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"Job" Order - Exploration, Mining, Missions and their ships!

Author
Miyamoto Musashisan
State War Academy
Caldari State
#1 - 2015-05-18 17:09:35 UTC
Greetings Eve!

I am a new player to Eve and I was hoping for some assistance in getting my pilot ready for what I want to do.

After doing some of the Opportunities and starting missions I really enjoy Exploration and Mining/Hauling. From the folks in my "new player" Corp, I was informed that Mission running is a good way to get some money to hopefully fund my Exploration adn Mining Careers!


My stats as of this writing (no remaps done, no implants although I have 2 from redeeming something):
Armory:
Mechanics 3

Engineering:
CPU Management 4
Power Grid Management 4

Gunnery:
Gunnery 3
Small Hybrid Turrets 3

Navigation:
Navigation 3

Production:
Industry 2

Resource Processing:
Mining 2

Scanning:
Archeology 3
Astrometrics 3
Survey 3

Science:
Science 3

Spaceship Command:
Caldari Frigate 3
Mining Frigate 2
Spaceship Command 3

I am not sure as to what I should be training (specifically the order) to train things to be able to perform the 3 things I wanna do (Exploration, Mining and to a lesser extent Missions).

Should I build my skills up for mission running first to help build isk then focus on exploration and mining? (Mission running is only important insofar as it seems to be good money for the risk)

But if anyone could help me out with the following:
Skill plan for Exploration
Ships for Exploration

Skill plan for Mining
Ships for Mining

Skill plan for Missions
Ships for Missions

This feels like a lot to ask and I apologize in advance, I really appreciate any assistance as I am flying blind as it were! Hah!

Thanks,
Miyamoto Musashi




Trevor Dalech
Nobody in Local
Deepwater Hooligans
#2 - 2015-05-18 17:28:54 UTC
Exploration will fund itself. The tutorials/career agents will gave you a basic starting ship and enough ISK to fit it, no need to mission unless you enjoy that too, however I would focus on one profession at first. Don't spread yourself too thin.

The income from mining and low level missions pales in comparison to what you can earn in a T1 exploration frigate in low or null sec (even if you take into account ship losses, you WILL lose ships...) . Once you get lvl 3 or 4 missions that starts to catch up, but mining will always be poor ISK.
Tipa Riot
Federal Navy Academy
Gallente Federation
#3 - 2015-05-18 17:58:43 UTC
Don't be so lazy. Blink

Check out what ships and typical fits you need for your profession (ISIS in-game system, eve university website, Google are good places to start), then check the skills you need for them, buy the books and start training.

I'm my own NPC alt.

Memphis Baas
#4 - 2015-05-18 18:11:45 UTC  |  Edited by: Memphis Baas
There are no "mission running" skills. You can categorize the skills into the following broad groups:

- Ship skills (Spaceship Command) - these will unlock ships for you to be able to fly

- Weapon skills (Gunnery, Missiles, Drones) - train the weapons that the ships you like will use

- Support skills (Armor, Shields, Navigation, Targeting, Engineering, Mechanic, etc.) - these will make ALL your ships better by virtue of more armor, more shields, faster speed, more target locks, etc.

A combat pilot will end up with more than 160 different skills.

The skill system isn't like in other MMO's where each class / profession has only a handful of skills; in this game it's more like attending school and taking dozens of very focused classes - 5% armor, 5% armor resistance, 5% armor repair rate, and so on, with all the little 5%'s adding up to more than double or triple the performance when you add it all in.

Open the market and look at the Skills category. Read the descriptions of the skills and you'll find many that are useful. Prioritize your training from the 3 categories above: train each ship tier, then its weapons, then the support skills (the higher level missions will require bigger / tougher ships and you can't fly those without good support skills).

EDIT: Ship plans:

Mining:
Venture (frigate), then mining barges, then Tech2 barges (exhumers) and T2 version of Venture = Prospector.
Also you'll need some of the Resource Processing skills to be able to refine the ores you mine.
And you'll need Industrial ships to be able to move the ore around to the markets.
And possibly Trade skills to cut down some of the taxes and to be able to sell with multiple sales orders.

Missions:
Your limiting factor will be the standings with the various agents, so train the Social skills to improve those and the mission rewards.
The ships progress from Frigate (Level 1 missions) to Cruiser (Level 2) to battlecruiser (L3) to Battleship (L4), and you have to train the weapons and support skills that go with the ships, because the missions will get tough and you'll need solid shields/armor and performance or you'll lose the ships.

Exploration:
Initial ships: exploration frigates (look at the ISIS ship database in-game), they have bonuses to scanning or probing
Continue with CovOps cloaking device and Tech 2 cov-ops frigates and possibly cov-ops recon cruisers.
Possibly also train T2 heavy attack cruisers (HAC) or other heavy combat ships, as some sites require damage.
And also T3 cruisers, which are modular and can let you set up a ship with cloaking AND probes AND heavy damage.
Lost Greybeard
Drunken Yordles
#5 - 2015-05-18 18:58:56 UTC
Mining is the most on-the-rails of the three things you're looking at in terms of skills. It's got a very simple progression: train the frigate-sized ORE ship and mining modules, train the medium-sized one, train the large one, train the capital one. Not a lot of detail to it, just look at the prereqs for the "next ship" and train those.

Exploration, similarly, is probably the lowest skill point investment of the three. Put a few points in everything with "astrometrics" in it, train one race's frigates (doesn't matter which) to V, drop a point or two in covops, get cloaking IV, and you can do all of it. More points in things make it easier (especially getting T2 analyzers and codebreakers) but aren't required for anything.

Mission training is somewhat nonlinear and higher SP-investment. Generally the first goal should be to pick a Battlecruiser. The one usually most compatible in cross-training terms with mining ships is the Drake (Caldari, Shield, Missiles) but basically any of them are fine. Train initially with that ship as your 'end goal', using the intermediate ships that use the same stuff to do missions until you can do L3s.

Once you can do L3s without really even trying in your BC, consider going up to L4s and training a Battleship. BC -> BS training is almost as much of a pain as all the previous training combined, is why I'm calling it a separate step, you have to push some large weapons to where you can use T2, you need 3 or 4 points in the skill itself, etc.
Miyamoto Musashisan
State War Academy
Caldari State
#6 - 2015-05-18 19:40:22 UTC
Thank you everyone for your input!

The ship type progressions laid out are really helpful as well, because I think Evemon will let me select a ship and then calculate the most efficient order to train.

Also, how does everyone feel about the certificates in the game in terms of their usefulness to new players? So if my end goal is to get a Drake, should I bother altering my skill plan based on the certificates?

I did find out that that SoE epic story line offers the best exploration scanners/probes and that this epic arc is the "easiest" so do you all think that should be a short term / medium term goal for me? Putting my exploration foot forward as it were?

Thanks again,
Miyamoto Musashi
Tipa Riot
Federal Navy Academy
Gallente Federation
#7 - 2015-05-18 20:50:44 UTC  |  Edited by: Tipa Riot
The mastery levels are a good guideline, though they cover only the hull's support skills. The ship's own skills and the skills for the modules come extra. The sisters' arc is made for new pilots to get around New Eden, and earn some nice cash. But finally you have to choose your own goal again and again. There is not so much scripted content in the EvE sandbox, the fun content is made by player interactions and creativity.

One comment about ship "progression". In EvE every ship is (just) a tool with strengths and weaknesses and bigger is not automatically better. Battleships for example are slow and good against other big ships like other battleships and battlecruisers, but have problems defeating smaller ships with their big main weapons, which can't track or properly hit small, fast ships (you use drones for that). Try the different classes, and experience the difference.

I'm my own NPC alt.

Lost Greybeard
Drunken Yordles
#8 - 2015-05-18 21:39:15 UTC  |  Edited by: Lost Greybeard
Miyamoto Musashisan wrote:
Also, how does everyone feel about the certificates in the game in terms of their usefulness to new players? So if my end goal is to get a Drake, should I bother altering my skill plan based on the certificates?


Any skill listed in mastery level III certificate is probably a good skill to have. The actual skill LEVEL recommendations are a bit nonsense, though. So, like, if you see a certificate recommendation for Navigation V, Navigation is a good skill to have but getting it to level V is probably not necessary.

Actually, general rule of thumb with skills: don't ever take something to V unless you have a specific reason to want it (e.g. it's a prereq for some module/skill you want) and have done the math yourself. If it's someone's recommendation, lay off on accepting it until you're 100% in line with the reasoning.

In addition, the mastery V certificates are a load of wishful thinking filled with skills that likely won't ever apply to your flying.

As for the SoE epic, do it, but it's not really a 'goal' so much as part of the training section of the game. You can only do it once every 4 months or something, so it's not like it can be your central Eve activity.
Miyamoto Musashisan
State War Academy
Caldari State
#9 - 2015-05-19 11:13:40 UTC
You are so right about the level V skills!! After a quick glance some take a tremendous amount of time.

Thank you all again for your assistance! I am always up for more tips from veterans or if anyone wants to chat with an eager, if inexperienced pilot, please feel free in game!

Miyamoto Mushashi
ergherhdfgh
Imperial Academy
Amarr Empire
#10 - 2015-05-19 11:32:06 UTC
This is a game the important thing to do is have fun. If you like exploring then explore. If you spend some time in the market UI getting familiar with skills and ships and modules and such you will gain a better understand of the game. I think "window shopping" like that is a good practice for newer players to get familiar with what is out there.

As far as exploring goes it's not a huge mystery what you need for that. Each of the 4 empire races has a T1 and T2 frigate that is bonused for scanning. The scanning skills themselves are located in one section. Scan strength is important but you get if from so many sources. The deviation helps if you jump down a range on the probes and loose the signal or if you have it high enough sometimes you can skip a range on your way down. The scan time only helps with speed so while certainly not useless it does not affect you ability to get the signal to 100%.

After the scanning skills you will need to get archaeology and hacking up those will be very helpful. Then work on getting a covert ops cloak and T2 cov ops frig.

To make good isk you will want to start jumping into wormholes that you find in high sec as soon as you feel comfortable. Make sure that you are in a cheap clone and cheap ship as you will loose ships in wormholes. Read up on wormholing as there are some basics that can make you time in them easier and more enjoyable like not forgetting to bookmark you exit. Learn how to use D scan. In general just read up on exploration.

Mining is not good isk but if you enjoy it do it.

NPC combat like mission and anoms and the like can be decent isk and the skill transfer to PvP so it's probably decent to train into. Where exploration will take you if you keep at it is eventually wormhole life. That will involve PvP so training the combat skills will be helpful regardless of if you ever mission or not.

Just as a side note we don't really have "stats" in this game. That may sound like nit picking but it is an important distinction IMHO. As I am sure you have noticed there are more skills to train than can be trained in the time this game has been around so no one is "all level 5" everyone has different skill points and there are so many different ways that you can fit ships and just approach piloting in general. There is no one right way to do anything in this game. So get used to finding your way. Anyone that tells you that you must do XYZ or that they have "the ideal fit" for some ship or something like that is either lying or does not know what they are talking about. You will come across doctrines so that everyone in fleet can fit into a specific MO for that evening but there is no right way.

TL;dr
There are not that many scanning skills so train them up then work on combat skills.

Want to talk? Join Cara's channel in game: House Forelli

Memphis Baas
#11 - 2015-05-19 13:54:26 UTC
People train skills to 5 because the skill is a prerequisite to unlock a ship or weapon they want (for example, look at the requirements for an interceptor like the Taranis).

There are a couple exceptions, though. Ships are limited not just by their high, mid, or low slots, but also by the power grid and CPU they have for fitting things, and there are very few skills (in the Engineering category) that increase a ship's grid and CPU, and very few modules also. So it becomes rather important to maximize those skills, so that you can fit more defenses or weapons onto your ships.

And finally, when you get to horribly expensive (capital) ships, dying because you didn't have that last 5% shields or capacitor juice will cost billions of ISK, so people max out their support skills out of necessity.
Donnachadh
United Allegiance of Undesirables
#12 - 2015-05-19 13:57:17 UTC
I did not see this addressed in any of the posts.

Those implants you got through the redeeming system are proably not the bet things to use at the moment. Expensive to replace if you get podded and they are a somewhat limited give away in that each account only got one set of them.

Eve Solecist
Shitt Outta Luck - GANKING4GOOD
#13 - 2015-05-19 14:41:54 UTC  |  Edited by: Eve Solecist
Donnachadh wrote:
I did not see this addressed in any of the posts.

Those implants you got through the redeeming system are proably not the bet things to use at the moment. Expensive to replace if you get podded and they are a somewhat limited give away in that each account only got one set of them.


Right now they are as cheap as they will ever get ...
... unless CCP releases them again ...
... which is unlikely at least for the next half year or so.

And it's really hard to get podded in anything but a bubble.

Instead of spreading a ralse sense of insecurity ...
... teach people how to avoid losing pods.

All it needs is spamming warp just before the ship explodes.
To a selected celestial, of course.
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Tipa Riot
Federal Navy Academy
Gallente Federation
#14 - 2015-05-19 17:45:11 UTC
But even better than avoiding getting podded ... is having a couple of jump clones around for all the riskier space and stuff. Being able to pod yourself back to your staging system for re-shipping without further loss is a real quality of life feature. So I have an expensive "learning" clone in highsec (for times of inactivity) and a couple of cheap PvP clones placed across all of New Eden.

I'm my own NPC alt.

ergherhdfgh
Imperial Academy
Amarr Empire
#15 - 2015-05-19 21:30:22 UTC
Eve Solecist wrote:

And it's really hard to get podded in anything but a bubble.

For an experienced player like yourself I'm sure this is true. Many new player wind up having to loose a few pods in the process of learning this.
Eve Solecist wrote:

Instead of spreading a ralse sense of insecurity ...
... teach people how to avoid losing pods.

All it needs is spamming warp just before the ship explodes.
To a selected celestial, of course.

Again while it may be easy enough for you I think you are spreading a false sense of security instead of insecurity as while getting your pod out is usually easy enough once you get the hang of it a newer player will likely loose their pod the first few times so it is advisable IMHO that they have cheap clones until they learn how and when in wormhole space or null sec should always have cheap clones since bubbles are very popular there.

Want to talk? Join Cara's channel in game: House Forelli

Miyamoto Musashisan
State War Academy
Caldari State
#16 - 2015-05-20 11:12:05 UTC
That is a really good point about pods!

I just completed the Military arc tutorial where you must destroy a pirate leader's pod and it got me thinking more about. Once I finish up the Industrial/Business arc tutorials I will set up some cheapish clones. Hopefully I won't lose too many SP when I do! Hah!.

This thread has been so helpful, thank you everyone again!

Please add me as a contact, would love to chat more!

Miyamoto Musashi
Bethan Le Troix
Krusual Investigation Agency
#17 - 2015-05-20 11:34:26 UTC
Train up the necessary skills to get some 'Jump Clones' for venturing into wormholes or nullsec systems if/when you decide to.

Join the Estel Arador player run corporation temporarily to get virtually free 'Jump Clones' set up.

The revenue from mining in high sec has dropped since Fanfest earlier this year and may drop further still once 'Fozzie Sov' is further implemented. So it may be better in the long run to train up into only exploration & mission running. Once you are even better skilled up you might consider doing 'burner missions' which are more rewarding.
Lost Greybeard
Drunken Yordles
#18 - 2015-05-20 23:57:32 UTC
Miyamoto Musashisan wrote:
That is a really good point about pods!

I just completed the Military arc tutorial where you must destroy a pirate leader's pod and it got me thinking more about. Once I finish up the Industrial/Business arc tutorials I will set up some cheapish clones. Hopefully I won't lose too many SP when I do! Hah!.


A couple caveats on these things:

1. With the recent addition of T3 destroyers, CCP has re-introduced the old "insta-lock everything faster than a server cycle, including pods" mechanic that they explicitly removed from the game a few years ago. This is why you're going to get different answers regarding how much danger your pod is in in low/high-sec. Six months ago your pod was in basically zero danger so long as you spammed warp. Now certain ships will kill you literally before your client registers that you're in a pod.

So... basically, assume you'll lose a couple pods when you start doing PvP, and use clones without particularly big implants at first, etc.

2. You no longer lose SP when your pod is killed. Woo.

3. Setting up Jump Clones requires joining a corporation with 8.0 standing in a station with a medical bay, or getting that standing yourself. Remember that any corporation you join will show up in your employment history later, so make sure it's one that's actually known for having people temporarily join to make jump clones. Or preferably one you want to join permanently anyhow.

4. A specific implant you might want to think about for your cheap clones is Zor's custom navigation link. It's not exceptionally good, but it's reasonably useful and it's crazy cheap since it drops in a very common mission and isn't in high demand.

5. On the note of training implants (e.g. +2 intelligence etc): gained training speed is gradually being phased out of the game, so there's not a huge difference between a +2 implant, which you can probably easily afford, and a +5 implant which you'll basically never want to buy ever. What can make a substantial difference is remapping your stats; as a new player I'd recommend using one of your initial remaps to split your movable points between intelligence, perception, and memory. You can fine-tune it more than that, but that'll elevate how much you get out of the skills you usually train in your first month or two by quite a bit.
Tipa Riot
Federal Navy Academy
Gallente Federation
#19 - 2015-05-21 06:24:46 UTC
Can you elaborate further on this insta-lock with T3D thing?

I'm my own NPC alt.

Lost Greybeard
Drunken Yordles
#20 - 2015-05-21 06:50:52 UTC
Tipa Riot wrote:
Can you elaborate further on this insta-lock with T3D thing?


Sharpshooter mode with a Svipul. Double res on a ship that's already got the typical minmatar fast lock and plenty of slots to boost it further without reducing your alpha too much. Can lock a pod in 1-2 seconds without any kind of third-party boosting, meaning you can potentially be pointed before the server accepts any commands from you after your hull goes boom.

So technically it's just one of the T3 destroyers, the Amarr one can't do it.

Usually used at station camps in low-sec, since in null someone would bring out a hefty enough boat to just deal with your alpha and poke you back in short order, and it's a bit expensive for suicide use at the moment.
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