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EVE New Citizens Q&A

 
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Current needs vs eventual wants

First post
Author
Kealil Saray
Nefarious.
#1 - 2011-10-11 03:23:41 UTC
Hey all,

Just starting up so need a little help. I'm a little overwhelmed with what I need to do to prepare for my eventual goal while still being able to play effectively right now.

My eventual goal is to become a fighter for some cause that equals me having a lot of friends while also making a decent living. I don't really care whether that means sticking in high sec or traveling to null sec but I do know that I want to have a drone boat. I like the idea of having a bunch of minions at my disposal on whim. This is why I went Gallente.

So to the point: What do I need to do in the meantime besides the tutorials, to prepare for my dream of a drone boat while still being able to have some fun in the meantime?

also, anyone know a good corp that could use a drone boat down the line?
Xercodo
Cruor Angelicus
#2 - 2011-10-11 04:27:33 UTC
Sounds like your set right for getting into a carrier or super carrier =D

talk to a 0.0 corp and they can get you started

vexor > myrm > domi > ishtar > thanny > nyx before you know it lol

the 0.0 group would takre care of you making ISK, learning t/=he proper skills to use your drone boats and give you a purpose to fight for

The Drake is a Lie

Sir Substance
Sebiestor Tribe
Minmatar Republic
#3 - 2011-10-11 04:35:53 UTC
The most important thing for you to do is learn the game mechanics that are relevant to you. Drones are a fiddly form of attack, fiddlier then most.

As a drone user, you will often fly armor ships, learn the appropriate skills, and also learn about how armor works in game.

I suggest you start by running missions, which will teach you the basics of drone control and also earn you money.

Once you have the skills and skill points to fly a myrm effectively, you should start PvPing in vexors.

Red vs Blue would be an ideal place to dip your toes into PvP with maximal protection. They are two alliances that are perpetually at war, but agree to fight in only a few systems. This gives you ready access to PvP situations while also protecting your ability to generate an income stream to replace the ships you WILL lose.

Join either the Red Federation or Blue Republic to get in on that.

(Red federation goes faster)

Once you feel you are ready to move on from that, you'll know enough about the game to not need our advice on where to go next, but my next stop personally would be learning how to FC.

FC is a contraction of fleet commander, and the FC is the one that does all the target calling and direction of a fleet, and is ultimately responsible for its survival and success.

Large alliances are always on the lookout for good FC's, because its a skill you can't substitute with SP or PLEX.

Best of luck, and remember, never fly what you can't afford to lose.

The beatings will continue until posting improves. -Magnus Cortex

Official Eve Online changelist: Togglable PvP. - Jordanna Bauer

CCP Navigator
C C P
C C P Alliance
#4 - 2011-10-11 17:28:00 UTC
One other thing to consider is that you want to learn a lot of basics, for example, how do you become a good tackler in a small fast ship so you can hold down something bigger for your corp mates to destroy? Learn as much as you can about orbiting, optimal and falloff (you probably will still field a gun of some type) and transversal so that you can become amuch better pilot Smile
Crasniya
The Aussienauts
#5 - 2011-10-11 17:56:58 UTC
The basics are important, it's really easy to go get really advanced Tech II skills and then realize you still don't have Energy Management V. Like me. >.<

Soraya Xel - Council of Planetary Management 1 - soraya@biomassed.net

Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2011-10-11 18:48:07 UTC
I can pilot capitals (carrier and dreadnought), yet last evening I was playing around in a T1 frigate (Rifter) with my level 3 frigate and level 2 turret skills.

I really don't recommend planning too far ahead.

Your best best is to prioritize training:
1. Skills that affect all ships.
2. Skills that affect several ships or fittings.
3. Skills that affect one ship or fitting (specialization).

I avoid training skills to 5 unless they are a prerequisite, or extremely important to my playstyle. I train skills at least to level 2 to start, then level 3 and 4 if I use them enough to justify the time.
Some EraticPerson
Doomheim
#7 - 2011-10-12 08:14:30 UTC
Make sure to build on your core skills, if your struggling for direction the certificates are a nice way to figure which skills you really want to man your ships well.

Esperio Ferver
Perkone
Caldari State
#8 - 2011-10-13 01:15:45 UTC
I recommend NOT using the certificates, as they are often misleading or just unhelpful. Instead i recommend using Evemon (just look it up) to plan your skills, it will help you determine the skills that will help you with the various ships you decide to fly.
Mocam
Aliastra
Gallente Federation
#9 - 2011-10-13 08:30:50 UTC
Honestly I wouldn't advise any new player to run off to nullsec without existing friends there or a very healthy wallet.

"Feed me Seymore!" comes to mind - a very entertaining man-eater. It sang and danced around and looked cool but had some very bad manors with respect to new people coming around. The same goes for lowsec living and lowsec corporations.

Instead:
First - do the tutorials.
Second - do the SOE arc.

The composite will get you ships, some starting capital and take long enough that you'll have some SP behind you.

After that - look at Faction Warfare.

It is currently being revamped to increase it's attractiveness and profitability. It also is PvP focused warfare with purpose behind it which matches up better with your overall description.

What is it? You pick a faction - Amarr, Caldari, Minmater or Gallente. You sign up to fight the opposing factions - NPC's and players who sign up with those other factions.

This grants you access to LP stores, complexes for FW, other players you'll fight and others you'll fight with. You will lose standings with other factions doing this but there are repair plans if you decided to get out and do other things.

Check into your options a bit.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#10 - 2011-10-13 13:27:23 UTC
If you want a legitimate cause to shoot at things you're going to want to join a nullsec alliance. If you just want to go "durrr durr i expldoe stuff durr" for no reason at all join FW. If you're just a foul, hate-filled sociopath with a massive ego who takes joy in ruining other people's fun then welcome to highsec PVP.
Zoe Alarhun
The Proactive Reappropriation Corporation
#11 - 2011-10-13 15:17:57 UTC
Or join a pirate corp - Parrot petting, lots of booze and dying gloriously in a fire for the chance at loots!
Bloodpetal
Tir Capital Management Group
#12 - 2011-10-14 17:52:13 UTC



Most important thing is to learn how to do the jobs that you may not want to do. You may not become a professional at it, but knowing how a tackler works is important to everyone. Knowing how scouting works is crucial for everyone.


I recommend you start with some frigates and make all the mistakes you can with those ships - you'll learn far more through those experiences before you get into larger ships.


As a friend once said : "Holy @#@!$!, if I've learned one thing, it's that there's a 1,000 ways to die in a frigate."


And every other ship dies just like a frigate. PVP means learning how to die as much as to kill.

Where I am.

ShahFluffers
Ice Fire Warriors
#13 - 2011-10-14 18:06:04 UTC
One thing that has always helped me is to alternate between "fun skills" (i.e. skills that get me access to new ships and mods) and "boring skills" (skills that I NEED but don't have an overtly tangible/perceptible effect to my ships).

For example... one week I train Minmitar Frigate 5 (to get access to those fun T1 and T2 frigates) and the next week I train up Energy Grid Upgrades.
Handsome Hussein
#14 - 2011-10-14 21:26:44 UTC  |  Edited by: Handsome Hussein
ShahFluffers wrote:
One thing that has always helped me is to alternate between "fun skills" (i.e. skills that get me access to new ships and mods) and "boring skills" (skills that I NEED but don't have an overtly tangible/perceptible effect to my ships).

For example... one week I train Minmitar Frigate 5 (to get access to those fun T1 and T2 frigates) and the next week I train up Energy Grid Upgrades.

There's a lot of personal perspective in that outlook, though. Having better skills means the ships are that much more fun to fly. I remember seeing my cap at something like 30s in EFT, now with better equipment all around and proper support skills I'm seeing numbers like 1m30s. That sort of thing makes me much happier when I go looking for a fight.

I find that most skills will have some sort of tangible result on your fits. Sometimes though, the effect will seem pretty minute until you get a few more levels in it.

OP, one piece of advice: don't balk at the long training time (in the short term) for **** like Drone Interfacing V. IT IS TOTALLY WORTH IT.

Leaves only the fresh scent of pine.

KrakizBad
Section 8.
#15 - 2011-10-14 22:35:02 UTC
And for god's sake, don't fall into the trap of thinking that fitting for PVE is at all similar to fitting for PVP. It isn't.

I suggest starting by learning tackling & scouting. Every skill you train for that will be useful for PVP later, and it's a low-cost way to start. You will lose many ships, but will learn much faster than being in the larger fleet, where your mistakes are slightly more forgiven.