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Watch your thoughts; they become wordsWatch your words; they become actionsWatch your actions; they become habits

Watch your habits; they become characterWatch your character; it becomes your destiny

--Lao-Tze

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How real is EVE for us, the players? We are spaceship pilots, whosefates are governed only by the next action we choose to take. Ourfortunes are limited only by the intrigues and schemes lurking inour imagination, and our lives last only as long as our vainglory,cunning and raw skill will protect us. This is our New Eden. A lawless,dystopic expanse where we steal our fortunes from those whose

fates are bound with ours, and we ght those who would destroy ourmemories. But the future is ours to claim. We are the capsuleers of New Eden, and we are the game.

The universe we call home is the refuge of merchants andmercenaries, pirates companies and legitimate corporations.

Isk and territory change hands daily, whether bought and sold orwrested from the unwilling grip of an unsuspecting victim.

The players drive the story and the game, from the mostpowerful CEO to the edgling miner in their rst ship,providing the thrill that EVE players know and love.

It began with the discovery of the EVE gate, a naturalwormhole that settlers from Earth traveled through to

begin colonizing the stars. When the wormhole collapsed, thesettlers found themselves stranded on tiny outposts. Only the

largest colonies survived.

Now, some twenty thousand yearsafter the initial disaster, worlds areonce again in full bloom. Civilizationshave emerged: the Caldari, Gallente,

Amarr and Minmatar most prominently,but fringe states, pirate havens and themysterious Jovians also have gained inuence in

the universe. These races trade with and wage war againsteach other in New Eden’s timeless struggle for resources.

Welcome to the future. Welcome to New Eden

I N T R O D U C T I O N

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Historically, the EVE Online community of players hasbeen deeply involved with the game’s organic evolution,by advocating for improvements in game mechanics andcreating player-centered content.

Player DrivenMilitary conquest in the form of PVP has alwaysbeen rooted in player-driven activity. These territorialconquests in EVE lead to the domination of regionalpace, and are driven by PVP action from the outcome

of military control over territorial resources.

The other player-controlled variables in EVE Onlineare economic warfare (market properties) andcounterintelligence warfare (information control).Territorial dominance hinges upon the control of tarbase structures in systems. Conquerable stations andater player-owned starbases, soon catalyzed into PVP

action and corp wars over claimable territory. Powerfultarbases also hold power as industrial, rening and

military centers for war operations.

True In-Game EconomyPlayers hold strategic leverage over regionalalliances interested in exploration for resourceextraction to fund these operations. But,ultimately, building a viable econo-military-ntelligence empire, requires playerso control the most starbases in a

constellation and region, and deacto sovereignty of the

entire constellation.

Vibrant CommunityCommunity-enabled learning experiences with playerguides, art, archives and applications related to EVEOnline abound. EVE Blog sites number over 145, hostingplayer journals, player-created images, videos and more.

The Council of Stellar Management (CSM) is a player-elected council organized to represent the views of theplayer community to CCP., allowing the EVE communityto voice and vote on the issues that they feel arenecessary or important. Procedures for the escalation of issues to the CSM and CCP offer the community a criticalrole in affecting the changes in the dynamics and designof EVE Online.

EVE Online supports player organized gatherings, fromthe Copenhagen Gankaton once or twice each year, theEVE Vegas gathering that premiered in 2009 to smallerpub gatherings all over the world. The CCP hostedEVE Fanfest brings EVE players together in a massive

celebration, as the world’s EVE players gather inReykjavik, Iceland with CCP developers to setaside their in-game differences, to socialize andmake friends.

Beyond... As faction tensions arise over player-owned

customs ofces and player-contested space,the battles of EVE will ultimately spread tothe infantry battleelds of Dust 514.

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B a c k - s t o r y & E VE C o m m u n i t y

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Four playable races of human origin live in the world of EVE: The Amarr, Caldari, Gallente and Minmatar. Their humanancestors entered this sector of the universe thousands of years ago through a natural wormhole. With the collapseof the wormhole and the closure of the EVE gate, only a few of the rst settlements survived. Their descendantsprosper on in very diverse societies in the world of EVE.

All players begin their life in EVE by assuming the role of a character who is born as a citizen of one of the four

Empires of New Eden.

The Amarr Empire:New Eden’s largest and oldestempire spanning 40% of itsterritory, its homeworld beingon Amarr Prime in the Amarr

system. It is a traditional andreligious society, with agurehead Emperor and isruled de facto by the

Five Heirs.

The Gallente Federation:Located in the Luminaire system,the Gallente Prime homeworldheads the Gallente Federation’sdemocracy with a market-driven economy that is peacefuland prosperous. Gallenteansvalue liberty and progressivevalues, but not all of society hasbeneted from these ideals.

The Caldari State:Once part of the Gallente

federation, the Caldari Primehomeworld is located in the

Gallente system of Luminaire.The Caldari value military

traditions. A corpocracy with ahighly industrialized,

consumer-obsessed society,their disciplined, competitive

nature is unscrupulous.

The Minmatar Republic:For 700 years, Minmatar tribal

society lived in servitude underthe Amarr Empire. Mounting an

organized, mass rebellion, its fourmajor tribes revolted against Amarr tyranny, and the

Minmatar Republic wasformed. The Minmatar

home planet Matar is inthe Pator system.

R A C E S

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Amar r: Direct descendants of the original Amarrians, the first settlers of the home planet. Fiercely elitist, they value tradition and ancestral ties.

Ni-Kunni: Conquered some 1000 years ago by the Amarr Empire. Theprimitive Ni-Kunnis adapted to the Amarr conquest and only a small

minority is still enslaved. Many are tradesmen and artisans, important tothe Amarr economy, but nonetheless looked d own upon by Amarr so ciety.

Khanid: The people of Khanid, settled by the Amarrians on Athra (AmarrPrime). The Khanid people were subsumed into the Amarr nation during theAmarrian recl amat ion of the planet . They have a high status in the Empireas long-proven allies. Few of the Khanid had endured enslavement.

Deteis: Efficient, hard-working, and duty filled, found in positions of authority, both in administration and the military, something that suit s theirtemperament well.

Civire: Relaxed and mindful of their pursuit of trade,war or bounty hunting. They are valuable in combatand crises as they handle pressure well.

Achu ra : Reclusive, somewhat mysterious and extremely spiritual.Ac hu r pi lo ts we re few in nu mber, bu t are in creasing ly jo in ing theranks to defend the fatherland.

The Gallente: The Gallente Federation values freedom andindividual liberty, and is the only true democ racy in the world of EvE.

Intakis: Thoughtful and compo sed in manner, the Intakis are especial lygood at human interaction and are very prominent in the federalbureaucracy.

Jin-Mei: The Jin-Mei have a very rigorous caste-system, in contrast toGallentean liberal ideals.

Brutors: Strong-willed individuals, they are huskier than the other Minmatartribes, favoring physical force and make good warriors.

Sebiestors: Ambitious, innovative thinkers, and slight and wiry in form.They appear to others to be gaunt from hunger because of their thin frames.

Vherokio rs : An offshoot of the Starkmanir tribe. They roam in largecaravans as merchants, healers, scholars and fortune tellers.

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R a c i a l B l o o d l i n e s

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The training rate of skills depends ontheir associated primary and secondaryattributes.

Also, be sure to purchase a clone for yourcharacter. The clone must have a skillpoint surplus that covers the totals skillpoints of your character.

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EVE takes an approach to character skill growth that is unique amongMMOs. Your character’s training occurs in real time, and as long ashere is a skill that is actively training in your skill queue, you don’t

have to be logged into the game.

Skill advancement is essential to a pilot’s progress in EVE - the moreyou progress in an area, the easier it is to reach your goals within thegame. Your character develops new abilities in minutes for Level Ikills. Higher level, more complex skills can take up to several weekso complete.

Corporation ManagementDetermines the number of corpmembers, your ability to anchor astarbase and manage its weapons.

DronesControl of racial drones, heavyor specialized drones and droneeffectiveness.

ElectronicsCloaking, multi-targeting, preventingwarping, target jamming fallinto this category.

EngineeringFit more modules on ship byincreasing CPU and Powergrid. Alsoincludes Shield Management.

GunneryOperation of combat hardware suchas guns, turrets, and lasers. Increasesdamage, range and accuracy.

IndustryMining and processing ore. Maingroup for blueprint production skills.

LeadershipCreate squads and provide bonuses tothe pilots under your command.

Mechanic Armor upgrades and rig tting. Someskills reduce penalties whenadding rigs to your ship.

Planet ManagementScanning planets, setting nodes onand harvesting resources fromthe planet.

MissilesDistance, damage and accuracy of rockets, missiles and torpedoes.

Navigation Afterburners, Microwarpdrives,Jump Drives, ship thrusters andmaneuvering.

ScienceCybernetics and govern blueprintproduction, invention and reverseengineering.

SocialBonuses to ISK, standing and loyaltypoint gain when doing missionsfor NPCs.

Spaceship CommandFlying various ships in Eve, each rank increasing effectiveness of the ship.

SubsystemsFit the subsystems necessary to y aTech 3 ship.

TradeMarket skills providing discounts,increased concurrent sales andremote selling.

S K I L L S

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Enter space with security status below0.5 at your own risk. You can NEVER expect to be safe in unsecured spaceregardless of sentry guns, CONCORDpresence, and such.--EVE Survival Guide

Navigating in New Eden means travelling in different sectors of pace, each with a different “security status” (level of protection of

CONCORD), the “joint police task force” of the Four Empires. Empirepace is where the four major factions, The Amarr Empire, Minmatar

Republic, Caldari State, and Gallente Federation as well as TheKhanid Kingdom and Ammatar Mandate, hold sovereignty. Empirepace has a positive security rating (from 0.1 to 1.0). Low-Security

Systems are systems with a security rating of 0.4 or less.

CONCORDSince CONCORD does not intervene in low-sec systems, playerscan shoot other players without the danger of losing their ship toCONCORD. In all low-sec systems except for 0.0, a security penalty isncurred when players kill another player.

0.0 Space0.0 space, or “null- sec”, is a region outside of CONCORD’s rule of aw. Attacking other players in this area will have no CONCORDesponse, and there are no gate guns to re upon aggressors.

There is no protection offered to pilots beyond any allies travelingwith them.

Because of this lack of protection, 0.0 is highly dangerous and newplayers who are unaccustomed to combat should steer clear or traveln groups. Even though all systems in this area are labeled with aecurity rating of 0.0, the true ratings for the systems range from 0.0o -1.0. Just as in Empire Space, lower security rating systems

have more valuable ores and more dangerous pirates. 0.0overeignty is partially held by NPC alliances, but many

areas are unaligned and player alliances may hold sovereignty.

FlaggingAggression towards other players will result in criminal agging.Activating any of the following modules on another player will getyou agged: Webber, warp scrambler/disruptor, target painter, guns,missiles, drones etc. Locking target on a ship and cargo scanninga ship are not aggressive acts.

A cautionary tale to new players on outlaws:Once a player’s security status hits -5 they areconsidered an outlaw and will be displayed “blinkinged” in your overview. You may attack and kill thehip and pod of an outlaw. If you engage themhen they can defend themselves and you will get

no help from sentry guns. Anyone assisting anoutlaw will become globally criminally agged for15 minutes with a sec status penalty for ‘Assisting a Criminal’, andentry guns will re at them.

P R O T I P

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N a v i g a t i o n & S e c u r i t y

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Military pilots are one of the driving forces behind changes in thesovereignty maps of New Eden. If you enjoy blowing things up,shooting at ships and participating in combat maneuvers, then this isthe career for you.

Pirate A pirate’s career is spun from many shady practices: holding up

miner’s for ransom in belt piracy, blowing up pilots for kicks andmore. Pirating is a popular career as it offers freedom, excitement,loot and lots of explosions. EVE Online fully supports the criminalnature of the pirate with the game’s PVP mechanics.

Pirates have to earn a living just like everyone else. Be prepared tolose ships if you choose this career path, as it’s a risky and dangerouscareer. However, ISK talks, and many pirates will tell you that the

“iskage” earned in being a pirate far outweighs the risk of becomingspace fodder.

Mission RunnerMissions are Eve’s PVE content. Mission running focuses on travelingthe universe as a private pilot hired by NPC corporations. For eachmission completed, you gain corp standing and sometimes factionstanding. Missions also award LP (loyalty points) which you can spendfor faction items like faction ammo (with much higher DPS) or ships.Pilots should be wary of pirates, as mission runners are an importantsource of ISK, minerals, and salvage materials.

Defense SpecialistDefense Specialists are skilled in combat and in survival. In a eet

situation, this type of pilot tanks the brunt of the attack, makingit possible for his mates to take the eld and win the day. Tankingrequires excellent knowledge of your ship’s systems and of thecapabilities of the ships you are ghting. This knowledge is the key tokeeping you alive as long as possible.

Faction WarriorPilots enlisted in a faction militia take on the mission of killingenemies of the cause and claiming new systems. This is achievedthrough a mixture of PVP and PVE through your choice of solo or eetaction. To capture a system, your militia must control strategic points.

The more points you capture the more inuence you gain, until acontrol bunker in a system becomes vulnerable and able tobe conquered.

Beware of any ship displaying as a “ashing red” in your overview(member of an opposing militia) or “ashing orange” (outlaw). Bothare targets you can shoot.

MIL ITARY CAR EER S

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ndustrial pilots who mine asteroids and wrecks to remake themnto materials and items satisfy the EVE marketplace’s demandor war materials. Manufacturing is a satisfying career as it can be

extremely lucrative if you supply the hardware needed for prosecutingwar efforts.

MinerMining is perhaps the easiest career for the new pilot to get into.New players can easily nd an asteroid belt and begin mining ore toake to market. Mining is something that can become habitual as yourkills grow. Many nd great satisfaction in avoiding NPCs (“rats”) and

pirates, proting with a huge haul of precious ores from 0.0 space,unning a dangerous mining op in wormhole space, and even lastingong enough to enjoy the prots of the market.

BuilderAs the middle man who takes ore and createsmodules and ships, the builder manufactures itemsor the market’s supply. Builders keeping up with

market trends and bringing ships and other itemso market faster and more cheaply generatempressive prots.

SalvagerThe salvager is a miner of wrecks. Theres always salvage to be found, where pilots

are running missions, where miner are ghtingats, where eets are ghting, there are

wrecked ships. Salvagers take valuabletems from wrecks and turn them over to

manufacturers, who, in turn, create rigs.

ResearcherThe researcher complements the builder’scareer. Researchers nd a better way to makehings - decreasing costs and manufactureime of all items by increasing the efciency

of the blueprints themselves. Good researchersmay have several Player Owned Starbases (POS)with laboratories for improving blueprints. Copies of blueprints and the invention of Tech II blueprints provideexcellent prot for researchers.

ReprocessorThe reprocessor is typically a jack-of-all-trades with a quick eyeor bargains. These items are broken down into their material

components, and either sold or rebuilt into something else for prot.

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I N D U S T R I A L C A R E E R S

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Business people are manipulators of the market. These pilots excelin brokering, proteering, and generally making ISK off other pilot’slosses in the marketplace. The straightforward aspects of trading andthe EVE markets hides the depth and importance of trade in Eve.Every item, save a very select few, are player created. Though everyplayer is “in business” only the best truly understand the full workingsof trade in Eve and make a handsome prot in the process.

Seller A seller makes his prot from his sales in the marketplace. Sellersmust be knowledgeable of what materials are in demand, and knowwhat ships and items pilots want to buy. They must know where toget these materials, how to transport them efciently, and where toget the best price for them. Typically a seller starts out fulllingorders themselves, and eventually they increase their businesspresence and market contacts to interface with logistical andmanufacturing corporations.

ResellerResellers know the economic pitfalls of private contracting, thegoing prices and what is in-demand. They have contacts withalliances and may have private agreements with manufacturingcorporations to buy their supplies directly. Resellers don’t

just participate in the EVE marketplace, they play outside themarketplace, where they sometimes affect supply, demand, andprices within the global market.

B U S I N E S S C A R E E R S

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Exploration careers use scanner probes to locate the variousignatures in the spatial expanse they are searching. Explorers needhe scan probes, a probe launcher and the proper ship in order to

deploy the probes.

ExplorersThese brave pilots are dedicated to discovering cosmic anomalies,deadspace signatures, radar (hacking) sites, ladars (harvestablegas clouds), gravimetric sites and DED complexes. They are willingo venture through the universe’s vast expanses, even through

wormholes, to make their discoveries. Wormholes require speciallytted ships to ght the pirates found in these areas.

HackerHackers travel the universe probing for hacking sites or complexes.Once a system is cleared of rats, the hacker uses his trustyCodebreaker module to “hack” open locked NPC cans and structureso collect loot such as decryptors, datacores, interface blueprints,nterface components and invention-related skillbooks.

ArchaeologistArchaeologists search the star systems looking forarchaeological complexes. Once cleared of ratshreatening the site, the archaeologist utilizes an

Analyzer module to unlock structures and collecttems, much like their hacker colleagues. After analysis is

complete, you can recover treasures from wrecks using theSalvager Module.

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EXP LOR ATIO N CAREE RS

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The EVE Market interface can be confusing for new players who areeager to jump into the action of buying rigs for their ships and sellingheir tritanium. There are some common mistakes in making sense

of and moving through the market interface that new players can bemindful of.

Buy Order Mistake:Seller A places 5000 Foxre Rockets on the market for 50 ISK perocket. It is the lowest-priced order on the market.

Buyer B wishes to buy 250 Foxre Rockets. However, when shemakes the purchase, she accidentally edits the order, adding another0 to the per/unit order (making the order 250 rockets for 500 ISK/ocket). She ignores the warning about setting prices above the

market average next to the price/unit display and clicks past thebroker’s warning box about buy prices being above the marketaverage in this region.

Seller A notices a new entry in his transaction log: he just sold 250Foxre rockets at 500 ISK/unit (125,000 ISK before taxes).

Sell Order Mistake:Buyer A wishes to buy 250 Foxre Rockets at 50 ISK/unit. She placesa buy order on the market. Her offer is the highest on the market.Seller B decides to take her up on it. However, he accidentallychanges the price/unit in the box by removing a 0 from the order,changing the price/unit to 5 ISK/unit. He ignores the warning aboutetting prices below market value.

Buyer A notes in her transaction log that 1250 ISK was deductedrom her account. Seller B just sold her the rockets she wanted at

a tenth of her desired price.

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Joining a corporation is the most important decision for new playerslooking to learn from a community of players. All players start out inEVE as a member of a default “racial corp” (NPC corp). When youleave a player corp, you will automatically join an NPC corp. Corpshave a much-needed support system that offers companionship,advice, ships, ISK rewards, bounty collection, alliance buildingand resources.

Do your research before you join a corporation. You will have plentyof offers in-game to join so do your due diligence. If you do make amistake and feel trapped in a bad situation, you can always leave and

join another corp.

Do your own background check on them on the corp’s members andit’s history. If this sparks your interest, do a more detailed search onthe corp or individual pilots. Be sure they will do the same with youwhen you apply.

Then do your homework by asking some fundamental questionsbefore making any decision about joining. Here are some very generalthings to think about:

Does the corp have a web site with good information?

How many members do they have?(Average 2 accounts per player.)

How long has the corp been around?(Founding date in the Info)

Details on what kind of corp? Does it match your interestsand goals?

What Alliance are they part of and does this match yourlong-term in-game goals?

CEO and Founder’s names: gives you an idea of stability if theyare the same or not.

Shares: Do they have the 1,000 every corp gets automaticallyor are they doing stuff with the stock?

Do they provide ship replacements for PVP characters?

What is the corp tax and does it change and if so when?

How many skill points do active players have on average?

What is their focus: PVP? Industrial? Both?

Are there regular meetings?

CO RP OR ATI ON S

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Nyphur’s Five Easy Stepsfor Choosing a Corporation

1. Choosing a corporation type.What activities do you want to get involved in, piracy,mission-running, exploration, mining, territorial warfare?

2. Finding potential candidates.Look around -- check the recruitment channel in-game,recruitment adverts in-game. Besides the Recruitment Forum,y around the system you want to live in and look for corporateadvertisements on secure containers.

3. Narrowing down your list of choices.If you want a corp that specializes in helping new players, considerEVE University, which offers advice and ships to new players. Godown that list of questions to narrow down which corporationmeets your needs.

4. Applications and Interviews.Talk to the recruiter rst, before you submit an application.Look for the recruiter’s information in the Show Info pane. Thecorporation will want to know what you are about -- why you want

to join and what kind of EVE experience you are looking for. If youare looking for a pirate corp, try attacking them by surprise. Even if you lose, they will be impressed at your brazen act of chutpah, andmight want to hire you.

5. Re-evaluating the corp.This is important in staying with the right corp. At some point, youwill have to take a second look at how your goals are intersectingwith those of the corp. Are you accomplishing your original goals?Is the corp still doing interesting things? Are they delivering on

their original promises to the corp members? Are you having fun?

Making sure that these questions remain answered in the positivewill help ensure a satisfying and dynamic long-term relationshipwith your corp in EVE.

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PVE Combat is a great way to make money in EVE. While it maynot be quite as lucrative as mining, it provides slightly moreexcitement than watching cans ll up. PVE combat is also a greatway to learn how the EVE combat system works before you getinto PVP.

There are 3 main paths for PVE combat: Combat Missions, Ratting

and Deadspace Complexes. Doing combat missions involves ndinga suitable agent and asking for work. Ratting involves travelingbetween asteroid belts and nding NPC pirates to kill.

Combat MissionsCombat Missions are usually more protable than ratting, but theytake a bit more effort. They are also much easier and safer thanDeadspace Complexes. All you need to start combat missions is abasic combat frigate and some basic weapons. You may even beable to complete a few missions in your rookie ship, but they willusually be more trouble than they’re worth.

The rst step in taking on combat missions is nding a goodagent. This can be a bit tricky because there are hundredsof agents in EVE. To start, you should pick a corporationto work for. While you’re doing missions, you buildreputation with both agents and corporations, so youwant to avoid switching corporations too much. Generally,your races navy/eet is a good place to start. You can nd acorporation by using the people and places window.

Missions are excellent opportunities to develop your skills in PVE.

Ratting“Ratting” is a term used in EVE for when a player goes out andkills rats (short for NPC pirates).

Most rats are found in asteroid belts. Some are found at gates inlow-sec and 0.0 system. Rats are also player opponents oncombat missions.

The lower the system security, the bigger the rats. The bigger therats, the more dangerous they are, and the higher their bounty is.

Do not underestimate the danger of NPCs just because they are AI- Of course they are much less dangerous than the human players.

Bounties can be misleading. Frigate and destroyer bounties rangefrom 1,000 to 30,000 isk; cruiser and battle cruiser from50,000-300,000, and battleships from 300,000-2,000,000.

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While a higher bounty within a class means the more dangerousa rat (deals more damage, has more hit points), an elite ship-NPCof a smaller size will have a much smaller bounty that a non-elite,larger ship NPC. For example, an NPC interceptor will have a

bounty of about 30,000 - but may scramble or web you down,which can be a nasty surprise for an inexperienced player in acruiser or battleship which cannot hit the fast interceptor! It isnot uncommon for players to worry more and spend more timekilling the ‘small fry’ than the big battleships. Don’t size up therat solely by the bounty you get!

Deadspace ComplexesDeadspace complexes are areas of space where naturalcircumstances prevent warp drives from functioning. That’s whyyou cannot warp into a deadspace, except to spots where a warpbeacon has been anchored (Every deadspace zone in the EVEhas this kind of beacon). Also, your microwarpdrive (MWD) won’tfunction in a deadspace zone.

Many complexes have structures anchored in them, similar to POSstructures, but not near a moon. These include sentry guns, silos,hangars, walls, etc. Some of these structures will drop good ‘loot’ if you shoot them, but in most cases it is not worth the ammorequired to take out the structure. Consult a mission guide(See back cover) to nd out if your mission deadspace hasworthwhile structures.

Finding Complexes Agents may give you missions that require you to enter adeadspace. Entering such a deadspace is not unlike warpingto a regular mission bookmark, but in some cases youwill end up at a special acceleration gate, which will bethe only way into the complex. Also, the complex mayactually have multiple levels, connected to each otherwith acceleration gates or beacons. You y up toone of these gates, right click it and activate itand your ship will be taken to warpand ‘thrown’ into the complex.

“You are not safe in 1.0 security space.CONCORD is there to punish, not toprotect. Get used to the idea.” -Akita T’s golden rules for new players

P R O T I P

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PVP in EVE is not simply competitive actions or strategy againstanother player. It is an evolutionary dynamic of the game thatis resolved when players engage competitive agendas. Only thettest players will survive the everyday conicts in the game.

While many think of PVP primarily as military warfare (Combat forterritorial resources), there are many other types of PVP, including

economic warfare (Competition for market properties) andcounterintelligence warfare (Strategic competition for informationcontrol). You blow up ships in the depths of space, you ght in themarkets and you ght over propaganda and intel.This is the PVP of the future. This is EVE.

PVP takes on different forms and can be extremely complex.Military warfare (Combat PVP) is its most recognized form,

where two or more ships engage in military warfare for variousreasons. Combat PVP includes piracy, thievery, belt piracy(Piracy in asteroid belts against miners, salvagers, etc.), gate

camping (Gate blockades used to ambush players warping infrom other systems) and eet combat.

Economic warfare (Market PVP) is the competition traders andproducers engage in for market supremacy by undercuttingopposing sell orders, buying out and reselling others ordersand producing war ordinance faster and cheaper than theopposing side. Mining PVP is also a competitive resource

extraction of asteroid resources to beat out competingmining operations of other corporations or players.

Counterintelligence PVP (Spy PVP) is the strategicprocurement and deployment of propaganda and sensitive

intelligence. This can take the form of inltrating the ranksof an alliance, gaining trust, and then broadcasting tactical

intelligence to the opposing side.

To be effective at PVP in EVE, you need the skills and experience.There are corporations that specialize in teaching PVP to theirfresh recruits. You can also train just the basic skills and jump intothe action anytime.

The key is combat practice and a willingness to be blown up! Inthe long run, optimizing your ttings to make the best use of yourship’s power grid, CPU and capacitor will mean staying in the ghtto win.

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Combat PVP TypesThere are ve main combat PVP types in EVE: Piracy, 0.0 warfare,empire war declarations, faction warfare and suicide attacks.

PiracyLargely restricted to low security space and 0.0 space becauseof Concord. Since even in low sec sentry guns attack aggressors,pirates in groups of large ships are known to form gate campsaround stargates to tank sentry guns and kill in-coming pilots.

0.0 Warfare0.0 warfare is both a political battle and competition forsovereignty. 0.0 warfare is mostly based around large eetsmobilizing to attack an enemy eet or POS (Player OwnedStructure) or to defend your own POS. You win sovereigntyby destroying enemy POSs and placing your own intheir place. Alliance eets can reach massive sizes, andexperiencing hundreds of pilots ring away is an eventunique to EVE Online.

Empire War DeclarationsEmpire war decs are corp vs. corp warfare and are agood place to learn solo and small roaming gang PVP.The skills learned through these small-scale operations canbe applied to piracy or 0.0 warfare. Mercenaries are alsoknown to operate via war declarations in high sec space.Empire corps hire mercs to eliminate their enemies fromresource or market encroachment.

Faction WarfareFaction warfare is like an empire war declaration againstthe entire Faction militia. Corps and individuals can join afaction’s combat militia and participate in the faction’s ongoingwars. You will experience small gang warfare and medium-sized eet combat rst-hand. Faction Warfare is close to how 0.0territorial conicts are fought and has been used by many corps asa training ground before heading into 0.0 space.

Suicide AttacksSuicide attacks, also called “suicide ganking” or “suicidegank grieng” is the attack of a larger ship by a gang of destroyers ora freighter by a gang of battleships. Since the time interval forCONCORD arrival is a few seconds, the ships willingly sacricethemselves for the cause. The cause is the loot/salvage to beretrieved by the members of the gang waiting to collect it.

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There are two kinds of blueprints,blueprint originals (BPOs) and blueprintcopies (BPCs). BPOs have an unlimitedmanufacturing capacity, but BPCs are

limited in their production capacity. TechI BPOs are purchased at xed rates viaNPCs, and Tech II blueprints are obtainedthrough other players. You can alsoinvent a Tech II blueprint with a Tech

I BPC using the Invention skill, usingspecialized equipment.

BPO production and efciency quality canbe “improved” through research (BPOsretain their improved quality) but BPCs

can’t be improved through research.The main relevant BPO improvementsare Material Research, which improvesthe blueprint’s Material Level, making itcost fewer minerals to build with, andTime Efciency Research, which improvesthe productivity level of a blueprint anddecreases the amount of production time.Training Science allows you to copy a BPO.

You can only sell BPCs via a contract.

You can perform three “research” actionson BPOs. You can copy a BPO to createa Blueprint Copy (BPC) with a certainnumber of Licensed Runs. ResearchedBPOs have to be sold via contracts.Unresearched, unused BPOs can besold on the market. BPCs can be sold inContracts or used to build the BPO’s itemsfor a player’s corpmates.

Understanding the manufacturing process begins with knowingthe differences in technology levels and their use in the process of manufacturing in EVE.

Tech I - T1Ships or equipment at the “basic” technology level. Tech I itemsand ships can be built from blueprints purchased through NPC

corporations. The materials used in Tech I construction are thebasic, mineable minerals: tritanium, pyrite, zydrine, isogen,nocxium, mexallon, and megacyte.

Tech II - T2More effective and more powerful than Tech I. These componentsrequire additional skills to use effectively, are more difcult tomanufacture, use rare or materials difcult to obtain and costmore. The manufacture of Tech II equipment requires specialcomponents obtained from using harvested moon minerals insimple or complex reactions, and the morphite mineral, found

in mercoxit ore. Blueprints for Tech II equipment and ships arecreated by using the invention process or via trade with otherplayers. Tech II BPCs can also be purchased via contracts. Tech IIBPOs are extremely rare and very expensive. Tech II equipmentoperates with greater efciency and power, and Tech II ships havespecialized combat or support roles that require higher level skills.

Tech III - T3Tech III ships are different from Tech I and Tech II due to theirmodular nature. Tech III utilizes a subsystem slot system to buildships around a blank hull. Tech III hulls have ve subsystem slots:

Defensive, Offensive, Engineering, Electronic, and Propulsion.Each subsystem has many possibilities, allowing ship buildersto customize their ships for different purposes. Tech III shipcomponents and blueprints can be found in wormholes. TheSleeper drones drop different items and blueprints used in TechIII construction. Salvaging the drones will provide you with thecomponents needed.

MA N U FA C T U R IN G

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Manufacturing skillsTrain the Industry skill rst for basic manufacturing (affectsmanufacturing time). If you are serious about this career, it’s highlyrecommended to eventually train all skills to level 5. You need ablueprint for an item to be produced, minerals and/or componentsneeded to produce the item and a factory slot on a station.

Other skills that affect manufacturing:Mass Production and Advanced Mass Production: Ability to runadditional manufacturing jobs.

Production Efciency:Reduces the actual minerals required for production. Supply ChainManagement: Allows remote operation of manufacturing jobs.

Manufacturing in EVE can be tricky for new players because of allthe terminology involved. Here is a quick overview of navigatingthe UI with your rst manufacturing job:

1. Collect all the manufacturing materials you need

2. Click on the Industry tab

3. Click on the Installations tab

4. The lter includes the following elds: Activity = ManufacturingLocation = AnyRang= Current Solar SystemType = Public

Prod. Category = AllProd. Group = All

5. Check if you have standing with one of the station owners.If you do, select the station and see if there are any freeslots

6. When you have found a station with a free slot, move theblueprint and materials over to the station

7. Right click on the blueprint and select Manufacturing

Click on “Pick Installation” and double click on a free slot

Click “OK”

8. If you have all the materials, you will see a greencheck mark

9. Click on the “Accept Quote” to startthe manufacturing job

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There are some excellent sites available for doingurther research on EVE.

General:EVE Gate:Best out-of-game ofcial EVE community portal.http://gate.eveonline.com

GuildLaunch.com:Largest hosting site for MMO guild sites, including EVE corps.http://www.GuildLaunch.com

The Guild Life:Search-enabled portal for Guild Launch hosted EVE corps.http://www.TheGuildLife.com/tools/nd_guild/

EVE online slang and terms guides:Guides to EVE slang and in-game abbreviations.

ttp://hammer-eve.blogspot.com/2007/05/abbreviations-and-slang.html

EVE online slang and terms guides:Guides to EVE slang and in-game abbreviations.http://wiki.eveonline.com/en/wiki/Glossary/

EVE Guide Wiki :Online wiki with more detailed information from EVE NewPlayer’s Guide.http://www.GuildLaunch.com/s/eve-online-guide/

EVE Geek:verything from damage calculators to mineral indexes tourret tracking calculator.

http://www.EVEgeek.com

EVE Central:EVE-Online Market Aggregator and Trade Finder.http://www.eve-central.com

EVE-Tools:EVE achievements, industry tools, trade and market tools,planetary interaction tools.

http://www.eve-tools.org

EVE Files:Free hosting for all your EVE-Online related needs.http://www.eve-les.com

EVE News 24:News, Rumors, Gossip and everything around Eve Online.http://www.eveNews24.com

EVE Guides:Guides, tutorials and video for EVE players.http://www.eve-guides.com

BPO Calc:calculate stats on blueprints and copies. It will give you aview of all needed modules and ore.http://zofu.no-ip.de/bpo

EVE Ore Chart:Calculates best ore yields per m3 of ore and isk per m3.http://eve.grismar.net/ore/

Mission Help:EVE-Survival:detailed mission reports.http://www.eve-survival.org

EVE Extra: Agent Finderhttp://www.eve-extra.com

Navigation:ICSC Jump Planner.http://ww.eve-icsc.com/jumptools/jumpplanner.php

Skill and hybrid planners:EVE Mon

http://e vemon.battleclinic.com

Eve HQhttp://w ww.evehq.net

EVEUniverse:iOS EVE character/skill monitor.http://w ww.eveuniverseiphone.com

iClone:iOS EVE skill character/monitor.http://w ww.iclone.org.uk

Fitting tools:Battlclinichttp://eve.battleclinic.com

EFTThe EVE Fitting Tool.http://bit.ly/sBoGFX