Posts Tagged ‘new’

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.

Introduction to Industrial Career Tutorial Walkthrough

Posted by admin on 9th September 2009 in Industrial Walktrough

Making Mountains of Molehills

ISK makes the universe go round, and industry makes the Willard Wheels that turn it. This is your Industrial tutorial mission. It is composed of 10 parts and will follow the story of an overworked, underappreciated agent (just like real life). This mission, with a little experience can all be done with your rookie ship and can be done in one day. You will have 7 days to do this mission. Seven day after talking to the agent the first time it will go away and you cannot talk to them again.

This is a short guide of what you will encounter during this run and a few rookie mistakes to avoid. I will also take this time to cover a few little tricks and tips to help you along the way. But as with all things EVE, don’t count on this remaining constant, EVE is ever growing and changing.

This mission, if run alone (minus repair cost, training, ammo, and losses), will net you: a few ships, some modules, a lot ISK and some loot. The training you will receive will help you do build, research, perform tasks and travel around EVE. I will tell you the adventure I did and show you what I got (minus the loot) just so you have an idea. The modules and ships will be different for each race. I want to also state that your status with the agent will also affect the amount of reward and bonuses you get so the prices listed here are only for reference and may not reflect the amount you get.

Intro to the Business Career Tutorial Walkthrough

Posted by admin on 9th September 2009 in Business Walkthrough

Balancing the Books (Amarr)

ISK makes the universe go round, and business greases the Willard Wheels. This is your Business tutorial mission. It is composed of 10 parts and will follow the story of an overworked, underappreciated agent. This mission, with a little experience can all be done with your rookie ship and can be done in one day. You will have 7 days to do this mission set. Seven day after talking to the agent the first time all remaining missions with that agent will go away and you cannot talk to them again.

This is a short guide of what you will encounter during this run and a few rookie mistakes to avoid. I will also take this time to cover a few little tricks and tips to help you along the way. But as with all things EVE, don’t count on this remaining constant, EVE is ever growing and changing.

This mission, if run alone (minus repair cost, training, ammo, and losses), will net you: a few ships, a few skill books, a +1 implant, some modules, a lot of ISK and some loot. The training you will receive will help you do build, research, perform tasks and travel around EVE. I will tell you the adventure I did and show you what I got (minus the loot) just so you have an idea. The modules and ships will be different for each race. I want to also state that your status with the agent will also affect the amount of reward and bonuses you get so the prices listed here are only for reference and may not reflect the amount you get.

Who am I?

Posted by admin on 7th September 2009 in Career Missions, Character Development, Game Set Up

Character generation is a lot easier now in EVE Online. Before you had to pick one of four races, Amarr, Caldari, Gallete and Minmatar. Then choose your ancestry, bloodline and gender. Then one of 3 professions, Business, Military or Industrial. And those has 2 subdivisions, Standard and Elite. Along the way you had 5 “Attribute” points to place in Intelligence, Will power, Charisma, Memory, and Perception. Each of these changes had different skill sets and different bonuses, so you had to play around and try and find the right set of things to give you what you wanted. That of course was if you knew what you wanted. As a new player to EVE Online you did not know what to do. Which race should I pick? What skills do I need to do what? What did that skill do? These where the common questions every new play would ask. Of course you got to play with your appearance a bit and change the background and enter you characters name.

Now the new character generation is simpler. You still have to pick a race, ancestry, bloodline, and gender. You still get to play with your features and background. But the professions and extra attribute points are no more, at least not in the generation process. Now you get the chance to try each profession at the same solar system. You have 2 free attribute re-mappings to move points around. You also learn skills at an accelerated rate, up to a certain point. All these give you the chance to experiment and see where you want to go and what does everything do. You get the chance to play the game before really determining who you are.

As for any advice i can give you about the first few chooses (Race, Ancestry, Bloodline and gender), no one is better than another. Each race has their own version of each ship. They use their own type of weapons. They have their own history. And gender does not effect how well your ship performs or how much damage your weapons do (as you can see your attributes do not have things like dexterity or strength). So which every you choose will work. Granted once you get in you will run into other players who have their own biases and opinions, but there is no one better race.

As for profession, well you will get a chance to dabble into each one. I would say do each of the career based tutorial missions. You will get ships, weapons, ammo, equipment and skill books along the way. There will be a chance to do a Mission Arc at the end which will give you a good test of what you have learned and a chance to travel around. Maybe along the way you will find friends or a place you want to call home. Granted this last mission arc is a tough one and you will most likely need to ask for help, don’t be afraid to. EVE is loaded with both good and bad guys. You need to be alert but don’t be paranoid either. More often than not you will find good people who just want to help and have fun.

Ask others for help, either in doing a mission or about a piece of equipment or even how to do something. There are alot of people out there and I am sure you will find someone who will give you a hand. Remember we where all newbies at one point. And again this is why I am writing these articles too. I Have been playing EVE for almost 2 years now, and I am still learning stuff, but I also enjoy helping others. If you have any questions go ahead and make a comment, I will do my best to get an answer to you (and others) ASAP.

Until next time, Fly Safe

Reggi Mental

Industrial Career Reward List

Posted by admin on 27th August 2009 in Career Missions, Missions

Making Mountains of Molehills (Industry Career)

These are the Items you will get from the Industry Career agent missions (10 Parts). Note that these are not displayed in the order received, but grouped by item type.

Note: In mission 9 of 10, you will be sent to a belt of Kernite. You will need the processed minerals to do Mission 10 of 10, mine as much of it as you can and don’t sell it until you finish all missions

  • Modules:
          “Overdrive Injector” module
          “Expanded Cargohold” module (2x)
          “1MN Afterburner” module
          “Miner I” module(2x)
  • Ships:(Race order Amarr, Caldari, Gallente, Minmatar)
          New Frigate ‘Tormentor’, ‘Bantam’, ‘Navitas’, or ‘Burst’
          New Industrial Ship ‘Sigil’, ‘Badger’, ‘Iteron’ or ‘Wreathe’
  • Blueprints:
          BPC of Tormentor (5 runs at 1 units per run) (Amarr)
          BPC of Bantam (5 runs at 1 units per run) (Caldari)
          BPC of Navitas (5 runs at 1 units per run) (Gallente)
          BPC of Burst (5 runs at 1 units per run) (Minmatar)

 

 

There are no freebies from Aura in this mission set.

Business Career Reward List

Posted by admin on 19th August 2009 in Career Missions, Missions

Balancing the Books (Business Career)

These are the Items you will get from the Business Career agent missions (10 Parts). The Bonuses at the bottom of the list will only be offered once. Note that these are not displayed in the order recieved, but grouped by item type.

  • Skill books:
    “Salvaging”
    “Hacking”
    “Production Efficiency”
    “Mass Production”
  • Modules:
    “Civilian Salvager” module
    “Civilian Codebreaker” module
    “Civilian Analyzer” module
    “Overdrive Injector” module
    “Expanded Cargohold” module (2x)
    “1MN Afterburner” module
    “Miner I” module
  • Implants:
    +1 Limited Social Adaptation Implant.
  • Ships:(Race order Amarr, Caldari, Gallente, Minmatar)
    New Frigate ‘Tormentor’, ‘Bantam’, ‘Navitas’, or ‘Burst’
    New Industrial Ship ‘Sigil’, ‘Badger’, ‘Iteron’ or ‘Wreathe’
  • BluePrints:
    BPC of Infrared S (200 runs at 1 units per run) (Amarr)
    BPC of Thorn Rocket (200 runs at 100 units per run) (Caldari)
    BPC of Antimatter Charge S (200 runs at 100 units per run) (Gallente)
    BPC of EMP S (200 runs at 100 units per run) (Minmatar)

Aura’s Tutorial Bonuses (ONLY GIVEN ONCE)

Mission          Item
———————————
2of10      ‘Social’ Skill book
‘Diplomacy’ Skill book

4of10      ‘Contract’ Skill book
‘Negotiation’ Skill book

6of10      ‘Trade’ Skill book
‘Retail’ Skill book

8of10      ‘Cybernetics’ Skill book