: Fly by a hotel and get a passenger
  Given: Skill Book “Weapon Upgrade”
  Reward: Overdrive Injector System I modules(2x)
  Bonus:  42,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. Well I guess taking out that outpost put my agent in a good mood. They gave me a cake assignment. I get to play taxi driver for some big wig scientist. I have to head over to this ritzy ditzy hotel and bring him back here. Well guess I could use a little quiet time.

Supplemental: Just warp into the hotel area and Aura just reported bodies floating in space. This does not sound good. Also no contact from the hotel or its security systems. I’m setting a fly by course and turning on shield boosters just in case and locking on to the Agent Station.

Supplemental: Dang! It was a trap. Someone planted a smart bomb on the hull of the hotel and when I got close it went off. It ripped through the shields and most of the armor in one blast. Luckily I had the Agent Station preset and just hit the auto dock button, was in warp before the three pirate ships that appeared from nowhere could get a lock on me. The agent was not happy, not happy at all. And these repairs would have cost me if I did not have a armor repair unit in my hanger. It was a bit embarrassing to sit outside the station while the repair unit did its job, but it was quick.

- End Log -

 

  • This is almost a copy of Mission 4 of 10. So …
  • This time you will take damage, BIG TIME. The Shield boost will help a bit.
  • If you double click in space your ship will start traveling in that direction. I simply selected an open area of space off of the Hotel to do a fly by. Then I selected the agent station in the overview and place the mouse on the warp to or dock icon. Once the Journal flashed, I saw red on my shield/hull/structure indicator and a message in local came up saying the mission objective was done, I hit the button and off you go. Any one of these would be enough to head home.
  • As I mentioned above, Local chat will give you information sometimes about the mission. In this case it will tell you that the mission objective is complete. Also that you got hit by a smart bomb. These cause massive damage to small ship at a range of 3000 m to 5000 m.
  • It would also be a good idea to turn on your shield boost as you got close to the Hotel, but watch your capacitor level. If your capacitor level gets too low you may not have the power to warp all the way to the station, but you will warp out as far as you can. Then it’s just waiting a few seconds while you recharge and hit the warp to or dock button again.
  • Do not worry about the ships that appear, just go to station. It is most likely that you will not be able to handle them alone as a new play. Even as an experienced play it took two of us in cruisers do it with little damage to ourselves.

Military Career Tutorial Walkthrough Mission 7 of 10

Posted by admin on 11th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (7 of 10)

 

  Objective: Go take care of some pirates at a ambush site
  Given: “Repair Armor I” Module
  Reward: 44,000 ISK
  Bonus:  42,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. Looks like those pirates set up an ambush site and have been hitting shuttles. Time to go make the system a safer place for all those civilian travelers. As I warped in there where only a few rats talking about the butchery they did. Those grins did not last long, neither did they. More rats warped in, in fact a whole lot of them. I started to take a bit more damage than I had planned, so I warped out. Just needed a little breather and a chance to use the repair unit my agent gave me. Once I was full repaired and shields and cap recharged, I was back in the fight. I don’t mind doing the hit and run method, just have to warp out before I get to bad. Started hitting them one at a time, concentrating my fire. I would take out one of them, then warp out, repair, warp back take out another. Eventually they all fell. And after reporting back to my agent, he was happy too.

 

- End Log -

 

  • Always be prepared for reinforcements to show up.
  • This is a good practice on the hit and run method. Warp in, select a target and do as much damage as you can, then warp out, do your repairs and warp back. Shields and capacitor are recharged once you dock, so warping to a station, do repairs outside, then dock to recharge, undock and warp back to the fight works well. Once you have a target lock and set for approach or orbit, select a station in your overview and be ready to warp out by just clicking the button on the panel above the overview. This saves you time.
  • Some rats can also repair or recharge their shields. It’s a good idea to take one out completely before warping out, but you need to decide for yourself in each situation. I will sometimes start with the smallest ships, the idea being to take out numbers before size.
  • After awhile you can stay they and just repair on site and fight at the same time, just watch your capacitor levels.

Military Career Tutorial Walkthrough Mission 6 of 10

Posted by admin on 11th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (6 of 10)

 

  Objective: Time to get serious. Destroy the pirate’s outpost
  Reward: +1 Ocular Cybernetic Implant
  Bonus:  77,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. Well it seems that last mission must have really shaken my agent. Looks like this mission was to her way to send a message to the rats. I was to go out to a location in system and destroy their outpost. They built an outpost in deadspace, so I had to use and acceleration gate to get to it. I did a target lock, turned on the Deflection field, and gave him both barrels. Surprise, surprise, a couple of rats and two defense guns appeared, don’t know how I could have missed them, maybe cloaked or not yet deployed. Well I kept firing on the outpost and destroyed it. It dropped some cargo but that had to wait. I could not take much more of the big guns, so it was back to the station for some repairs. I repaired the ship and headed back for more. I did not need to, but they scratched the new ship. This time I used a hit and run tactic. When my shields got to low, warp out. Let them recharge and go back for another round. It took a bit but I finally wore them down. Got some good loot but it was risky. When I got back to station and checked in with the agent and gave her the news, the outpost was gone. I got my reward and bonus and got out. Luckily the repairs to the ship were not too bad; I am beginning to like that deflection field.

- End Log -

 

  • There are sections of space where you cannot warp directly to. These are called Deaspace. To get to these Deadspace areas you will use an acceleration gate. Most of your missions and adventures will be through these. They can limit the size of ships that can pass through. They can also be locked until you finish something or have a key. To use an Acceleration gate is just like using a jumpgate. Get within 2500 m of the gate, select it, and then hit the jump icon above the overview. You will be thrown to the next location, sometimes called rooms or pockets. There can be several rooms or pockets to mission. Acceleration gates also make goo meeting places when in a fleet (later on that).
  • Sometimes your target will be booby trapped (as we saw with the jumpgate above). Sometimes the trigger is getting to close, or opening fire. In this case once you start shooting the outpost two ships and two station guns appear and start shooting back. If you don’t panic and keep a good eye on your shields and armor and keep firing on the outpost, you can finish the mission and warp out.
  • Some structures will drop a cargo container with loot in them. In the case above I could have bookmarked the area, completed the mission and then warped back to get the cargo container (or can) Completing the mission usually causes all the structures (in this case the acceleration gate and the station guns) and enemy to vanish, but leaves the wrecks and dropped containers. But you need to bookmark them first. To bookmark a site or an object location, select an object and right click on it (either in space or in the overview) and select bookmark. You will be give the chance to name it or just accept the default. Not all items can be bookmarked for cases like that you may need to jettison some object of your own and bookmark the jet can. Then collect your stuff from the can. If there is time. Wrecks, jet cans, asteroids, beacons and some structures can be bookmarked.
  • Another trick for fast targeting is to hold down the control key (cntr) and click on and object either in space of in the overview. You can do this quickly. Press and hold the CNTR key, then left mouse click a rat, click next rat, click gun etc… and soon you will reach you ships limit of targets.
  • You can use a hit and run method on you missions, but the enemy can rebuild their shields or armor if you wait too long. It’s a good idea to warp to station before your shields are completely gone. Docking with a station will restore you shield and capacitor level immediately.
  • In this mission you get a +1 Limited cybernetic Implant. The implants add +1 to one of your attributes. Implants range from +1 to +5 with bonuses, or you can also get skill implants to improve gunnery or other skills. You have 10 sockets for implants (called slots, numbered 1 through 10) and you can have 5 attribute implants and 5 skill implants. They cannot be removed without being destroyed so you will lose it if you upgrade or change implants. They will also be destroyed if you are podded. Only certain implants can go into certain slots so be careful when deciding what you want to do. Also some of the higher end implants are very expensive.
  • When a structure drops loot sometimes it can be contraband, so be careful what you pick up. You could be fined both ISK and security status.

Military Career Tutorial Walkthrough Mission 5 of 10

Posted by admin on 10th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (5 of 10)

 

  Objective:

Meet up with a Pirate, and have a little chat.

  Given:

Civilian Ballistic Deflection Field

  Reward:

Skill book “Shield Management”

  Bonus:  28,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. Well it seems that last mission was diversion. Looks like this new mission was to have a little chat with a rat. Hey that rhymes. At least I didn’t have to leave the system. I am beginning to think my agent likes me; she gave me a Civilian Ballistic Deflection field. The goal was to check out what he wanted to talk about and report back to the agent. I showed up to the location, and set about orbiting the rat. I listened to what he had to say. He was offering me a job and all I had to do was to become a traitor to government. Then he challenged me to destroy his ship, ok. Did a target lock, turned on the Deflection field, and gave him both barrels. He left in his pod while I watch the smoldering wreck of his ship started to float away. When I got back to station and checked in with the agent and gave her the information, she almost went ballistic. I got my reward and bonus and got out. Luckily I did not have to repair the ship, I think that deflection field worked.

- End Log -

 

  • As I mentioned earlier, ships have certain strengths and weaknesses. The use of some modules like shield hardeners and extenders can counter those weakness. Again if you know which rats you are going against, you can select the weapons that hurt them, and the hardeners that counter their weapons. Look for my blog on Weapons and damage types.
  • Be sure to activate the hardeners before battle. Even though off they offer some help, they do their best work while powered up.

Military Career Tutorial Walkthrough Mission 4 of 10

Posted by admin on 10th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (4 of 10)

 

  Objective:

Check out an unauthorized Jumpgate and report back

  Reward: ‘1MN Afterburner I’ Module
  Bonus:  31,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. This mission was again in the same system. The goal was to check out an unauthorized Jumpgate and report back to the agent. I found the gate. Aura warned me that these gates are seldom unprotected. I am learning to trust her. I set a course to do a fly by, and then set a course for the station in my overview, just in case I need to get out fast. Just as I got close to the Jumpgate the computer warnings went nuts saying things like radiation and high speed particles which could rip the ship apart. I hit the button on the overview board and we were in warp before the shield even turned red. When I got back to station and checked in with the agent and collect my reward and bonus. Luckily I did not have to repair the ship.

- End Log -

 

  • If you double click in space your ship will start traveling in that direction. I simply selected a open area of space off of the Jumpgate to do a fly by. Then I selected the station in the overview and placed my mouse on the warp to or dock icon. Once the Journal flashed and a message in local came up saying the mission objective was done, I hit the button and was off.
  • As I mentioned above, Local chat will give you information sometimes about the mission. In this case it will tell you that the mission objective is complete.
  • It would also be a good idea to turn on your shield boost as you got close to the Jumpgate, but watch your capacitor level. If your capacitor level gets too low you may not have the power to warp all the way to the station, but you will warp out as far as you can. Then it’s just waiting a few seconds while you recharge and hit the warp to or dock button again.
  • Every once in a while you will see your Journal, Eve-mail, Character sheet and wallet flash. This means that the contents have changed. In the Wallet, money has come in or gone out. Characters sheet, a skill may have finished.

Military Career Tutorial Walkthrough Mission 3 of 10

Posted by admin on 10th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (3 of 10)

 

  Objective: Clear some pirates and recover a stolen document
  Given: (2x) Rocket Launchers I
  Reward: Skill Book “Propulsion Jamming”
  Bonus:  98,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. This mission was in the same system. The goal was to find the rats that stole a secret document, take care of them and return the document safely to the agent. The agent offered me some rocket launchers, which would have gone well with the new ship, but I choose to use old faithful with the two 75mm Gatling Rail I and the Antimatter charges. Of course the real reason was, I don’t know how to use those darn rockets, at least not yet. The ships computer Arua, must be psychic or something. She found a Civilian Stasis Webifier somewhere. I could have used it to slow down those drones, dang they move quickly. Lucky I got some good hits in and took them out. Just needed to through the wrecks for loot and find the missing document, which had been ejected and was floating in space in a cargo container from that last drone. Then I simply warped back to station and checked in with the agent and collect my reward and bonus. Reloaded those 75mm Gatling Rail I’s with more ammo. Still have not put some in my cargo hold.

- End Log -

 

  • Remember to check the prerequisites of item before you put them on the ship. If you cannot use them, or your ship can’t handle them, they will not work.
  • If you can handle new weapons, like the Rocket Launchers I’s, remember to find the right size missiles or rockets. In this case you would need ‘Standard Rockets’. There are four types of these rockets (Firefox, Gremlin, Phalanx, and Thorn) and they do different types of damage (Thermal, Electromagnetic [EM], Explosive, and Kinetic). Shields, armor and structures are resistant to certain types of damage, but that means they are also more sensitive to another. The trick is to find the type of damage that the enemy ships are susceptible to and load up on those. There are charts in my other blog that tell you which weapons to use on which rats.
  • If your tutorial help was on, it would have offered you the Civilian Stasis Webifier. Civilian items don’t need skills to use, but they are also the weakest, most limited items there are.
  • Again remember to loot the wrecks and check your journal to make sure you have everything you need before checking in with your agent.

Military Career Tutorial Walkthrough Mission 2 of 10

Posted by admin on 10th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (2 of 10)

 

  Objective: Clear some pirates and rescue a miner
  Given: Skill book “Motion Prediction”
  Reward: New Frigate Ship “Condor”
  Bonus:  41,000 ISK

 

Mission Log: Reginald Mental (that’s me), Capt. This was a simple search and rescue mission in the same system. With the New guns, 75mm Gatling Rail I (2x) and the Antimatter charges, I had to change my default orbit setting to 2000m and again using the Civilian Shield Booster on and off (to keep my capacitor from dropping to low) to replenish my shields it was done very quickly. Just needed to clean out the wrecks for loot and find the missing miner, who had been ejected and was floating in space in a cargo container. Then I simply warped back to station and checked in with the agent and collect my reward and bonus. Of course got to remember to reload those 75mm Gatling Rail I’s with more ammo. Maybe I should put some in my cargo hold just in case.

- End Log -

 

  • Right click in open space and go to the bottom of the menu, ‘Agent Missions’ and warp to the ‘Encounter’
  • As I discussed before, right click the orbit icon in the window above the overview and select the ‘set default orbit distance’ and type in the value you want or need. I try and use the weapon accuracy range.
  • Getting a new ship can be a good thing, but be sure you are skilled to pilot it. Right click on the ship icon (or any item) and select the ‘Show Info’. This will bring up a info window. Look through the tabs. Attributes, Fittings and Prerequisites will be you most frequent ones. These will tell you the information about the item or ship (fittings, drone bay, cargo size, etc…) and what skills are needed.
  • There is some background music playing while in space and if you don’t mind it that’s fine. If you would like to turn it off, click the jukebox icon on the left hand side and you will gain access to the controls. If you want to adjust all other sound effects, use the escape key and go to the audio tab. If you use ‘Teamspeak’ you would also un-check the ‘Audio Enabled’ box to turn off all sound. While in Teamspeak this tends to get broadcast over the network to all and can confuse other players. Teamspeak is a group audio program used by many plays to chat vocally while in game.

Military Career Tutorial Walkthrough Mission 1 of 10

Posted by admin on 9th September 2009 in Military Walkthrough

Cash Flow for Capsuleers (1 of 10)

                Objective:           Clear some pirates (affectionately called rats) for a hidden belt for some miners.

                Reward:               a weapon, this time a 75mm Gatling Rail I

                Bonus:                  ammo, 2000 units of Antimatter Charge S

Mission Log: Reggi Mental (that’s me), Capt. This is a simple clear the rats’ mission in a secluded belt in the same system. At first there was only one rat. As soon as I came out of warp he started taunting me in the local chat window. So I ‘muted’ him, permanently. But as I finished him off three more warped in. It took a little time to finish them off with just a Civilian Blaster, but by orbiting them at 1000 m and using the Civilian Shield Booster on and off (to keep my capacitor from dropping to low) to replenish my shields it was done I waited a bit to see if there was more, but no more came. Just needed to clean out the wrecks for loot and wish for a salvager. Then I simply warped back to station (after topping of my cargo with a bit Veldspar from a nearby asteroid) and checked in with the agent and collect my reward and bonus. Those guns (got a second 75mm Gatling Rail I from one of the wrecks) fit this rookie ship nicely, had to drop the civilian mining laser, but heck I can always mine after its safe. Of course now that I have some REAL guns, got to remember to keep the right kind of ammo loaded in them.

- End Log -

 

Ok, yea that’s a bit story like. Let’s go over the high points.

  • Finding the site: Because this is a secluded belt in the same system there was no need to use the auto pilot to go to another system. Just undock from the station, right click in open space (not on a ship or station) go to the bottom of the menu and select the Agent Missions: Cash Flow for Capsuleers (1 of 10) > Encounter (Deadspace)> Warp to Location. In systems where there may be multiple stations you can use the same method to go back to the Agent, just select Objective & Agent Base > Warp To.
  • If the mission was in another system, while you have the mission description up, right click the destination system and select ‘set destination’. Then right click the home system and select ‘add waypoint’. This will program your auto pilot to the mission system and a return route to the agent system. Then when undocked use the auto pilot to navigate to where the system you need to be. Once there, use the find site information as described above to warp to encounter. In other sections, I go into more detail about the Auto pilot and traveling EVE.
  • Local Chat window will give you information and show you some of the story that is going on. It’s a good idea to look at once in a while, just to see what’s going one. Sometimes it will tell you you’re done with the mission too.
  • If you have not already adjusted your default orbiting distance, here is how to. Right click on the orbit icon in the window above the Overview or by selection and object, right click then Orbit > Set Default. It is a good idea to check the info on your weapon(s) to see optimal range and use that and your default distance.
  • Some modules will drain you capacitor quickly, so it is a good idea to watch them, you can cycle them on and off just when you need them, but be careful some of them need a cool down period and so may have to wait a few seconds before they can come back on.
  • When dealing with multiple targets, your ship has a limit. So do you. The skill to improve your targeting is (imagine this) ‘Targeting’ in the ‘Electronics’ group.
  • You can set the Auto Target Back number on/up by setting the General Settings tab. Press the escape button on your keyboard. That will bring up a settings window. Go to the General Settings tab and at the bottom of the center column you can set the number of Auto Target Back. This means when you are targeted, it will target back (if they are in range of your ship and skills) up to what you set or the limit of your ship and your skills.
  • If you need to change out a target or unlock a target, either select the target and click the lock/unlock icon above the Overview, or right click the target or its icon (the small image at the top of the screen) and select ‘unlock target’.
  • Some mission require you to return with something (document, person, etc…), so be sure to check mission information (see above) and check all the wreck and dropped cargo containers before heading back to the agent. If you complete the mission with your agent you will not be able to return. Also all asteroids and structures will vanish once the mission is closed.
  • To see if you finished the mission, or just to review the details, open your ‘Journal’ and double click on the mission. A window will open. As you scroll down, if you have meet all the mission needs you will see ‘Objection Complete’
  • To quickly identify if a wreck has loot, look at its symbol (a down pointing triangle with a line above it). If the triangle is filled, there is loot, if it is empty, so is the wreck.
  • Here is a tip to help out in salvaging wrecks. Bookmark a wreck in each room/pocket of a mission. Then after completing the mission with the agent you can return to the bookmark and finish salvaging. Remember that un-named cargo containers (jet cans) only last for about an hour (named about two hours) and wrecks will start to go in an hour as well.
  • The Civilian weapons do not need ammo/crystals, but anything above that does. Crystals are more durable and do not have to be replaced, at least not all. Some of the higher end version do suffer damage over time, so be careful. You can load spare ammo/crystals into your cargo hold and reload or change out while in space. Just right click on the weapon icon and select reload, reload all, place in cargo hold. The Reload all will reload all weapons with the same ammo they have/had in them at the time.

 

 

Ok that’s a lot of stuff for just the first mission, but this sets the ground work for you to build on in later missions and basic game play. Also not all of that was necessary but I think it was helpful.