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Phoenix Co-Operative's Beginners guide to Eve-Online
Welcome
The Phoenix Co-Operative is a corporation aimed at building up its
member base from new or relatively inexperienced players. It was
jointly created By Rogan Samish and Hanius Valm due to our interests
in remaining in empire space, and in creating a corporation who's
present and long term goals remain in secure (high sec.) space. Our
reasons for undertaking this route is that we feel by doing this we
will be able to formulate a closer knit and altogether more group
orientated corporation. Above all we wanted a more relaxed environment
to play Eve in, one where you could be AFK (away from keyboard), not
have to be online for crucial operations, and just generally play solo
if you wanted too, but still retain an option to play alongside fellow
pilots if you felt you needed a change. The way we will try to
accomplish this goal is basically by running fixed group events on
certain days of the week [see below], these will in no way be
compulsory, but will be there for anyone who decides they want to join
in. Me and Rog are more than capable of running them solo regardless,
so extra people would be an advantage but not essential. Saying that,
we are also a corp aimed at making our new members as self reliant as
possible, so in time when you have handled the ropes enough, if me and
Rogan are not on that day for whatever unforeseen RL issue that comes
up, we expect in time for everyone to be capable of organising group
events themselves and not be to dependant on us. That said we are very
approachable and don't be afraid to ask us any questions you have,
however dumb they may seem. Remember, chances are me or Rog will have
asked something similar ourselves at some particular time. Another
goal we aim to try and achieve is to have our corp members as close to
each other as possible. The reasons for this are simple, the closer
everyone is together the more likely we will all want to work
together. Therefore in a small way deciding to make this a corp for
newer players allows us to give you advice on which agents to work for
in order to have everyone based as close together as possible. Again,
nothing is compulsory, but if you get stuck or need help it is a big
advantage to have you corp members nearby. For this reason we have
searched high and low for a relatively few number of systems nearby to
each other that will provide us all with good quality agents of all
Levels [see below] and good group mining belts. These systems will be
based in very safe space where you will never have to venture anywhere
too dangerous. But since a healthy balance of high sec space and low
sec space exploration is key to making the most out of Eve we will
also have a few systems marked out as staging posts for raids into low
sec space where tougher NPC rats [None Player Character], and more
valuable ores await you, and possibly so do player pirates Mwwaahaha.
Finally, it must also be said that just because we are a corp aimed at
helping newer members become more experienced we do not want people to
just consider us a stepping stone. As although we will always be a
corp committed to helping newer members adjust to the complexities of
eve in time we also want to become a Co-Operative of hardened Eve
Veterans who have worked together since the beginning and continue to
do so.
That said, joining us is not a lawful contract! It is only a game
after all, so if you join, there will be no hard feelings at a later
date if you feel that this corporation is not for you. Although we are
hopeful that it will be.
Kind regards, your joint CEOs:
Rogan Samish (Chief Industrialist) and Hanius Valm (Ex-special forces
Military Advisor)
NB. below you will find a guide to help you find you feet firstly
within our corp and secondly within Eve. Enjoy - I sacrificed an
afternoon of Simpson's to write it :-P.
1. Group operations and solo resources within the Phoenix Co-Operative
As I mentioned above we are committed to try to provide our members
with the best support network possible. Therefore we have opened
offices within the follow systems:
-
Aclan VI - Garoun investment bank vault - Mining, Level 3 and Level 4 Mission running with Gauron Bank
-
Pucherie VI Moon 2 - Gauron investment bank vault - Mining, Level 1, Level 2 and Level 3 Mission running with
Gallente Navy
All of these stations will have offices where you will be able to
deposit stuff for either me or Rogan to refine or build for you. The
important thing is that the maximum distance they are apart form each
other is 6 jumps. Building, refining -- all sound confusing or daunting?
Don't worry it will all become clear to you soon.
As well as this we will have staging posts in:
-
Orvolle (???)-0.0 ratting
-
Ney (???)-Low sec ratting, low sec complexes
-
Gelfphene (???)-0.0 ratting
-
Underere (???)-Cosmos agents
More coming soon, pending space exploration of systems.
Staging posts simply mean we will have a common station to dock in but
won't own an office there. For me it simply means I have a stockpile of
ships there fitted out for low sec space and a jump clone (like I said
you are only a few pages away from enlightenment). The ratting and
complexes are all one jump away or more form these stations based on
the very fringes of high sec. We get in we have fun then we get the
&*!# out.
Anyways this is a current list of the group activities we will try and
run each week:
-
Monday: Nothing
-
Tuesday: Group mine
-
Wednesday: Ratting
-
Thursday: Nothing
-
Friday: Nothing
-
Saturday: Refining of minerals or building of ships in production
queue
-
Sunday: Level 4 Mission running
If you are curious about what production means for you, it means we
will build ships and certain modules for you a lot cheaper than you
will be able to buy them on the market place as ours will be without a
mark up for profit. More will be explained below.
2. Basic Eve overview
Having given you all the information above I feel that it will suite
us the CEOs interests and yours if I provide you with a basic
overview of how to play Eve effectively. What's that I hear you
say -- you have already completed the tutorials, well remember just
because you passed your driving test didn't make you an excellent
driver who knew everything. It came from experience, and the same
applies here. I will impart this knowledge on you in a few simple
stages. Oh and don't worry its not going to be rocket science, eve is
a game that's hard to get to grips with at first but easy to
understand once you have been around the block.
Firstly eve is foremost an economic simulator, don't get scared though
that this means its all just boring maths, its not. It just allows for
an infinitely complex game with many career choices. What I mean by
this is that everything you see or use in eve was not simply spawned
out of nothing, people have to mine the asteroids you see at belts,
take the ore they receive for doing this and refine that into minerals
and use these in combination with blueprints to build items and sell
them on that market place you bought your first frigate from. Some
items are simple to build others vastly complex. But luckily for you
just like in real life you don't have to assemble your breakfast
cereal yourself. There are people who can and will do this for
you. Eve is a healthy mixture of combatants, Miners, industrialists,
pirates, thief's, market analysts, freighter pilots, and just about
any other carrier choice you can think off. Thus in essence you are
not obligated to do anything you consider boring if you don't want
to. Just remember though, which people happen to be the most wealthy
and successful in real life. Celebrities don't count btw, in eve there
are no heros only thousands of pod pilots all trying to make a
living. Also there are no rules in eve, you can do whatever you want,
whenever you want (except during downtime!, well you have to eat
sometime). Our corp and thousands of player controlled corps and a few
massive alliances of hundreds of corps are living proof. In that sense
there are essentially two parts to the eve universe, empire and
0.0. Consider 0.0 freeform, no laws, no rules, no where is safe. You
can quite literally get away with murder. It is owned by players and
they are as brutal as they wish to be. At times this can be bloody
fun, but it is also hard work and a lot of dedication goes into being
there. Now in empire although people are still free to attack you just
like they are in 0.0, two things stop them, one is the almighty
warships of Concord (the police) and the four main factions that will
come to your aid, and two is their security standings. These range
from -10 to 10 for all the four factions and Concord. Concord
standings will go up every time you kill badies, and faction standings
will go up every time you run missions for them. The rule of thumb
here is if you go below -5 for any of them ships from that faction or
concord will attack you unprovoked as you are a wanted man. But don't
worry you wont get to this stage accidentally. Another rule of thumb
is that there is ten levels of space 0.0-0.4 is low sec and 0.5-1.0 is
high sec, the higher the number the more concord or faction ships and
turrets there will be to protect you. However the lower the number the
more isk you stand to make form running anything equivalent, like
missions or mining. When you get to 0.4 there are no ships only a few
random turrets at stations or jump gates to help you out. By the time
you get to 0.0 law no longer exists. Corporations can be human or
computer run and it is only the computer run corps like Gallente navy
that can provide you with missions. They also provide one other
fundamental tool that keeps Eves market ticking over. Economic
simulator remember. Within eve you will notice items that will have no
significant value to you or your ships other than selling them for
isk, for example cattle, crude oil, etc, these exist as NPC corps sell
some of the and buy others at varying rates allowing you to exploit
the trade index prices and make isk that way. It's simply just another
career choice. Human run corps are just a creation of the games tools
allowing people to make eve their own.
I know this is all basic to some of you perhaps but I am making sure
to cover every basic angle.
Now that I've explained the political scene a little more its perhaps
time to give you some useful usable info.
Tanking
(if you know this inside and out then skip this part)
There are four main
damage types weapons can deal in eve, Electromagnetic, explosive,
thermal and kinetic. Similarly your armour or shields and hull protect
against these with varying efficiency, I think the basic % for shields
is 0%, 60%, 20%, and 40% respectively. This is a simple calculation of
how much of each shot your armour or shields will protect you against
completely. There are varying ammo types to give you range or damage,
a trade off exists between the two, more range less damage
etc. However only two races can select exactly what damages they wish
to do with turrets or missiles; those are the Minmatar and the
Caldari. Gallente do thermal and Kinetic and Amarr do Thermal and
EM. There are also different modules for your shields to beef up your
resists, active and passive, active means they give you better resists
but run on cap, passive give worse resists but don't use any cap. You
can also either choose to increase your armour or shield hit points in
total with some mods, this is the passive option again as it requires
no cap, or you can actively repair them in a fight with mods, active
and it uses a lot of cap. There is no significant better choice,
either has the advantage in different situations, you will have to
figure that out on your own. Thus you can see the advantage in a fight
of having the right resist up high against certain races weapons and
deciding on how much of your cap you want to dedicate to running
shield or armour mods. Remember some turrets require cap to fire too,
again only Caldari and Minmatar ones don't, and drones. However in
regards to your next fight with a player you will never know who that
will be so there is no one insta win setup. It is also to be noted
that due to their limited choice of damage selection, both Amarr and
Gallente have better drone bays, drones being able to be selected
depending on which of the four damage types you want them to do. If
you want to get familiar with their names, ie I know for certain that
Hammerhead medium drones do thermal damage, I suggest you spend ten
minutes browsing through
www.eve-online.com and go
through its item tab on the left here you will find detailed
descriptions of every ship and item in eve in easy to navigate tabs.
These are the facts you will need to know for a basic fight, however
numerous modules exist that you can equip at the expense of armour or
shield mods to give you the upper hand. These include weapon
disrupters, which lessen attributes of your enemy's turrets, ECM which
stops them from being able to target completely and so on, warp
jammers. Also some which go in high slots at the expense of Guns and
missiles such as Nosferatus which steal enemy capacitor units. Thus
there is never such a thing as basic fight in Eve. The only thing that
will be fairly standard is missions. What I mean is this every mission
will have standard rats that do specific damage and have specific
resists, thus you can tank and choose your damage accordingly, a full
list can be found in most peoples bios, including mine, or web pages,
of what resists to fit against different factions and how to best kill
them. For example guirisita NPC pirates are vulnerable to Kinetic
damage and do Thermal and Kinetic themselves.
Low's, Mid's, Hi's and Rig slots, what do they mean (again skip if informed)
Every ship in eve has a varying amount of these and CPU and Power grid
in which to fit things into them. Generally the bigger the ship the
more high slots it has and race specific meds or lows. What I mean
by that is armour items explained above go into low slots and shield
items into meds. For example Caldari ships are designed to use shields
not armour, read the bonus given to the ferox battlecruiser per Level
trained. Of course you can fit whatever setting you want but unless
you have found someway to exploit the system, other people using their
slots and bonusess correctly will kill you very quickly. All items are
basically fitted into these categories when deciding if you can fit
them to your ship.
-
Items that can be fitted to frigates and destroyer class ships
-
Items that can be fitted to cruisers and Battlecruiser class ships
-
Items that can be fitted to Battleships
-
Items that can be fitted to Dreadnaughts, Carriers and Titan class ships
Of course you can fit items that require frigate style amounts of CPU
and power grid to your battleship if you want but people will laugh at
you.
Although no ship can ever just fit the very best of everything as
within every category of item there are tech 1 items (basic), 4 or so
named variants, a tech 2 variant, and deadspace or Officer
variants. These are put in order of better attributes but there is a
trade off of more or less isk, CPU or power grid required, and skills
needed. There is also the trade of between all the slot types as you
will find some fittings just don't work, although skills can change
this to some degree.
Thus I come to the end of my guide with two final headings: 3/ Ways to
make isk solo in eve and 4/ Basic recommended skill books to train.
And if your bored of reading this then think about the afternoon I
could have had watching Simpsons! Not long to go though I promise
3. Ways to make isk solo
There are many ways to make isk in eve, most of them I will leave for
you to discover for yourself, partly because I cannot explain them
through text effectively enough for you to be good at them, and partly
because there are some things I think are better discovered for
yourselves.
Missions
The meat and bread of most eve pilots base income, including my own.
They start off small but keep this fact in mind -- in a two hour shift of
running Level 4 missions solo I can make upwards of 30 Million
isk. Agents can be found working for any NPC corporation, and whether
they will offer you missions or not is a factor off your standing
towards the corp they work for. See you own character sheet, standings
tab to understand more. There are four Levels of agents and the jump to
each Level although bringing more isk, gets harder on a very steep
learning curve. To bring your standing up you can either buy the
appropriate skill book, for example connections (highly recommended),
or you have to run missions for a lower rung agent until someone
higher up offers you a job. To see what agents you can work for in the
entire eve universe click on the map tab on the left and when the eve
universe map loads find the tab that allows you to display agents. All
the shiny green dots are systems that have agents in them that will
allow you to work for them and their corporation. Hover your mouse
over them to see exactly what station they are in then either right
click on the solar system and select make waypoint or open up people
and places and types the name of the system into the search tab and
click search and then when the list with hopefully one name pops up
right click and do the same. Then just take a mental note of which
station you have to select to warp to when you arrive in that system,
then when you arrive either manually or on auto pilot, dock and there
you have it. His name should be on the right under agents in the
station window. However you don't wanna just be doing missions blindly
then randomly searching the stars for a better agent do you? If your
answer is yes, then ignore this helpful bit of info. When docked at
the station owned by the corp that you are currently running missions
with under the command of their lowliest of agent, look to the right
top corner and you will see a nice blue info button next to their
emblem, click it and you will be shown a plethora of info about
them. You can also whilst in space do this by searching for them under
people and places under the corporations heading then typing their
name in the search bar next to it. When the list pops up again just
right click and select info. What this will give you is as well as a
tab listing what that corp buys and sells on that theoretical economic
market we discussed before is an agents tab; under this you will see
various headings such as security, transport, mining, exploration,
internal security, recon, etc. Don't panic all these stand for is a
different percentage of what types of missions they will offer you
each time you ask for one, ie// security is 95% kill 5% hauling,
whereas mining agents will offer you 60% mining, 30% hauling and only
10% kill, the real figures can again be found in my bio by right
clicking on my characters face and selecting info or through people
and places, getting an idea of how useful that tab is? Anyways under
each one of these headings agents ranging from Level 1 to Level 4 will
reside telling you exactly how much standing you need to get with
their corp before they will use you. Be warned not all corps have Level
4 agents that allow you to do mostly kill missions so stick to the
corps that sound like they will like Gallente navy, or Caldari Navy
etc.
Mining
Simple find a ship that has the most turret hard points you can find,
buy the best mining lasers you can buy and head out to your local roid
field, found by right clicking in space away from the station you just
undocked from, and sit there whilst your cargo hold fills up. This
will happen fast, and it would be stupid to simple head back and dock
every time this happens. Instead why not buy yourself an industrial
hauler; they are cheap to begin with, e.g. the badger (see what skills
you need to fly your own races by right clicking on it looking at the
skills tab duh!). My advice though if you take it is this train for
the Gallente one. And at this point I may finally remind you that even
though you're a Gallente or an Amarr character in the early stages of
the games you can change your mind at anytime. You can even train to
fly every ship in the game from each race, but a certain amount of
logic will tell you that if you do this you will be the jack of crappy
trades and beaten by all who specialise. Specialising in one race is a
good idea at first but when you get older like me you might like the
look of another races Battleships and then you have to weigh your
options up as a lot of time and isk may be involved. However at an
early stage buying the skills to fly the Gallente industrials is no
big investment in time or isk, and it has a vastly superior cargo
hold. Which as I came back to the topic of mining is fundamental
because rather than mining into your crappy 350m3 hold when it gets
full eject it into space, it wont disappear rather it will turn into a
can which you can continue to put ore into for up to one and a half to
two hours after which it while pop due to the pressures of space, s
before that happens keep an eye on the time and when it gets close
warp back to station change into your industrial and come pick up in
excess of 10,000m3 in one go. Rinse and repeat much quicker,
yes. Finally when you get the time and the money if you think its
worth while train for a mining barge, don't ask me find out for
yourself at www.eve-online.com
under the ships tab under the items
tab, remember it. The very best of the first generation of these is
the covetor, which will fill a can in around 25 minutes, a can being
27500m3. And roughly a can full of ore from high sec can be worth
anywhere between 1.5 to 2.4 million isk, depending on what you mine
and the market of course, ah that crazy eve market (Btw for a rough
comparison of high sec to low sec a can of ore from low sec can be
refined to give anywhere between 4 mil and 17 mil usually). You can
sell the ore straight but rather get it processed into minerals and
sell or build something with these and sell that (yes anything you buy
will have the cost of the minerals and labour time and a healthy mark
up added in on top to boot when you buy it from the market
place). This is the perfect time to remind you that if you are a
member of our corp we build things for you with no unhealthy mark
up. This is why we mine minerals sometimes. We will help you to get
the blueprint needed and the Minerals and build it for you. Works out
roughly 20-30% cheaper than market place sometimes even more. Want to
know what blueprints do, type in say raven into the market place, two
items should come up, raven (the built and ready BS) and Raven
blueprint, right click on this blue thingy and then select the tab
that shows you the attributes required to build you will see a list of
several minerals and the amount required to make a raven using this
blueprint. I wont explain manufacturing itself here apart from to say
once you have the minerals and a blueprint(worth lots) or a copy of
one(worth little), building tech one items and ships is very easy once
you have decent enough skills, takes a while. But manufacturing named
or tech 2 items, even I don't have that much of a clue.
Ratting
A hidden danger in all ore belts is NPC rats not to mention player ore
thieves, yes people will sometimes steal from you ore can. You will
just have to find a nice quite system without these, but you cannot
escape the rats, they are an easy cheap source of income that becomes
a staple in 0.0, in 1.0 worth roughly 10k, in 0.0 upwards of 1million
isk for the BS. Simple really fly there kill them, move to another
belt, then either what for them to respawn in time, or move to another
system. There is another way in which if you leave one of the bigger
rats alive or a selection of the smaller ones and tank them, the other
ones will respawn much quicker each time you kill them, eventually you
wont be sitting around long waiting for new targets to appear.