Eve online sister missions. Weaknesses of Dagan, epic storyline eve online
Like it or not, the missions - most of gaming experience in EVE. Whether you're running missions for a cool Navy spike, for a ton of money, or just to kill some time before starting a mining expedition with your cocorps, you'll have to complete a number of missions throughout your gaming career anyway.
Missions can be important source ISK and minerals, but profit isn't the only side of the coin, as changes to standings for corporations and factions involved in agentrun are important in the game mechanics.
At the same time, the player must always remember that agent running is an occupation as dangerous as it is profitable, and underestimating the risks can very quickly lead to the loss of your ship. The purpose of this guide is to prevent this, not only detailed description basic mission mechanics, but also some tips in this regard.
Mission types
There are four types of agents available in the game, each offering a different type of mission.
Security
Security agents offer combat missions. Combat means the pilot must fly to a certain place and destroy partially or completely the ships and structures found here. Combat missions are in turn divided into two types: the first ones are carried out in deadspace (a.k.a. "dungeons"), where you get to your targets through the overclocking gate, and the second ones - in ordinary space, that is, you immediately warp to your targets .
distribution
Distribution agents offer courier and trade missions.
The courier mission is to transport a certain cargo from one station to another. These can be both ordinary goods available on the market and special cargoes. In one case, it will be enough for you to jump into the neighboring system on a frigate, in the other - to make a long journey on an Indian packed to the eyeballs.
Trade missions differ from courier missions in that here it is not the agent who gives you the cargo, but vice versa - you have to buy or produce a certain product somewhere and deliver it to the agent at the desired station.
Mining
Mining missions are to deliver a certain amount of minerals or ore to the right place. You either have to dig them up yourself, or simply buy them on the market.
Research Agents
Research agents give you research points that you can exchange for datacores. Completing missions for these agents can quickly increase the number of these points.
Special Missions
- Storyline (plot) missions: after every 16 regular missions completed, you are offered a story mission. In fact, this will be a regular mission of any of the types listed above, but the increase in the stand to the faction and corporation of the customer is much higher than for a simple one. The pre-story 16 simple missions must be completed for any agents of the same level and in the same faction. Abandoned and failed missions do not count.
- COSMOS missions are completed only once, but they give unique rewards and greatly increase standing. To receive COSMOS missions, the pilot must find agents in the complexes.
More about COSMOS agents, complexes and other charms - here. - Epic Arc Missions consist of a series of missions with a branching plot and the choice of the pilot depends on the ending of the mission. Completing an Epic Arc also greatly increases standing.
Agent System - Agent System
Agent Attributes - agent attributes
Agents vary by level, location, and division. Most agents sit on stations, but some can only be found in outer space.
Level - the higher the level of the agent, the more difficult the mission. For combat agents, this means that at level 1 the enemy will fight mainly on frigates, at level 2 cruisers begin to appear with frigates, at level 3 - frigates, cruisers and battlecruisers, and at level 4 - everything from frigates to battleships.
For courier missions, increasing the level means increasing the amount of cargo and the number of jumps.
For miners - an increase in the volume of ore.
Corporate division: each agent belongs to a certain division, which determines the type of missions offered.
- Distribution (courier missions)
- Mining (miner missions)
- Security (combat missions)
- research (research and development)
Finding an Agent
There are agents in every NPC corporation. Agents of corporations included in CONCORD, InterBus and Jovian Directorate are not available at the moment, all other agents are available to anyone who meets their stand requirements.
(note- infa in the manual is not true - InterBus agents are available, checked, 24 Distribution agents and 14 Security agents, CONCORD - agents are not available, and Jovian Directorate is not a faction at all, but one of the 9 corporations included in the Jove Empire, none of which has no agents available)
Agents can be found using the Star Map. This is probably the easiest way for beginners, as it shows all available agents throughout the EVE universe. There is a Star Map tab on the map control panel, under it there is a Stars tab, in this tab you can select "My Information" and then "My Available Agents". As a result, this will change the map so that every system in which there are agents available to you will be colored in green color. By hovering over any system highlighted in green, you will receive a listing of available agents with their corporation, level, quality, and division.
Example - for an old caribou like me, the map looks like this:
You can also find agents in the corporation information window. There is an Agents tab, where all the agents of the corporation are listed, sorted by division and by availability to you personally. Additional information on this topic can be found in the section "Finding a Better Agent" (at the time of translation, this section is not in the manual)
Communication with an agent
After finding the desired agent, you must fly to his base station. After docking, select the Agents tab on the station services window and double-click on an agent to start a conversation with him. He will greet you discreetly and offer you a mission.
When an agent offers you a mission, it will appear in the "Agents -> Missions" section of your journal in the NeoCom panel, which you may keep open while completing the mission. Double-click on the line that appears in the log - and you will receive a new window with a detailed description of the mission, where your task, the amount of the reward, the amount of the bonus (if any) and the temporary conditions for receiving the bonus are indicated.
All missions - both offered and accepted - are canceled 7 days after the offer. Look at your journal to keep track of the time allotted for missions. Canceled offers will not affect your relationship with the agent, but accepted missions must be completed. If you accepted the mission and overdue it, or returned to the agent with a refusal, then your standing will be lowered.
You can unrestrictedly refuse agent offers every 4 hours. It is beneficial to do so in order, for example, to quickly get a profitable mission in lowsecs. Keep in mind that since agent missions are randomly generated, there is a small chance that after refusing to complete a certain mission, an agent will immediately offer you the same a second time. If you refuse to perform it earlier than 4 hours after the first refusal, your standing will be lowered. Losing a standing can result in you not being able to take missions from that agent at all, as you no longer meet his standing requirements. In this case, you will have to go back to agents with lower requirements and increase the standing again.
After you have accepted the mission, the agent will be waiting for you with a report on the completed tasks. To report on the completion of a courier mission, you can contact the agent directly from the destination station. To complete a combat mission that does not include delivering certain items to an agent, you can contact him from any station. To complete a combat mission that requires the delivery of certain items to an agent, you must return to the agent's station and have the desired items either in your hold or in the hangar at that station. If the necessary items are already in your hangar at the agent's station, you can complete the mission from any other station.
Some missions require you to pay a certain deposit as insurance for the items that the agent gives you to complete the task. Make sure you have enough funds in your wallet to make this deposit. After completing the mission and handing it over to the agent, this deposit will be returned to you in full.
Getting to a Higher Level Agent - Transition to agents of the next levels
There will come a day when you want something bigger, more difficult and more profitable. And since the level of the mission depends on the level of the agent, you will need a higher level agent in order to get stronger opponents and more profit.
Higher level agents become available as you increase your standing to their corporations or factions. They won't write you EVE mail or meet you at the dock with flowers and an orchestra, you'll have to manually check each agent's availability by looking at their requirements in the agent info window.
If the agent you need is still unavailable, you will have to continue to increase the standing to his corporation by completing low-level missions of other agents of this corporation. Luckily, there are a few skills that will help you level up your standing faster. See the Helpful Skills section for more details.
Remember that high level missions can be quite difficult to complete and you must be prepared accordingly or call your friends to form a fleet in order to successfully complete the mission.
Standings - Standings
Standings affect many aspects of the game. In this case, we are interested in how standing affects your relationship with agents. In addition, standing determines the pilot's access to the jump clone plant, the ability to install their structures in imperial space, the percentage of minerals lost during processing, and also affects a number of costs such as sales taxes or rent for research and production slots at stations.
In addition, if your standing with a particular faction is -5.0 or even lower, then you risk being attacked by faction troops in their territory. You can check your Faction, Corporate, and Agency Standings in the Liked By and Disliked By tabs in the Standings section of your character window. The availability of each agent is based on your corporate and faction standings, each agent requires a specific standing to work with. The required standing value is displayed in the "Agent Info" tab of the "Mission Services" window.
There are three different levels of standings. The higher the standing value, the more difficult it becomes to increase it further.
- Agency- this stand only works for a specific agent. Each time you complete a mission, you will increase the value of your personal standing to the agent.
- Corporate- this is your personal standing with an NPC corporation, not your corporation's standing with an NPC corporation. Corporations have many agents and by increasing your standing with them you will have access to work with higher level corporate agents. The more missions you complete, the higher this standing becomes.
- Fractional- the most important standing, it is the most difficult to raise it. A faction is made up of many corporations, and by increasing your faction standing, you open up access to agents of other corporations. Faction Standing is only increased by completing Story, COSMOS, or Epic Arc missions.
As you can see, it is much more profitable to have a high faction standing to directly access the agents of all corporations, instead of increasing the corporate standing to each of the corporations that are part of the faction, one by one.
Example: The Gallente Federation is a faction that includes many corporations such as the Federation Navy, Duvolle Laboratories, and the Scope. Each of these corporations has agents of varying levels and quality. By increasing your faction standing with the Gallente Federation to +3.0, you will have access to work with agents of any of the above corporations whose standing requirements are +3.0 or less. Example: You want to run level 4 missions on a Republic Fleet agent that requires a +6.20 standing and you only have +1.40 to his corps. To avoid the tedium of going through a bunch of low-level missions to raise your standing, you ask your buddy to take you to the fleet when he completes the missions of this agent. After a certain number of missions completed in this way, your personal standing with the agent will reach the required +6.20 and you will be able to take on his missions yourself.Modifying Standings - Modifying Standings
When you complete a mission, you get a base standing increase value, which depends on the difficulty of the mission. The base value is used to calculate the increase in agency and corporate standing and is correlated with your Social skill level.
To see a specific standing increase value, open the main character window, then in the Standings section, open the Liked By tab, right-click on the desired corporation or faction and select Show Transactions. The increase in agency and corporate standing is indicated as a percentage. It is not just added to the current value, but determines the percentage change between your current standing and the maximum or minimum possible.
Your agency or corporate standing will decrease if you fail a mission or fail to complete it before the deadline. Also, the standing value will decrease if you refused to take on a mission earlier than 4 hours have passed since the last refusal. Therefore, be careful, otherwise your refusals will not just be a loss of money.
When you complete a story mission, not only corporate and agency standings increase, but also faction standings for the faction in which the agent's corporation (the main faction) is a member. You also increase the value of standing against factions that are friendly to the main faction and decrease the value of standing against hostile main factions.
While your main faction standings will increase until you have completed all of the story missions, changing your standings to friendly and hostile factions is limited by their main faction standings.
Example: Standing between Minmatar Republic and Gallente Federation is +8.00. For each Minmatar Republic story mission you complete, you will increase your Gallente Federation standing in addition to increasing your Minmatar Republic standing, however your Gallente standing will never exceed +8.00 no matter how many missions you complete. See additional article "Storyline Missions".Formulas
Here is a formula by which you can independently calculate the change in the value of standign.
[New Standing] = [Current Standing] - (-10 - [Current Standing]) * ([% Change]/100)
Where the current standing is a factional, corporate or agency standing before the change or percentage change the initial digit specified in the Show Transactions window. However, keep in mind that these formulas are not entirely accurate and other parameters are taken into account in the final calculation of the change in standign, for example, the values of some skills.
Standing fall
There are both good standings with agents, corporations and factions, and bad ones. You must understand that you will lose faction standing by destroying faction-owned ships, whether you do it on a mission or not. Many pilots specifically opt out of missions that lower their faction standing to other factions in order to stay on good terms with all factions.
Prior to the release of Dominion, a negative standing had dire consequences if it fell below -2.00 - the agents simply stopped talking to you. If a pilot's corporate standing was below -2.00, he could not take a mission from any agent of that corporation. A faction rating of -2.00 and below meant that you could not take on a mission from any of the corporations that were part of that faction. This led many pilots into a kind of "black hole" - faction standing was so terrible that it was impossible to complete any mission of agents of this faction and the only way to somehow correct the situation was to complete story missions for factions that are friendly to the desired one or join the fleet and separate the standing until it was possible to take missions on their own from at least some agents of the desired faction.
This "Black Hole" was fixed with the release of "Dominion". Now a pilot can have any agency, corporate or faction standing, but agents of level 1 and quality 0 and below will always be available to him. This gives the pilot the opportunity to correct the situation on their own.
Dropping your faction standing to -5.00 or below will cause faction troops to attack you in their space on first contact. Remember that faction troops are not CONCORD. CONCORD - official police forces that act only when illegal actions are committed in systems with high level security (for example, when one pilot attacks another without the right to kill). Also be aware that it is possible to escape from faction troops, while it is impossible to escape from CONCORD and is considered an exploit.
Recovery of negative standing
There are several ways to increase negative standing. The easiest and recommended way is to start completing missions for the desired faction, even if for this you have to work with agents of level 1 and zero or negative quality. The second way is to learn the "Diplomacy" skill. The third way is to complete missions for a faction friendly to the one you want and get a standing increase after every 16 story missions.
So it's up to you to choose - to finish your standing to +10.00 (maximum limit) to any one faction, completing only its missions, or to stick to not the highest, but positive standings with all factions.
Note: Story missions for The InterBus are currently unavailable. In addition, completing missions will not be able to raise your security status above +5.00, but it can drop to -10.00.Mission Rewards - Mission Rewards
General provisions
The main reason pilots complete missions is money. Thanks to rewards, bounties, loot and loyalty points, agentrun can become a very profitable activity for you. The level of rewards depends on a number of factors, including the level of the agent, its quality and effective quality, your security status and the security level of the system. Of course, the profit from missions in lowsec is much higher than the profit from the imperial agent run.
In general, mission rewards do not have any fixed value. There is a dynamic algorithm that takes into account the average time it takes players to complete each mission, so the longer you need to complete the mission, the greater the reward. The agent system automatically calculates the difficulty of a mission based on the time spent on it, while any two missions from the same agent will give approximately the same profit if they take approximately the same time to complete.
The most noticeable income figure is usually the base mission reward - this is the ISK figure that you see first in the agent's offer and which may vary depending on the above factors. The second main figure is the amount of the bonus that you will receive if you complete the mission at the specified time. The bonus can be expressed both in ISK and in a certain amount of goods produced by this corporation for the open market.
When completing combat missions, you will also receive profit from the bounty assigned for each destroyed ship and from the collected loot. In many cases, this amount far exceeds the agency fee. However, not all ships have bounties, such as drones, which instead leave valuable alloys after they are destroyed, which can be recycled, or faction ships, from which you need to collect tokens that can be sold on the market or exchanged for loyalty points in the LP shop.
Almost all combat missions have various structures. Sometimes, after their destruction, you can pick up valuable loot - for example, implants or rare books skills. It is useful to carefully read the description of each mission in order to know in advance which structure can throw something tasty, and which ones are better not to be touched at all.
Finally, all non-story agents give you Loyalty Points for completed missions. The number of LP on each mission is determined by the quality of the agent, the security status of his system and the level of your skills from the Connections section. These points are spent in the LP shop - a kind of special store where you are offered unique items produced only by this faction.
LP Store (LP shop)
Loyalty Points (LP) is perhaps the most interesting reward in the agent run. As soon as you start completing missions for a particular corporation, loyalty points begin to accumulate, giving you access to the corporate LP shop.
LPs are associated with a specific corporation and are accumulated when performing missions of any agents of this corporation. You can enter the LP shop at any corporate station through a special button for station services.
Through the accumulation of a sufficient amount of LP, an ever wider range of unique corporate goods becomes available to you, each of which requires some combination of money, loyalty points necessary for the production of items and tokens of enemy factions.
Required for production are usually Tech 1 versions of the items offered, which in any faction in most cases also require tokens collected from destroyed faction ships during missions. Keep in mind that if you have collected faction tokens and ride with them in a cargo on the territory of the same faction, then you can get a-ta-ta up to the destruction of your ship.
The wide range of offers and opportunities of the LP shop, combined with the dynamic EVE market, turns the right choice of the most profitable product into real black magic, but for general idea know that each loyalty point can be converted into 1000 ISK on average. Of course, this is not interesting for everyone - some spend LP for their own needs or for collecting.
Low and high security systems
The level of security of the system where you complete the mission has a strong impact on the reward you will receive. The lower it is, the more money and LP you will receive. The highest quality and most profitable Tier 4 Agents are outside the safe Imperial space.
However, the risks in lowsec increase as well as the profit. No one will be surprised by stories about agent runners ambushed by pirates in lowsec. Traffic jams (probes) are effective in finding agent runners on missions, so always remain vigilant in these places.
Faction Loot
On some missions, there is a chance that a rare faction ship will spawn among enemy ships. It usually gives a much larger bounty and there is a chance that after its destruction valuable fractional equipment will remain. Faction ships have been confirmed for the Tier 4 missions Worlds Collide and The Blocade. The best place to look for information on this is in the mission in-game chats and the "Missions & Explorations" section of the official forum.
(approx. per.- of course, the best place to find any information on the game in our case remains the forum site)
Helpful Skills
Often forgotten by other players, the "Social" skill is best friend agent runner. Along with the offensive and defensive skills needed to counter the enemy and the skills to control various ships to transport cargo, you need the Social skill to speed up access to agents and increase the profits you receive from them.
Social skills are divided into two categories - those that affect the increase in standing (and indirectly affect the size of the reward) and those that directly affect the size of the reward for completed missions. There are five skills that affect the increase in standing - Social, Connections, Criminal Connections, Diplomacy and Negotiation.
Specifically, the Soclai skill is the base skill for all others and you must learn it to level 3 before proceeding with the rest of the skills in this group. It also affects standing increases after each completed mission - each level of the skill increases the increase in standing by 5% upon completion of each mission.
The next three skills relate to agency, corporate, and faction standings. Each level of these skills gives a 4% bonus. The Connections skill affects standings with friendly organizations, Diplomacy - with hostile ones, Criminal Connections - with criminals, that is, with those NPCs that have negative standings with CONCORD.
The description of the Negotiation skill says that it increases the reward for missions by 5%, but in fact this skill affects the amount of the reward indirectly, taking into account the effective quality of the agent.
Along with the skills that increase your standings, there are 9 more skills that directly increase the amount of rewards for missions - seven of them are in the Divisional Connections section and two more are Fast Talk and DED Connections. Seven skills from the Divisional Connections tree increase the number of LP rewards by 5% per level if you work for an agent of the desired division (see table below). Relationships with each agency division are affected by two different skills from the Connection branch, learning them to level 5 will increase the amount of rewarded DP by 50% for each mission. The Fast Talk skill speeds up the increase in Security Status, each time adding 5% per skill level for each increase in Security Status. The last skill is DED Connections. According to the description, it adds 1500 ISK to the bounty of each pirate killed, but since the skill is not available on the market at the time of writing this guide, it is not possible to confirm this.
Divisional Skills of the Connection Section
Each agent belongs to a specific division, and relations with each division are affected by two skills listed in the table.
These skills are only available through the LP shop or on the secondary market at an inflated price. The increase in award LP can be calculated using the following formula:
Final_PC_Value = Base_PC_Value x (1 + (0.05 x (First_Connection_Skill_Level + Second_Connection_Skill_Level)))
After the release of the Incursion 1.5 patch, the old Connection verification skills were replaced with new ones, see the table:
Old Connection Skills | Skillbook Given | ||
Distribution Connections | Mining Connections | Security Connections | |
Bureaucratic Connections | X | ||
Financial Connections | X | ||
High Tech Connections | X | ||
Labor Connections | X | ||
Military Connections | X | ||
political connections | X | ||
Trade Connections | X |
When performing missions, it is important for a beginner not only to have good skills and a suitably equipped ship. Here are some basic tips to help you survive missions.
- Agents: Learning the necessary social skills as quickly as possible is essential for an agent runner. After that, you need to choose a location so that there are several available agents in your area. Thus, even if you have abandoned the mission of one agent, you will always have an alternative. The occupancy of systems is another factor influencing the choice of a place of work. Some systems are so popular that spy running becomes dangerous because of the lag. It's best to try to find an agent on a quiet system to avoid trouble.
- Mission location: Be aware that combat missions are always played in the same constellation where the agent lives (maximum 3 hops away), and courier missions can have you travel up to 8 hops and even deliver goods to different regions.
- Increasing momentum: Having taken a courier mission, study similar offers along your route. In order not to fly with an empty hold, you can find another agent's offer at your destination and fly back with another mission.
- We buy mission items: You may find that the task of the courier mission is to transport some goods to the destination station, while the goods are already available in the local market. Thus, if it is not some specific product, you can buy it right there and you will not need to physically transport the necessary product anywhere.
- Create safespots: While on a mission, open the system map. Missions are played at random points in the system, and it may be advantageous to create a safe spot here, located away from the usual routes.
Know your enemy
The key to survival on all but the easiest missions is information. You must know what awaits you on the other side of the gate, so as not to end up with insurance instead of a ship and not waste time equipping a new one. When an agent offers you a mission, check who you have to fight. If it is not directly clear from the text which faction an enemy belongs to, then look somewhere on the page for a logo that clearly indicates a certain faction. If this was not found, expect the appearance of various factions unknown in advance on the mission.
If you know exactly who will oppose you, the next task will be to determine what you will do in turn.
Table of damage types inflicted by ships of various factions
Faction | Than beat | What to tank | Notes |
Amarr Empire | EM Thermal | EM Thermal | Use neutralizers |
Angel Cartel | Explosive, Kinetic | All | Use target painters, damage everyone |
Blood Raiders | EM Thermal | EM Thermal | Use tracking disruptors and neutralizers |
Caldari State | Kinetic, Thermal | Kinetic, Thermal | |
Equilibrium of Mankind | Kinetic | Kinetic, Thermal | |
Gallente Federation | Thermal, Kinetic | Thermal, Kinetic | |
Guristas Pirates | Kinetic, Thermal | Kinetic, Thermal | Use ECM |
Khanid Kingdom | EM Thermal | Kinetic | |
mercenaries | Thermal | All | Damage everyone |
Minmatar Republic | Explosive, Kinetic | All | Damage everyone |
Mordu's Legion | Thermal, Kinetic | Kinetic, Thermal | |
Rogue Drones | EM Thermal | All | Damage everyone |
Sansha's Nation | EM Thermal | EM Thermal | Use tracking disruptors |
Serpentis | Thermal, Kinetic | Thermal, Kinetic | Use sensor dampeners |
Thukker Tribe | Explosive, Thermal | Thermal |
A common tactic is to scout the battlefield on a shuttle to see for yourself what awaits you. This will allow you to select the right ship and properly equip it. Some enemies can even attack the shuttle, but never touch your capsule, so even if you lose a cheap shuttle, you won't have to upgrade the clone.
If you lose a ship while on a mission and feel like you can't complete it, bookmark the river before abandoning the mission. NPCs don't attack capsules, so after destroying your ship, don't run away immediately, bookmark and then return to the station. Some of the equipment is still in the river and the bookmark will give you the opportunity to get it back even after you have canceled the mission and all the NPCs at the battlefield have disappeared. But don't delay it too long, Wrecks and Jet Containers are automatically destroyed after 1-2 hours.
Think carefully before deciding to cancel a mission - it can hurt you much more than losing your saved modules. Try asking for help to complete the mission. Remember, you may need to complete several story missions in order to repair the damage caused by one canceled one.
Finally, always be especially careful when completing missions after patches or extended downtimes are installed, as missions can change significantly.
The correct and safe solution is to change the types and classes of ships depending on the tasks that you have to perform. On each mission, several ships of different classes can be used, it depends on your skills, experience and preferences. The most powerful ship is usually the default ship for each level. On some missions, the most powerful ship is the maximum allowed to pass through the gate.
Mission Level | main ship | Alternative ship |
---|---|---|
Level 1 | Frigate, Destroyer | Anyone fast enough |
Level 2 | cruiser | Assault Frigate (AF), Destroyer, Battlecruiser (BC), Heavy Assault Ship (HAC) |
Level 3 | BC, HAC | AF, Battleship (BS), Command ship (CS), Recon |
Level 4 | marauder, BS.CS | BC, HAC, Combat Recon |
Level 5 | Group of players with Marauders, Battleships, Command ships , Logistics ships | - |
ship equipment
Knowing what you will face, you select the appropriate equipment for the ship. Numerous mission-specific guides are available on the Web at a variety of sites and are a rich source of information on ship configurations and mission tactics. It is highly recommended that you review these resources before you begin, and it is also a good idea to keep your own notes on what works for you (and what doesn't).
There is no one only right ship to complete missions, but there are definitely wrong ones. Each player has different preferences and skill levels, different missions require a different approach and different ship configurations - it is not within the scope of this guide to discuss all possible combinations, but we will still give some advice.
With the current plethora of missions, you can expect anything from Angels to Serpentis or even CONCORD and Imperial faction forces if you're working for a pirate faction. There are no ship class restrictions that you can encounter in the asteroid belts, so you should be prepared to take on any opponent.
The first step in equipping a ship should be to determine how much damage they can inflict on you and set up the defenses required in order to survive the attack. Next, set up the offensive equipment, otherwise your own tactics determine the range of all other equipment.
Example: if you want to work at sniper range, try to equip your ship in such a way that you can always stay at the desired distance and not lose your ship in the process.Features of the mission will also affect the tactics you choose. If it's a combat mission in normal space, you can easily control the warp distance to suit your configuration. On combat missions in deadspace, you can be thrown right into the thick of enemies and it will be important to withstand the damage inflicted without being able to pick up speed or even run away.
Feel free to constantly change your ship's equipment from mission to mission, or even during the course of just one. Sometimes you may need different equipment for different types of damage or for different tactics even on the same mission. The same applies for different stages of multi-level missions. Looking ahead, many agent runners have ships equipped specifically for each type of mission - this way you do not need to re-equip the ship every time, but just take the right one. This greatly speeds up the time spent on the mission, but, of course, an expensive pleasure. Understanding what and when to apply is the key to a successful agent run. Below is a table that shows the features of each race, important for the agent run, as well as the most popular ships. This doesn't mean you can't use others, it's just a matter of taste.
Race | Ship, Class | Advantages | Flaws |
Amarr | Abaddon, Battleship | Excellent laser platform against Blood Raiders/Sanshas. Great tank and damage. | |
Amarr | Apocalypse, Battleship | Good tank, capostability. | |
Amarr | Absolution, Commandship | Excellent tank, good damage. | Need a lot of skills |
Caldari | Raven | Rocket platform, no tracking, any damage, huge range. | |
Caldari | Nighthawk, Commandship | Great tank, rocket platform. | Need a lot of skills |
Caldari | Cerberus, H.A.C. | Excellent mobility, long-range missile platform. | |
Gallente | Hyperion, Battleship | Good hybrid platform, great tank. | |
Gallente | Megathrone, Battleship | A versatile spike with good tank/damage/drone balance. | Cap problems, weak against frigs |
Gallente | Dominix, Battleship | Drone Spike: no tracking issues, varying damage and range. You can use hybrids to increase DPS. | |
Minmatar | Maelstrom, Battleship | Great tank, good damage of any type. | |
Minmatar | Tempest, Battleship | Good damage and mobility. | |
Minmatar | Sleipnir, Commandship | Great tank, good mobility. | Need a lot of skills |
Aggression management
When you arrive on the battlefield in your perfectly equipped ship, it can be difficult to figure out who to attack and who not to touch yet. In other cases, upon arrival, you will immediately be attacked by a certain group of NPCs, then it is better to destroy them first before proceeding with the rest. After destroying the attackers, or in the case when there are none at all, use the tactical view to determine the groups of ships present in the location. choose one ship from one group and attack only it, then wait for other ships to attack you - usually it will be ships from the group of the attacked. Using this tactic, you can eliminate all opponents in parts, avoiding mass aggression and damage from all groups.
Another good idea is not to attack structures or turrets until you have dealt with all the ships. attacking a structure can provoke a mass attack of all enemy ships. You can also draw everyone's attention to yourself by getting close to enemy ships and bumping them, or by approaching certain structures.
On the highest level missions, you will encounter enemy tacklers who will use warp scramblers and nets against you so that you do not run away or go beyond the enemy's convenient distance-). Depending on your skills and determination, there are three tactics for dealing with tacklers.
- shoot the tacklers first. If you're not sure you can take the full damage of your opponent, this is a good move to get you out of the way before you smell fried;
- destroy the ships that deal the most damage to you first. If you hold full damage long enough, this tactic is very effective. Destroying the most damage ships, you gradually reduce the incoming damage and then you can easily dismantle the tackler frigates;
- secure an escape route. Last tactic involves the use of Warp Core Stabilizers. With the release of the Revelations expansion, these modules will reduce the range of your weapons, reduce your target acquisition speed, and take up a valuable bottom slot. Given all these effects, this tactic is the least recommended.
Loot management
Your approach to collecting loot will depend on why you are doing missions in the first place. If only bounties and LP are important to you, then on most missions you will prefer to simply ignore the damage of defeated enemies, trying to quickly complete the mission, get money and proceed to the next one.
On the other hand, you can open every wreck in the hope of finding something valuable that you can later sell or recycle at the station.
After the release of Revelations, all NPCs leave a wreck when killed. These Wrecks behave similarly to player-created Jet Containers and will exist in space for one to two hours before they explode. You can salvage wrecks without removing the loot, it will be placed in a nearby container after a successful salvage.
The lifespan of wreks does not depend on whether you passed the mission or not, they will remain in space anyway. After you have completed the mission, all structures and NPCs will disappear, but the Wrecks will remain in place.
In cases where a mission is completed in deadspace, the deadspace itself will also disappear once the mission is completed. To return to the place, you will have to make bookmarks in each deadspace pocket during the mission, so as not to lose tasty wrecks. Otherwise, at the end of the mission, all deadspace gates will disappear and you will lose your loot. When returning for trophies, you can fit Microwarp Drive to increase mobility.
Under the terms of some missions, you have to deliver specific items to the agent that fall from the NPC when it is destroyed. Even if you don't feel like looting, you'll have to get that particular item anyway. On missions with a lot of opponents, it can be quite difficult to find the right wreck among a bunch of others.
Keep in mind that on some missions, the necessary items may not drop from a specific ship, but from the last one destroyed, so check all the wreaths and containers before leaving the location.
- A common tactic for collecting loot is to use a Bima tractor during the mission - You drag a jet container and put the loot from each open wreck there so as not to litter the hold of your ship. After collecting everything, you make a bookmark on the container, turn in the mission and return back on a ship with a suitable hold to pick up everything in one trip. A good tactic, especially if the missions are carried out near the place where you have arranged a warehouse for the collected loot.
- Another tactic is to use salvag to gather loot. special ship. You don't get distracted by wreck while you're on a mission, but you do bookmarks wherever they are. Then you return on another ship equipped with cargo expanders, tractor beams and salvagers - and calmly harvest. In the Incursion expansion, a special salvag and loot ship, the Noctis, was added to the game. If you don't have one yet, you can use a destroyer with 8 high slots or a Gallente cruiser Executor. For lowsecs, a Battlecruiser-class ship is quite suitable for such a role - 8 high slots, a lot of caps, a large enough hold if it is expanded, and good defensive qualities to withstand normal attacks. For example, a Hurricane can haul 2040 cubic meters of cargo without rigs and nested containers.
- Selective looting: the golden mean that most agent runners prefer to stick to. In this case, you are ignoring the frigate and cruiser wrecks, concentrating only on the battlecruiser, hack and battleship wrecks. After destroying such a ship, mark its ship as necessary, so that later it will be easier to search among many others.
- Structures: some structures in deadspace also drop loot when destroyed. These can range from simple, cheap goods to valuable implants or skill books. Not every structure in the complex leaves loot, so study the mission beforehand to know which structures to destroy and which not.
- Saving ammo: Drones will destroy structures for you for free, keep this in mind when you start spending missiles or ammo on destroying a structure, it often happens that the loot from a structure does not even pay off the cost of the ammo spent on it.
Unfortunately, ship and hold scanners do not work on structures, so you will have to figure out what will fall out of this or that structure yourself-)
Finally, you have collected all the loot - now what to do with it? Many players sell expensive named modules, and the rest is either processed into minerals or used for their own needs (weapons, drones, ammo).
Groups
It is possible to share the mission reward and standing increase among several pilots. To do this, the pilot handing over the mission to the agent must select the option “me and my gang finished the mission” during the dialogue with him.
As a rule, the group passage of missions implies the division of roles - tank, logisticians, damage dealers. The tank comes to the mission first and causes full or partial aggression on itself, thus keeping the ships of the rest of the gang members intact and speeding up the mission.
The presence of a ship or drone owned by another player changes how aggression works. A ship or drone that flies into the midst of NPCs that have not yet aggroed can cause aggression of the entire pocket and is unlikely to be able to tank it.
Worlds Collide is the mission most notorious for its aggression issues. Also, if there are multiple consecutive waves of NPCs on a mission, the new spawn will attack the weakest ship, so make sure your tank has all the aggro on itself to save the support ships.
Mining on missions
In most combat missions, asteroids are present simply as scenery. These are ordinary asteroids and can be mined in the same way as asteroids in belts. Most of the time there will be Veldspar or some other low level ore, but on some missions you can find Omber, Gneiss or something of similar quality, even in Imperial space.
Keep in mind that if combat missions simply “have asteroids”, then mining missions only have those asteroids that are needed to complete the mission and the amount of ore in them is also limited by the conditions of the mission. Sometimes asteroids contain rare ore that cannot be mined anywhere other than mining missions. Previously, there were simple asteroids on mining missions, but now they have all been removed.
Digging is profitable, especially if you are digging alone and the chance of stealing ore is minimal. In addition, it is much more difficult to scan you on a mission than in a belt, and this also increases your safety.
If you dig long enough, there is a good chance that pirate NPCs will spawn. These will be the same ships that you will meet in the belts of this system. In general, be prepared for the appearance of NPCs, wherever you are digging - in belts or on missions.
Last, some asteroids are trapped, you can dig them at your own risk ( approx.trans. - ???)
lowsecs
In general, when you equip your ship for an agent run, then fit it, knowing all the characteristics of the NPC ships - both resistances and damage. On missions, this approach works well, but it is not suitable for PVP. Conversely, good PVP fit is very mediocre for agentrun. If you decide to run missions in lowsec, then you will have to rethink your approach to ship fit in order to maintain a balance between effective tanking of NPCs and the ability to fight back in unexpected PVP.
Always take a boost to some object like a moon or a planet, keep an eye on the locale, leave your container near the boost gate leading to the mission - all this will come in handy for you to avoid a sad meeting with pirate players.
Translation © Ramar Unio
Completing quests is an important part of the gameplay in EVE Online. Completing missions is not only one of the main PvE aspects of the game that allows you to earn money, but also helps earn attitude certain corporations and even factions, which can greatly expand the possibilities of a pilot in the world of New Eden.
However, in addition to simple tasks, there are separate view - story line EVE missions online. Similar story missions are more rare. They are also much more profitable in comparison with the usual agency assignments.
Start playing EVE Online today to experience the new features of this MMORPG with the entire global community.
What characterizes the Storyline missions of EVE Online
Usually, completing a Storyline mission in EVE Online will result in a more generous reward. In addition, reputation with factions can only be raised through story and rarer epic or COSMOS missions. The player gets access to the story mission automatically after a successful completing 16 tasks the same difficulty level for the same faction.
Plot tasks allow you to better understand the basic principles world of EVE and learn something new. However, they can also be taken in unlimited quantities, just like regular tasks.
If you want the EVE Online storyline to really open up for you, then try to find rarer EpicArc or COSMOS missions, but be prepared for the fact that they will be much more difficult and interesting than simple tasks. Also, such tasks are characterized by very high rewards, but can be completed just once for the entire life of the character, therefore - do not ignore their text, because later you will not be able to get acquainted with their plot component, except by creating a new protégé.
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- Published: 09 April 2014
- Updated: September 16, 2014
The epic quest ends with a mission to neutralize a certain criminal named Dagan. It is necessary to destroy his ship, and capture him alive. Sharing my newbie experience.
Most of the storyline coming to this turn is already dissected on destroyers or cruisers, studded with long-range guns and missiles. And all this is effective until this mission. What is the difference? Dagan meets us surrounded by a weak escort, which quickly melts away. So we are left alone with him. His ship is a pretty high-quality cruiser, and it's not as easy to "fry" her as it usually happens with enemy frigates and destroyers.
The strength of the guns is not enough to suppress Dagan's shields simply because long-range weapons have rather modest damage stats. If it comes close, the low tracking speed of these guns will further aggravate the situation.
What do?
The easiest way is to find someone with good firepower. Of course, you should not expect that someone will immediately respond and help.
There is a second way - to re-equip the ship specifically for this mission. Instead of long-range hybrid turrets - railguns and heavy rockets, I put on my Moa - 5 blasters, which, although they shoot close, but have a faster tracking speed and do more damage. Counting along with the drones, the firepower has increased from about 100 to 170 hits per second. It would not seem like much, but it was enough to win. Didn't even have to reload the guns. Firstly, the vast majority of shots hit the target, and secondly, the firepower was significantly greater.
This mission shows that equipping a ship is not a one-dimensional task. And what is good for one occasion may not be good choice for another.