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[GUIDE] - Welcome to EvE

Author
Sasha Khaine
Ministry of War
Amarr Empire
#1 - 2012-02-02 23:17:16 UTC  |  Edited by: Sasha Khaine
This guide has been re-published on to EVELOPEDIA for easier viewing and updating, to see the more recent guide then please follow the link below!

http://wiki.eveonline.com/en/wiki/A_Newcomer%27s_Guide


- PRELUDE -

Welcome aboard pilot, I am Fleet Captain Sasha Khaine and I will be assisting you throughout your journey into a new universe.

Here you will learn how to conquer your first few steps into this fantastic universe and beyond

Okay enough with all the formal pleasantries. Now, you might be wondering how we got to this point. I know I'm wondering how I got stuck with helping the rookies... especially when I have a score to settle with those Blood Raiders, but that's not the point.

You must be thinking, Why are we here, what is our purpose? Well let me tell you rookie, the universe is big, pretty damn big if you ask me and the first step of this journey is self realisation. In order to get things done around here it falls down to people like you and me, the sort of men and women driven through blood, sweat and tears all in the name of progress and getting the job done. You don't like it? Then you're *snip* out of luck sunshine, the universe is a dangerous place, especially to rookies. Luckily you got's me to watch your back, so let's get started!


- THE BEGINNING -


"When the stargates could take them no further, they turned against each other"


Once upon a time... nah, I'm just messing with you. Okay check this out, so as it turns out, no one is exactly sure how we came to be. Nearly everyone has a theory, but there's no solid evidence around to make it fact. I for one believe our race originated from a single planet or solar system called Earth, pretty strange name I agree so write that down for future reference. There isn't a lot of information about Earth around, which makes people skeptical about its existence. Some think it is through the other side of the Eve Gate, unfortunately we won't be visiting anytime soon. Having digged around the Amarrian archives I managed to come across some interesting theories about Earth and why we ended up here. Let me elaborate rookie...

So, the general theory is, we all originated from one species on a distant planet or solar system called Earth. The people of Earth were mega advanced with their technology, more so than we are today. The people of Earth expanded beyond their own planet and solar system for quite some time before a window of opportunity arose. A wormhole appeared, this wormhole opened up not too far away from Earth itself and we flooded through like it was going out of fashion. This new region of unexplored space was given the name New Edan and was seen as by many, an opportunity to start a new life. Many of the nearby planets then began to be colonized throughout the cluster. Archaeological finds suggest we first visited New Eden roughly 15,000 years ago.

Now the thing to know about wormholes is, is that when you go through you don't know where you will end up, you are heading into uncharted territory. Unless of course it throws you into charted territory, which is of course extremely unlikely due to the universe being so damn big. Think of it like a shortcut, only this shortcut won't last forever. You see, wormholes tend to collapse after a certain amount of mass has travelled through them. Once a wormhole collapses there isn't a way to re-open it. This is how things really went sour for us.

You see, we have these things called Stargates, stargates allow us to travel from one system in the universe to another, very accurately and very quickly. I'm not going to bore you with the math behind it, but basically they are capable of creating their own wormholes. The only problem is, is that these machines need to be towed into position. This process can take a very long time, hundreds of years in some cases. Crew members were often cryogenically frozen for the the entirety of the journey.

You might be thinking, "why not just warp those stargates around?" Well, putting it simply, you can't warp to a location without having the correct destination co-ordinates to warp to. That's just the way it is. Besides, creating a warp tunnel with something that large is no easy feat. One we eventually managed to tackle, but it took thousands of years nonetheless.

Anyway, back on topic. So here we are travelling through this wormhole, we setup a base in New Edan and began to manufacture two super-giant stargates on each side of the wormhole. The stargate has the letters EVE marked along the top of it, so it became known as the EVE Gate. No one is sure quite what it means. Nearby planets were then colonized over a period of around 100 years whilst the EvE gate was still being manufactured. Anyway, the problem is; there was a catastrophic disaster. No one is sure as to what exactly happened, but the repercussions of it led us into despair.

You might be thinking "why not try and reactivate the EvE Gate?" Well rookie, let me tell you why. The EvE gate emits an extremely bright and powerful electromagnetic turbulence. Which seems to originate from the gate itself which further implies that the EvE Gate is actually operational and the storms are coming through the other side. Either way, they will tear the strongest and biggest ships apart in no time. So if you think you are going to go have a close look in your rookie ship, you better have your clone ready.

With the EvE Gate catastrophe now in full swing, the dawn of the dark age approached...

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#2 - 2012-02-02 23:17:24 UTC  |  Edited by: Sasha Khaine
With New Edan being uncharted territory, we had no idea whereabouts in the universe we were in relation to Earth. Or for the matter, whether we were still in the same plane of existence as earth. So we were very much lost in this new region. As you can imagine, things got very bad for us as a race indeed. As is human nature and the way of survival, when resources further depleted we started fighting each other for them.

This catastrophic disaster was so severe that within a few generations, the technology of settlements regressed significantly. Over the coming centuries, most settlements died out. A few managed to survive however and we began to recover some of our lost technology over time.

This is why the period became known as the dark age. We had to relearn how to use space ships, how stargates operated, how we could use warp drive again... you name it. All the things we take for granted now, we almost lost forever.

Over time, five mighty empires rose above the rest. For the first time in thousands of years, democracies were formed, nations rose to power and mega corporations started to appear throughout New Edan.

Allow me to elaborate...

The first to break free of the dark age were the Jove. A race shrouded in mystery and suspicion. Notoriously secretive, the Jove share little of their history to this date apart from the odd artifact found floating through their former home systems. They are regarded as the most technologically advanced race in New Edan, generations ahead of the most advanced empires to date.

The second to emerge from the dark age was the mighty Amarr Empire, who conquered their original home planet. Merely 2'000 years ago the Amarr rediscovered space flight and began to explore their home system. Soon after, an intact stargate was found in their very own system. The Amarr proceeded to reverse engineer the celestial object and uncover the secrets behind it. It was in 21290 AD the Amarr constructed the first modern stargate and connected it to the nearby system of Hedion. They began to slowly explore space, conquering planets and nations such as the Minmatar Republic as they traversed through solar system to solar system. Eventually in 23508 AD, the Amarr Empire finally discovered the warp drive, enabling them to expand at a much more rapid pace. In doing so they met the Gallente, Caldari and Jove empires within a short space of time in 23180 AD. The Amarr thought the Gallente were too powerful to conquer so they set their sites on what appeared to be a vulnerable race, the Jove. After a crushing defeat by the Jove, the Amarr retreated only to find the Minmatar had used the opportunity to break free from slavery and cast the Amarr out of their system. This embarrassing ordeal forced the Amarr into a state of recovery and, ever since, have been acting more cautiously, developing a more peaceful stance towards the rest of the cluster.


The Caldari were first exposed to space after the arrival of the Gallente on their home planet in 22517 AD. The Gallente helped to advance the Caldari, sharing their technology and allowing the Caldari to expand out into space under the Gallente's wing. The Caldari, in collaberation with the Gallente developed the first modern warp drive in the cluster in 22821 AD. The Caldari used this opportuniy to expand rapidly, outside the view of the Gallente. The Caldari, finding the cultural imperialism of the Gallente oppresive, kept their colonies secret. The inevitable discovery by the Gallente in 23155 AD led to the outbreak of the Gallente-Caldari War.

The Caldari, sheerly outnumbered were forced to flee their homeworld and founded an independent State in their own sector of space. After nearly a century of warring with the Gallente, both sides became exhausted by the simmering war. A peace treaty was eventually agreed upon and signed in 23248 AD.


The Gallente first discovered the Caldari in 22463 AD, but were unable to contact them, putting a halt on their space exploration. Contact with the Caldari was eventually Established in 22517 AD. In 22588 AD they developed and constructed their first stargate. Who, unlike the Amarr didn't have an intact stargate to study, leading to a slightly different design than the Amarr's version.

The Gallente expanded, and eventually discovered the Intaki and Mannar civilizations. And as with the Caldari, the Gallente took in these smaller civilizations, granting them technology that allowed them to expand into space.

After the first modern warp drive was constructed, with help of the Caldari, the Gallente founded the Federation, along with the Caldari, Intaki and Mannar in 23121 AD. However, the Gallente discovered several secret Caldari colonies in 23155 AD and scrutinized the Caldari for not abiding to Federation Law. This conflict eventually escelated, which led to the Caldari leaving the Federation and forming their own Nation. War boke out between the two nations, millions were left dead and after a stalemate a peace treaty was signed in 23248 AD.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#3 - 2012-02-02 23:17:32 UTC  |  Edited by: Sasha Khaine
The Minmatar discovered space flight in 21413 AD, the following centuries were spent exploring and colonizing further star systems. Unlike the other colonies, the Minmatar didn't create their own stargates. Instead they found several still-working gates and used them to expand across three systems. They are also responsible for developing a faster-than-light (FTL) travel system, which was later copied by the other nations. These objects were called acceleration gates and allowed the Minmatar to catapult themselves across systems.

The Minmatar lived in peace and prosperity for several centuries and, unlike other nations didn't feel the need to expand beyond their limited reach. This proved to be their detriment, as the Amarr discovered them and invaded in 22355 AD. The Amarr were far more technologically advanced than the Minmatar at the time and as such, were able to easily bypass their defences. The Amarr proceeded to enslave millions in an event now known to the Minmatar as the Day of Darkness. After the Amarr attack on the Jove had failed, the Minmatar, with help from the Gallente, managed to break free of their shackles and send the Amarr running from their home system and a few others as well. This expanded territory gave them a strong foundation to rebuild their civilization.


- PLAYABLE FACTIONS -


"We will fight for what we beilieve in. We will take a side... and our wrath, will be furious"


The following list shows the four playable races, their preferred weapon choice followed by their typical advantages on the field

The Amarr Empire - Lasers - Armour Tanking

Is a theocratic monarchy led by their mighty God-Empress. It is said to be the largest of all nations within New Edan, spanning 40% of the inhabited solar systems. The Amarr Empire is known for its omnipresent religion and use of slave labour especially against the people of the Minmatar Republic. The Amarrians were the first to start conquering other races and factions and force them into slavery once the EvE Gate closed.

The Caldari State - Missiles - Shield Tanking

Is a corporate dictatorship which is built up of several mega corporations. They are tough willed, ruthless and efficient in the board-room as well as on the battle field. Though not as large as the Amarr Empire or Gallente Federation, the Caldari State are still feared and respected for their strong economy which is only matched by their strength on the battle field. Caldari are living emblems of strength, persistence and dignity.

The Gallente Federation - Hybrid - Drones

Is generally regarded as the only true democracy of New Edan. The Gallente are champions of liberty and fierce guardians of the human spirit. Its principles are brotherhood, fraternity, and equal rights to all men. The Gallente are strong opposers of the Amarr and their methods of slavery as well as the Caldari's corporate dictatorship. The Gallente welcome all outsiders with open arms.

The Minmatar Republic Projectiles - Speed

Are a tough no-nonsence race who have faced many troubles in recent times. A tribal race, the Minmatar are very independant and fierce warriors. Many and most Minmatar have broken free of the Amarr Empire's grasp but are still ashamed of how they were treated and as such, have a deep hatred towards them. The Minmatar are the most numerous of all the races in the world of New Eden, but their vast numbers are divided into many factions.


  • Depending on what race you pick will determine what area of space you start in and what ship you start in. Remember that picking a race wont limit you to that race's ships. You can learn to use any ship from any faction with the right skills.
  • All factions have the same base stats so there is no advantage to picking one over the other


- GETTING STARTED -


"What you dare to become rests on your will to be bold... Dare to be bold pilot... Forge your own path to greatness"


So this is it! You are about to take your first steps in a new and exciting world. If you are completely new to the game then my first bit of advice is patience.

EvE Online has been renowned for its steep learning cur-cliff. The best way to tackle this cliff is to keep calm and approach things with an attentive mind-set. You will not learn everything in one hour, nor a day, nor a month for the matter. The great thing about EvE is there is always something more to learn. This is what separates EvE Online from other games, it roots out the weak and leaves only those capable of strong understanding to play.

After you have made your character you will enter the game in your captains quarters [CQ]. The CQ is your personal living area, and that when docked, you can enter at any time.

You will notice a few things about your CQ, from here you can:

  • Alter your character's appearance and portrait
  • View available agents
  • View the market
  • Enter your ship fitting window
  • Open your ships cargo hold and drone bay windows
  • Undock


You can do all these things in the regular ship station user interface [UI] too. It is merely here to add a bit more depth to your character. There are unique CQ's for each faction, depending on what you pick will determine what you start with.

If you travel to the end of the long platform you can undock from the station, or enter your ship in your pod. This can also be done by using the undock button on the user interface.

If you are completely new to the game then I suggest you listen carefully to what Aurora [Tutorial Agent] has to tell you. She will go through most of the visible features and explain what each do individually.

Follow Aurora's guidelines and you can't go wrong, she will steer you around in the right direction. Which brings me to our next topic, your skills

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#4 - 2012-02-02 23:17:39 UTC  |  Edited by: Sasha Khaine
- SKILL BOOKS -


Skill books are one-time consumable items that, when used, are injected into your brain. There are many skill books each offering a different outcome to increase your performance in a field of work.

Your current list of skills can be found on your character sheet. A skill, once injected will start at level 0, you can then progressively train that skill up to a maximum skill level of 5.

Skills can take anywhere between 2 minutes to train, to a whole 60 days. Progressing through level 0-1 will usually only take a very small amount of time depending on the skill. In some cases this can be as little as 30 seconds, but with more advanced skillbooks can take roughly 40 minutes or more.

The real time investment usually comes from progressing a skill at rank 4, to rank 5.

A lot of skill books have pre-requisites before you can inject and begin to learn them. For example, the skill book 'Medium Energy Turrets' requires you to have 'Small Energy Turrets' at level 5 before you can inject and learn it.

To find out what the pre-requisites of a skill book are, simply right click the book for more information and click the pre-requisites tab.

- Any pre-requisites with a green tick mean you have met the requirements
- Any pre-requisites with a yellow circle mean you have injected the skill but it is not yet at the required rank
- Any pre-requisites with a red cross mean you haven't yet injected the skill

All the pre-requisites must have green ticks aside their name before being able to learn the skill book. Note though, that pre-requisites of some skill books might have pre-requisites within them.

Pre-requisites can be found on almost any usable item, whether it is a ship, turret, blueprint or module there is probably a pre-requisite you need to meet before you can equip the item. All of these pre-requisites can be viewed in the same way as mentioned before. Right Clicking the item, looking at 'show info' then the pre-requisites tab.

You can queue up to 24 hours worth of training at a time. For Example If I wanted to train Medium Energy Turret to level 4 it might take me 18 hours.

If I placed this in the queue first, then 18 hours of the 24 hour allotment would be filled up. Leaving me with 6 hours more training room.

What If I also wanted to put my Science skill in to the queue? Let's say that took 8 hours to get to rank 4.

The training queue would then be full as the combined time of my science and medium energy turret skills would be 26 hours. I would have to wait 2 hours before I could add anything further to the queue.

So as an example, lets say I wanted to train 5 skills.

One of my skills takes 5 days to complete
One of my skills takes 18 hours to complete
One of my skills takes 4 hours to complete
One of my skills takes 1 hour to complete
One of my skills takes 30 minutes to complete

Depending on the order I arranged them in my skill queue would determine how many skills I can be training. As you may have noticed the combined time of all these skills is well over 24 hours. With one skill taking 5 days.

If I placed the 5 day skill in the queue first, it would leave no room for anything else. To maximize my skill training, which is important if Im away for a weekend. I would arrange them as followed:

30 minutes
1 hour
4 hours
18 hours
5 days

This way I would have all the skills down to be trained over a longer period of time. Meaning I can worry less about having to log on at a stupid hour to keep the queue running and also not have to worry about checking the queue every so often. The total training time would take 5 days, 23 hours and 30 minutes. Once there is less than 24 hours to go on the queue, I can add more skills to it.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#5 - 2012-02-02 23:17:46 UTC  |  Edited by: Sasha Khaine
ATTRIBUTES

The rate at which you learn skills are decided by two factors. If you are the min/maxing type who wants to make the most SP possible, then this is important to learn!!

You, as a player have a list of attributes. These attributes are distributed fairly evenly when you start playing. The attributes are:

  • Intelligence
  • Perception
  • Charisma
  • Willpower
  • Memory


Each skill book has a primary and secondary attribute associated with it. The amount of time it takes to learn a skill depends on your attributes.

You can perform a neural remap of your attributes once a year, however when you start the game you will have 2 free neural remaps available. Once these are used, the yearly remap will kick in.

You want to assign your attributes so that they benefit you the most. Serious EvE players will have their skill books planned out over the course of a year, on a program called EvEMon. They will then use EvEMon to determine what would be the best attribute setup to reduce the overall time to learn the skills.

Here is a list of current skill categories displaying their primary/secondary attribute shortly after:

  • Corporation Management: (Memory / Charisma)
  • Drones: (Memory / Perception)
  • Electronics: (Intelligence / Memory)
  • Engineering: (Intelligence / Memory)
  • Gunnery: (Perception / Willpower)
  • Industry: (Memory / Intelligence)
  • Leadership: (Charisma / Willpower)
  • Mechanic: (Intelligence / Memory)
  • Missile: (Perception / Willpower)
  • Navigation: (Intelligence / Perception)
  • Science: (Intelligence / Memory)
  • Social: (Charisma / Intelligence)
  • Spaceship Command: (Perception / Willpower)
  • Subsystems: (Intelligence / Perception)

Okay, lets say I wanted to maximize my SP/min as much as possible. I have a skill plan for Gunnery and Spaceship Command that lasts the course of a year.

Note that both of these skill categories have [Perception/Willpower] as their primary/secondary stat. This is good news as I can use one neural remap to benefit them both equally.

I would begin to maximize my attributes so the majority are placed in Perception and the remainder in Willpower. This would help cut down my skill training drastically. For what could have taken lets say 400 days might now only take 350 or less. As you can see that is a massive difference and will help you catch up with other players who aren't min/maxing their sp/hour.

EvEMon, can do all this for you. It is a great program and if you don't already have it, its time you got it!

The second factor influencing your sp/min is that of Implants.

IMPLANTS

Implants are items that can improve your character for the better. Often in the forms of damage modifiers and attribute enhancers. They provide a passive bonus to your character. To be able to use implants you need to learn the Cybernetics skill. The level of the skill will determine which implants you can use. With the most advanced implants being accessible once you have cybernetics 5.

Implants, once inserted can be removed. However the implant is destroyed in the process. Implants are also destroyed if you get "podded" by another player. This is why pirates tend to ransom capsuleers after they have destroyed their ship, because the victim won't want to lose his precious implants, they will be willing to pay a price for their safety.

Anyway, we are going to look at the attribute enhancers and as the name suggests, once installed provide a permanent passive boost to your attributes. Provided you don't get podded.

Attribute enhancers can increase your attributes by up to 5 points depending on the level of the implant. Attribute enhancers range from a +1 attribute bonus all the way to a +5 attribute bonus. 5 point attribution enhancers will require a rank 5 cybernetics level. However these implants are very, very expensive and a rookie won't be benefiting from them any time soon. Instead, if you are a new player you will want to focus on getting the +3 implants instead. Unless you have a wealthy friend you can persuade otherwise!

These attribute enhancers, combined with a neural remap can drastically lower the amount of time needed to learn a skill. Make sure you re-map wisely because if you get it wrong, you could end up waiting a year before you get to do another one!

So for those of you with a lot of money and are creating a new character, the ideal path of training would be to start learning cybernetics as quickly as possible, to rank 5 if you plan on playing for a long time, then buy the +5 attribute enhancers and remap your attributes to maximize your sp/min efficiency.

WHICH SKILLS TO LEARN?

When you open your character sheet you can use the settings to make it so all skills are displayed. Rather than displaying ones you have only learnt. You will soon see there are a lot of skills to choose from and picking one to start out with can be a tough choice.

The best thing to do is toggle the display so it shows current skills that you have, and skills that you can currently train. For these are what you will be focusing on in the time being. Depending on what you want to do in the game will determine what skill you will want to learn.

There are a lot more things to be in EvE than what is mentioned in the tutorial, but for now you will want to focus your eyes on whether you want to be an Industrialist or Combative player. Depending on what you pick you will want to either start training some gunnery/core skills or some industrial skills.

You should look into what field you would like to experience before making any large decisions. Then train your skills accordingly.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#6 - 2012-02-02 23:17:54 UTC  |  Edited by: Sasha Khaine
- YOUR SHIP -


"I began this journey intending to create, not to destroy. I looked to the stars and vowed that one day... I would have a paradise to call my own"


Okay, pretty soon you will have undocked from your station and you will be flying your ship for the first time. Take it in rookie, its pretty breathtaking.

You will start with what is called a "Rookie Ship", pretty fitting name if you ask me. By doing some of the tutorial missions you will soon find yourself flying faster and more powerful frigates. When you lose your ship in EvE, whether it is to an NPC or another player and you don't have any more ships lurking around, you will be supplied with a Rookie Ship. Courtesy of your insurance company. So no matter what you do, you will always have a ship to fly around in.

Insurance

Insurance is a big part of the game, you don't want to fly anything you can't afford to insure and generally can't replace. There are several types of insurance quotes you can purchase, each one costing an amount based on the amount of pay you receive incase your ship gets destroyed. The highest insurance level is Platinum, this quote is the highest costing insurance but also pays out the most ISK upon your ship being destroyed. Most players buy this, especially rookies who are at a higher danger of losing their ship due to inexperience.

To insure your ship, visit a station that offers the insurance service in the station panel located on the upper right corner of your station UI. Select the ship you want insured and pick the quote you wold like. You will then receive an eve-mail notification displaying what you bought and how long it lasts for.

Please note that you won't receive any insurance if you attack another player in high security space and concord destroys your ship. You also won't receive any insurance if you trade your ship to another player and they destroy it, the same applies if you use the on board "self destruct" feature. Your insurance will become 'void' if any of the above occur.

You can have multiple ships insured at any time. You will be notified when your insurance is about to run out and should be ready to update your quote when it does.

Types of Ship

There are many different types of ships to play around with in EvE Online, some take little training and some take years of training to fly effectively. You must remember that bigger does not always necessarily mean better either. I see rookies all the time who train to fly in the biggest ship they can as quickly as they can, only to find out they can't fit any turrets on there because they have poor engineering skills.

The best thing to do is take your time with each class of ship, learning how to play it effectively before you move onto a higher tier. You should start with the frigate class, once you have experience flying them and have the skills ready for the destroyer class, only then should you move on. Also just because a frigate is cheap and a battleship is dead expensive doesn't make it massively better. There have been fleets of frigates able to take down battleships due to the speed of the frigate and slow tracking speed of the battleships weapons. Its not about what you fly, its about how you fly it.

Anyway here is the current progressive list of ship classes for combat, if you are new you should start with a frigate, aim for destroyer then eventually a cruiser and on from there. Depending on what faction you pick might determine what ship you want to fly, but you can cross train between factions and fly all ships if you prefer. Also after the ship class is the recommended mission level to take them on.

  • Frigate - [L1]
  • Destroyers - [L1]
  • Cruisers - [L2]
  • Battlecruisers [L3]
  • Battleships - [L4][L5]
  • Capital Ships - [L5]

Here is a list of mining ships, miners will want to start with their mining frigate first, then the Retriever, then the Covetor and finally the Hulk. Ice Miners will also want to look at the Mackinaw.

  • Bantam/Tormentor/Navitas/Burst (frigate)
  • Retriever (mining barge)
  • Procurer (mining barge)
  • Covetor (mining barge)
  • Skiff (exhumer)
  • Mackinaw (exhumer)
  • Hulk(exhumer)

For hauling you will want to focus primarily on getting your faction industrial ship, then move to the better version in the same class and eventually your ultimate goal may be to fly a Freighter or a Jump Freighter if you are setting your goals high.

No matter what your ship is, remember to always keep it insured!

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#7 - 2012-02-02 23:18:00 UTC  |  Edited by: Sasha Khaine
- NAVIGATION -


"They were counting on me to fly through 200 clicks of space, directly into a wall of gun fire. My hands were shaking, I didn't think I was going to make it. But there I was... flying through the whole pack of them"


REGULAR MOVEMENT

Now you will soon realize, if you didn't already know, that piloting your ship is done by giving specific commands. You can go anywhere within your solar system by just flying there the old fashioned way. To do this simply double click where you want to go. Your ship will then automatically turn and align to your destination. You can click planets, warpgates, stations pretty much everything! Even deadspace.

This method of travel isn't recommended as it can take you a very, very long time to reach destinations. Luckily for me and you though, warp drive technology is at our disposal.

There are three ways to move your ship using your basic engine, you can either:

Approach - This is done by double clicking an object, you will then proceed to travel to within 0m of the target. Once the target has been reached your ship will stop

Keep At Range - You can set your ship to stay at a certain distance from a target, if the target moves closer, you will move further away. If your target moves further away, you will move closer. Your ship will always be trying to stay at the pre-defined range of the target.

Orbit - You can set your engine on a trajectory course that allows you to orbit the target at a pre-defined distance. Your ship will then attempt keep in range of the target whilst orbiting around it. Orbiting is a very important factor regarding combat and will be mentioned again later on.

TO STOP YOUR SHIP AT ANY TIME, PRESS [CTRL+SPACE]. THIS WILL ALSO STOP YOU FROM INITIATING WARP DRIVE. NOTE THAT ONCE WARP DRIVE HAS BEEN FULLY INITIATED YOU CAN'T STOP UNTIL YOU REACH YOUR DESTINATION!

WARP DRIVE

You might be thinking "What is a warp drive? How does it work?" Well rookie, these are all questions I can answer. A warp drive is a device that allows us to move our ships through space very quickly, and by very quickly I mean faster-than-light, to reiterate how fast that is, light travels at 299,792,458 metres per second which is approximately 186,282 miles per second. Now you might be thinking "nothing can move quicker than light!" and that is correct, sort of.

Warp drives work by 'compressing' vacuum between two polar discs, draining all energy neutrons and quarks out of it. A laser-locked field is then created to hold the ever-increasing depleted vacuum bubble until it has enveloped the whole ship. This allows us to travel in a frictionless bubble capable of faster-than-light speeds.

To use your warp drive, simply rightclick anywhere in space to bring up the contextual menu. Select a station, planet, stargate, bookmark or encounter to warp to. Finally select the distance of arrival, either warp to 0m of the target or pick whatever you like.

Depending on the size of your ship and your skills, will determine how fast it takes to initiate warp drive. Frigates initiate very quickly and battleships take a lot longer.

The warpdrive uses your ship's capacitor as a resource, if you have 0 cap left you won't be able to warp anywhere. The amount of capacitor charge a warp takes is determined by the warp distance. With longer distances requiring more capacitor usage.

STARGATES

Stargates are large man-made objects found throughout most systems in New Eden. Through the use of artificial wormholes, created by exploiting gravitational resources, a stargate can transfer your ship into another neighboring region of space almost instantly.

Note that the larger the stargate, and larger the gravitational forces in a system the further the distance it is capable of shifting an object.

Stargates cannot be used by Super Capital Ships or Super Capitals. Carriers, Dreadnoughts, Super Carriers and Titans must travel using their on-board jump drives, jump portals or a sufficiently large wormhole.

To use a stargate, simply warp to the location using your warpdrive then use the JUMP feature which can be found on your overview if you have the stargate selected or by right clicking it instead. A session change will then occur and you will arrive at your new destination fully cloaked for 30 seconds, or until you move your ship.

AUTOPILOT

Every ship in New Eden comes with its very own Auto-Pilot. To use your auto-pilot, you must first set a destination. When your destination is set [this can be done by right-clicking a location and selecting 'set destination'] you can then initiate auto-pilot.

Auto-Pilot can be initiated by clicking on the 'A' icon on your UI next to your ships cargo hold and scanner.

Your ship will then proceed to automatically initiate warpdrive and stargates to reach the final solar system. Allowing you to kick back and relax. Or so you think.

You see, when you activate auto-pilot and it initiates a warp to a stargate, instead of warping to within 0 meters, your ship warps 15km from the gate. The ship will then proceed to the gate at sub-warp speeds and when finally reached will automatically initiate the jump and continue the journey.

You might not think this is a bad thing, but 15km can be a long way, especially for a slow ship. So if you use auto-pilot, the time to arrive at the gate instead of manually initiating warps to within 0m will be drastically longer.

Not only does this mean you will be waiting around for a while, but it also means you are susceptible to pirates. An AFK, Auto-Piloted vessel is an easy target for a pirate. Especially if you are carrying valuable cargo.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#8 - 2012-02-02 23:18:08 UTC  |  Edited by: Sasha Khaine
- DEATH -


"You will roam the heavens, commanding the most powerful machines ever built. So unbound that not even death itself can claim you. For you are immortal, with all eternity to seize a destiny that is yours to define"


Death is an important aspect of EvE and one you should know about before going into the open. Unlike many other games, death in EvE can have drastic consequences. For you to understand how death effects you, you must first understand what death means.

PODS

When you are out and about flying in EvE, you are actually in a ship, inside a ship. This internal structure is called a 'Pod' and when your ship blows up, you will be ejected. Think of it like an emergency escape pod. You are only considered truly dead when you are killed in your pod, a term often regarded as being 'podded'.

When you start the game, you will start in your pod and be asked to go fetch a ship from a nearby training course. You will see for yourself that your pod is very small, yet has a high agility due to its size.

Whenever your ship is destroyed you will want to warp to a nearby station AS QUICKLY AS POSSIBLE to avoid someone killing you.

NPC (non-player-characters) won't ever pod you, they will destroy your ship but leave you alone after, giving you plenty of time to get to safety. Real player characters, like you and me, however, have the ability to pod you and will do so unless the aggressor is initiating a ransom for your life. You can either pay up and be left alone, or not pay and die. Though remember, pirates aren't all trustworthy... some might take your money and then still kill you anyway.

When you are podded, you will re-spawn in your space station, and emerge in one of your clones. But be warned, death is no minor infliction and one you want to avoid at all costs. Not only does it mean that you have probably lost your ship, which could have cost billions, but it means you lose your implants, and potentially recent skill points.

Things to know about being podded are:

- You lose all current implants inside your active clone
- You can potentially lose skill points if your clone grade is inefficient

Allow me to elaborate on clones further...

CLONES

Clones are what separate us from regular humans. For we are immortal. When you die in EvE (podded) you will come back to life in a clone.

Think of clones like a backup. If your body gets blown up, there is always another one waiting for you in your station.

When you are at a station with a clone bay you can purchase a clone so that when you die, you will re-spawn inside the station. You can also use the clone bay to move clones between stations.

The purpose of a clone is not only to allow you to continue playing if you die, but clones are here for another purpose too.

When you die in EvE and have what is called an 'insufficient clone' you will lose skill points. Clones, therefore act as skill point containers.

When you learn skill books you collect 'skill points'. You can keep gaining SP as there is no max SP limit, however, your clone quality will determine how many skill points you return to life with if you die.

All clones come with an SP limit, the limit doesn't prevent you from earning more SP, it does however, factor on how many skill points you keep upon death. For example, if I had a clone with a 5 million SP limit, and I died with 7 million SP, I would lose 2 million SP. The SP I lost would be from the most recent skills I have learnt.

This is why it is INCREDIBLY IMPORTANT to keep your clone up to date through the medical bay if you don't want to lose skill progress. The more expensive clones hold more SP and the cheaper clones hold considerably less.

Make sure that when you buy a clone, you buy one that allows for more SP than you currently have. You should buy a clone that has excess SP, so you can fill it up and not have to worry about visiting the clone bay so often.

When you die (podded) you will need to renew your clone at the station. Make sure to visit the clone bay after each death so you don't accidentally go out in to the open with an insufficient clone.

There are two types of clone, regular clones which we covered above and secondly, Jump Clones which I will go through with you now.

A Jump Clone is the name given to a new type of cloning method in game.

Jump Clones allow a player to swap between clones in different stations, this can be useful if a player has extremely expensive implants, but doesn't want to risk getting them destroyed if out on a long and dangerous mission. Or just needs to get somewhere fast. It also allows for flexibility in skill training.

Please note however, once you swap clones, a 24 hour cool-down will initiate before you can swap again.

When a player performs a jump into another clone, they leave their implants behind. But can come back to them later on. You will need the skill 'Infomorph Psychology' to benefit from jump clones. You will also need a standings rating of 8.0 or higher with the station in order to gain access to the station's jump clone facility.

Please note that you can't perform a clone jump into wormhole space.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#9 - 2012-02-02 23:18:27 UTC  |  Edited by: Sasha Khaine
- THE MAP -


"Your choice will make a difference, because all these worlds... are yours"


When you first open your map you will no doubt be overwhelmed. There are two maps available, a star map and a system map. You can toggle between which is being viewed in the upper tabs of the map window.


The System Map

Shows information regarding your current solar system, including planets, stations and your current location. The map can be spun around by clicking and dragging, and also zoomed in an out by left+right clicking then using your mouse backwards and forwards. The system map is also used for scanning with probes. To use probes you must first have a probe launcher and loaded probes. You can then launch the probe the same way you would initiate a module. To see the probes in the system map you must have the scanner window open, which can be found next to your cargo hold and auto-pilot buttons.


The Star Map

Shows the star clusters of New Edan and their location in relation to other stars and systems. This map can be flattened for an over-head view or unflattened to accurately portray 3 dimensions. This map is very useful in planning destination routes and finding solar systems that might be far away. Using the filters option you can see the map how you want it. Perhaps you want to see each star as a color representing the security status of the region. Or maybe perhaps you want to see how many player deaths have occurred in specific systems. There are a lot of filters that can be applied, use them effectively to increase your efficiency in finding information.

You can also set your auto-pilot settings from here too, where you can choose what systems to avoid based on certain criteria e.g. sec status or recent player kills.

You can also quickly link your current station, solar system, constellation and region into the chat panel. This can be found in the top left corner of the screen and might say something like:

Emperor Family Academy > Amarr > Throne Worlds > Domain

Simply drag and drop the area you want to link into the chat and hit enter to send. The location will then appear for others to see and they can set their destination from it if they wish.


Security Status

Every region in space is associated with a security level. The security level of a system indicates the difficulty of NPC pirates, with the lowest security regions of space being home to more deadly npc's. The safest regions in charted space being [1.0] (highsec) and the lowest [-1.0] (wormhole space). The security level of a system is also an indication of Concord's Presence.

In regions:

[1.0] - [0.5] (highsec) the NPC police unit Concord actively patrols the system
[0.4] - [0.1] (lowsec) Concord alerts players to criminal activites

[0.0] (nullsec) No Concord presence
[-1.0] (Wormhole space) No Concord Presence

In regions:

[1.0] - [0.5] you are generally considered 'safe'. In these "Hi-Sec" systems, Concord patrols each system and will quickly hunt down and destroy any ship that partakes in unauthorized (criminal) aggression. Be weary, however, as suicidal criminals can occasionally destroy your ship before concord arrives. Concord's response time varies from a few seconds in 1.0 space to about 20 seconds in 0.5 space.

[0.4] - [0.1] there are no Concord patrols. Whenever a pilot engages in criminal activity, Concord flags the pilot as a criminal. Every Gate and Station is armed with guns to shoot down flagged criminals, but they lack the firepower to harm well-tanked ships. In this region, Pirates often camp gates and roam about looking for victims to kill. While there are more opportunities to earn isk in these regions, they are also much riskier to live in. This is also the region where the four empires battle for dominance in Faction Warfare.

[0.0] - [-1.0] there is no law beyond what you (and your friends) can enforce. Venturing into these areas alone is very dangerous, as people typically shoot first and ask questions later. Travel is often hindered by warp bubble technologies, and many entry points are continually guarded. While life in these regions is more difficult, the rewards are significant greater than what you typically find in high-sec. It's strongly advised you work with friends when partaking in any nullsec/WH adventures.

In High Security Systems, Concord will react to acts of hostile aggression. To clarify what is and what isn't a hostile act, look at this list.

Players wont get concorded for:

- Stealing your loot
- Targeting you

Players will get concorded for:

- Shooting you without reason
- Destroying your loot


Player Security Status

Every player in game has a security status. If you kill players, your sec status will drop. If it drops too far you will be considered an outlaw and people will be free to fire upon you in highsec without concord interference. You can gain positive sec status by running missions or killing 'rats' (enemy npc's) in nullsec.

Depending on your sec status will determine what areas of space you are allowed in. As mentioned above, when you reach rock bottom (-5.0 or lower), all 0.5 systems and above will attack you. Concord Drones will be sent after you if you attempt you enter high security space. Remember NPC's won't shoot your pod, only your ship.

If your personal security status is:

-2.0 (or above) you can enter - [1.0] Sec
-2.5 (or above) you can enter - [0.9] Sec
-3.0 (or above) you can enter - [0.8] Sec
-3.5 (or above) you can enter - [0.7] Sec
-4.0 (or above) you can enter - [0.6] Sec
-4.5 (or above) you can enter - [0.5] Sec

-5.0 you are considered an outlaw and other players can attack you without concord interference in high-sec

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#10 - 2012-02-02 23:39:41 UTC  |  Edited by: Sasha Khaine
Aggression Timer

If someone steals your loot in game, you and your player corp have the chance to attack that player without concord interference for 15 minutes. This player will appear red to you. If you fire on this person, then they are free to fire back but only to the players of your corp who attacked. The aggression timer will reset every time an attack is made on a player. The timer is subject to the player not the corporation.

However, once you destroy their ship, you should let them go. Concord see's this as self defence. If you attack their pod, Concord will come to destroy you because you shot at something that was no longer a threat.

It is worth mentioning however, that if a player corporation declared war on another corporation in high security space, then the players of each corporation are free to attack each other without Concord Interference.


Wormhole Space

Can be found by entering, get ready for this, wormholes. Wormholes are cosmic signatures found using the scanning system in game. Worm Holes are very dangerous and if you are completely new, should probably be avoided until you have a deeper understanding of the game.

Before entering a wormhole, there are a few things you should know.

Wormholes are usually unstable and can last between a few hours to a few days. They also have a "mass limit" and once this limit is exceeded the wormhole will collapse in on itself, ultimately vanishing. To see how long a wormhole has left or how close it is to its mass limit, simply right click the wormhole from the overview and select information. You will then be given details about this specific wormhole.

Wormhole space has a security rating of -1.0 Meaning other players can and will attack you. You can avoid being attacked if you have a cloak module fitted to your ship. As long as it is active, you won't be able to be scanned down via combat probes.

Wormhole space is uncharted and therefore doesn't show up on the map. When you enter, you won't appear on local chat so no one will be aware of your presence until you talk. You won't be able to find yourself on the star map either or get back into charted space unless you use another wormhole. There are no stargates in wormholes and if you go through one, you should bookmark the location of the wormhole exit for future reference.

If you go through the wormhole and it collapses, you will have to scan down another one using your probes. If you are out of probes and the wormhole has collapsed, then you are *bleep* out of luck. If you want to get out you will either have to keep asking in local chat for someone to help (which will alert them to your presence and they might try to kill you) or simply self destruct. If you die you will then re-appear in your clone back in charted space.

Wormholes lead to systems that can be on the opposite side of the universe and as such, certain wormholes have different rules and the laws of physics might change. Some regions of wormhole space may reduce your armor repair amount or increase the damage from energy turrets. There are many different effects, both positive and negative. They effect every player in that region of WH space the same amount.

If you are entering a wormhole then make sure you have these things with you once you are inside:

- A probe launcher attached to your ship
- Probes (5 minimum)
- More probes in case you lose any
- A cloak so you can remain undetected (not necessary but very helpful)
- Bookmarks for the wormhole exit should you choose to leave (providing it hasn't yet collapsed)


- COMBAT -


"I will vanquish your fear... and commute your flesh to dust" ~ Sansha



COMING SOON ^-^

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

CausticS0da
Shrubbery Acquisitions
Blohm and Voss Shipyards Alliance
#11 - 2012-02-05 12:34:47 UTC
Good work.
J'Poll
Perkone
Caldari State
#12 - 2012-02-06 11:32:17 UTC  |  Edited by: J'Poll
Great guide for new players, covers most of the basic stuff which you "need" to know in EVE to increase your survivability.

*Maybe for future reference, guide into shooting stuff (explain optimals, falloff, orbits, tracking, angulars etc.) and maybe a small part about how to find a corporation that suits you (on the latter I can also help you with some good advice etc)


EDIT:

On clones, yes keep your clone up to date with your skillpoints, but don't overspend it, if you're currently at 3mil skillpoints there is no need to spent money on a 50mil skillpoint clone, just get a clone that is 1 or 2 steps above your current SP.

And on jumpclones, there are ways of getting jumpclones without the 8.0 standing. 1 is being able to dock in a null-sec station (not really a new player thing, but nice to keep in mind), the other one is a Rorqual / Titan with a clonevat bay fitted (also not likely to encounter as a new player, but again nice to keep in mind).

Can't wait till your Combat post

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Sin Pew
Ministry of War
Amarr Empire
#13 - 2012-02-06 15:13:03 UTC
That deserves a sticky tag... \o/

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Sasha Khaine
Ministry of War
Amarr Empire
#14 - 2012-02-06 17:24:06 UTC
Hey guys thanks for all the feedback and support! I have updated the guide and have written a section about death, pods and clones.

Soon to come: Combat

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sin Pew
Ministry of War
Amarr Empire
#15 - 2012-02-07 08:18:49 UTC
Sasha Khaine wrote:
Hey guys thanks for all the feedback and support! I have updated the guide and have written a section about death, pods and clones.

Soon to come: Combat

Just a thought, why not use the EVElopedia for that? with idiots like me posting in between while you could keep it on a single uninterrupted page... and we could correct the typos Oops

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]

Sasha Khaine
Ministry of War
Amarr Empire
#16 - 2012-02-07 09:15:07 UTC
I honestly thought that it was written by CCP lol. Didn't really look into it but oh well. Dont know what will happen if I cross post.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#17 - 2012-02-08 20:19:46 UTC
Updated to show information about wormholes in the map section.

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#18 - 2012-02-08 23:47:54 UTC
Updated to explain security status in systems and players

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Sasha Khaine
Ministry of War
Amarr Empire
#19 - 2012-02-12 13:13:40 UTC
Do you guys think I should post this on an Evelopedia page?

[center]"The entire British empire was built on cups of tea... and if you think I'm going to war without one mate. You're mistaken."[/center]

Velicitia
XS Tech
#20 - 2012-02-12 13:58:44 UTC
Sasha Khaine wrote:
Do you guys think I should post this on an Evelopedia page?


yes.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

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