Difference between revisions of "First 200 hours in EVE"

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When training skills in EVE, the sheer number of options available can be overwhleming. In order to introduce new players to a few facets of the game, as well as the skill training mechanics, I've produced a very generic annotated skill plan.
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When training skills in EVE, the sheer number of options available can be overwhelming. In order to introduce new players to a few facets of the game, as well as the skill training mechanics, here's a very generic annotated skill plan.
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The plan should run about 200 hours (about 8 days and change), leaving the new player in the second half of their free trial flying a cruiser, and free to experiment. Also note that, based on the skills received at character creation, some of the goals may already be achieved. Lastly, this skill plan is not meant to be optimized or ideal, but rather a broad introduction to the world.
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The plan should run about 200 hours (about 8 days and change), leaving the new player in the second half of their free trial flying a cruiser, and free to experiment. Also note that, based on the skills recieved at character creation, some of the goals may already be achieved. Lastly, this skill plan is not meant to be optimized or ideal, but rather a broad introduction to the world.
 
  
 
==General Skill Training Methodology==
 
==General Skill Training Methodology==
 
In the interest of space, the skill plan below will list off the desired level for a skill, i.e. "Afterburner III, Engineering III." Note that, because of the progressively-longer skill training times, it's typically best to stagger skill training. Thus, in the case above, the character is encouraged to train Afterburner I, Engineering I, Afterburner II, Engineering II, Afterburner III, and finally, Engineering III. This allows your character to improve at a more steady pace.
 
In the interest of space, the skill plan below will list off the desired level for a skill, i.e. "Afterburner III, Engineering III." Note that, because of the progressively-longer skill training times, it's typically best to stagger skill training. Thus, in the case above, the character is encouraged to train Afterburner I, Engineering I, Afterburner II, Engineering II, Afterburner III, and finally, Engineering III. This allows your character to improve at a more steady pace.
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==Starting Out: Let's Kill Stuff==
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The first order of business is to improve our ship and our combat skills:
  
==Starting Out: Let's Kill Stuff==
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;Racial Hybrid Turret III
The first order of business is to improve our ship and our combat skills.
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Every race has its turret, and training it up to level III will help improve the damage output. You may also choose to train the Missile Launcher Operation and Rockets skills in addition or instead of turret skills.
  
; Racial Hybrid Turret III : Every race has its turret, and training it up to level III will help improve the damage output. You may also choose to train the '''Missile Launcher Operation''' and '''Rockets''' skills in addition or instead of turret skills.
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;Engineering III and Electronics III
; Engineering III and Electronics III : These skills make fitting modules onto ships much easier, and are important to get early.
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These skills make fitting modules onto ships much easier, and are important to get early.
; Repair Systems III or Shield Operation III :You'll take damage from enemies, and you'll need to repair that damage during combat, known as [[tanking]]. '''Repair Systems''' repairs the armor of your ship; '''Shield Operation''' repairs the shields.
 
  
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;Repair Systems III or Shield Operation III
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You'll take damage from enemies, and you'll need to repair that damage during combat, known as tanking. Repair Systems repairs the armor of your ship; Shield Operation repairs the shields.
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==Learning to Learn: Skill Training Faster==
 
==Learning to Learn: Skill Training Faster==
Every skill is tied to two attributes. These attributes directly affect how fast the skill trains. Naturally, you'd want to boost those attributes. And since buying +5 [[implants]] is out of the question, let's go train some learning skills.
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Every skill is tied to two attributes. These attributes directly affect how fast the skill trains. Naturally, you'd want to boost those attributes. And since buying +5 implants is out of the question, let's go train some learning skills:
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;Instant Recall II
  
; Instant Recall II
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;Analytical Mind II
; Analytical Mind II : In an exception to the "staggering" advice I gave before, you'll want to train Instant Recall completely to Level 2, THEN train Analytical Mind to Level 2, then lastly train the remaining two skills in a staggered manner. Why? Because they affect the attributes that determine how long Learning skills take to train, so getting them to their top level ASAP is critical!
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In an exception to the "staggering" advice I gave before, you'll want to train Instant Recall completely to Level 2, THEN train Analytical Mind to Level 2, then lastly train the remaining two skills in a staggered manner. Why? Because they affect the attributes that determine how long Learning skills take to train, so getting them to their top level ASAP is critical!
; Spatial Awareness II
 
; Iron Will II : Why not more? Because Learning skills aren't fun. And because there will be plenty of time to train them later on.
 
  
:Note that there are a LOT of characters with +9 attributes because of Learning and Advanced Learning skills. It's a long and boring journey. But millions of skill points later, I can't really complain.
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;Spatial Awareness II
  
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;Iron Will II
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Why not more? Because Learning skills aren't fun. And because there will be plenty of time to train them later on.
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Note that there are a LOT of characters with +9 attributes because of Learning and Advanced Learning skills. It's a long and boring journey. But millions of skill points later, I can't really complain.
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==Come See the Softer Side of EVE: Mining==
 
==Come See the Softer Side of EVE: Mining==
All of those ships that the pirates and soldiers lose have to be replaced somehow. And there is NO NPC influence on the mineral market, so building materials have to be mined or bought. There's no shame in being a [[carebear]]. As a matter of fact, there can be a lot of ISK in it.
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All of those ships that the pirates and soldiers lose have to be replaced somehow. And there is NO NPC influence on the mineral market, so building materials have to be mined or bought. There's no shame in being a carebear. As a matter of fact, there can be a lot of Interstellar Kredits (ISK) in it.
  
; Racial Frigate II : Every race has a "mining frigate" that requires the racial Frigate skill at Level 2. Look for the bonus to mining laser yield in the description, and you've found it.
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;Racial Frigate II
;Mining III : Make your mining lasers work harder.
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Every race has a "mining frigate" that requires the racial Frigate skill at Level 2. Look for the bonus to mining laser yield in the description, and you've found it.
; Hull Upgrades I : As you drag ore in, you'll need a bigger cargohold. Hull Upgrades allows you to fit '''Expanded Cargohold''' modules.
 
; Refining III : Lastly, you'll want to be a bit more efficient at transforming your ore into minerals. Then again, you might get a better return on selling the raw ore, so do a little bit of market research and ''gasp'' math!
 
  
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;Mining III
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Make your mining lasers work harder.
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;Hull Upgrades I
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As you drag ore in, you'll need a bigger cargohold. Hull Upgrades allows you to fit Expanded Cargohold modules.
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;Refining III
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Lastly, you'll want to be a bit more efficient at transforming your ore into minerals. Then again, you might get a better return on selling the raw ore, so do a little bit of market research and ''gasp'' math!
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==Versatility: Expanding Your Options==
 
==Versatility: Expanding Your Options==
 
Now that we've got a bit of experience, we can start to broaden our horizon, and see how the "support" skills are as important as the prerequisite skills.
 
Now that we've got a bit of experience, we can start to broaden our horizon, and see how the "support" skills are as important as the prerequisite skills.
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If you're interested in using guns in combat, train:
 
If you're interested in using guns in combat, train:
; Controlled Bursts II
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; Rapid Firing II : Your guns will fire faster, and take less capacitor.
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;Controlled Bursts II
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;Rapid Firing II
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Your guns will fire faster, and take less capacitor.
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If you're interested in using missiles in combat, train:
 
If you're interested in using missiles in combat, train:
; Missile Bombardment II
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; Rapid Launch II : Your missiles will fire faster, and have a longer range.
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;Missile Bombardment II
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;Rapid Launch II
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Your missiles will fire faster, and have a longer range.
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If you're interested in drones, train:
 
If you're interested in drones, train:
; Drones II
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; Scout Drone Operation II
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;Drones II
; Combat Drone Operation II : You'll be able to control a pair of light or medium scout drones (if you have a ship with a drone bay), and their damage will be boosted slightly.
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;Scout Drone Operation II
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;Combat Drone Operation II
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You'll be able to control a pair of light or medium scout drones (if you have a ship with a drone bay), and their damage will be boosted slightly.
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If you're interested in mining, train:
 
If you're interested in mining, train:
; Mining IV : Tech 2 Mining Lasers!
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;Mining IV
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Tech 2 Mining Lasers!
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;Trade II
 
;Trade II
;Broker Relations II : Sell more of your ore and minerals on the market for a lower cost.
 
  
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;Broker Relations II
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Sell more of your ore and minerals on the market for a lower cost.
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==Bigger, Stronger, Slower: Cruisers==
 
==Bigger, Stronger, Slower: Cruisers==
The last part of the plan is to get behind the wheel of a cruiser. You'll still be using frigate-sized guns (which isn't neccessarily bad), and cruisers can be expensive, but they'll allow you to fight harder enemies, carry more cargo, mine more ore (if you're Caldari or Matari), and see what bigger ships feel look like.
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The last part of the plan is to get behind the wheel of a cruiser. You'll still be using frigate-sized guns (which isn't necessarily bad), and cruisers can be expensive, but they'll allow you to fight harder enemies, carry more cargo, mine more ore (if you're Caldari or Matari), and see what bigger ships feel look like.
; Racial Frigate IV
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; Racial Cruiser I : Once you have the ISK, either through mining, killing NPCs, or friendly donations, go find a cruiser to fly. Caldari and Matari get the Osprey and Scythe, repectively, which are outstanding mining cruisers. The other cruisers range from glorified cargo haulers (Exequor) to powerful combat ships (Maller). Do some shopping for the cruisers your race provides, train the '''Cruiser''' skill up a bit more if neccesary, and enjoy the second half of your trial period!
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;Racial Frigate IV
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;Racial Cruiser I
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Once you have the Interstellar Kredits {ISK), either through mining, killing NPCs, or friendly donations, go find a cruiser to fly. Caldari and Matari get the Osprey and Scythe respectively, which are outstanding mining cruisers. The other cruisers range from glorified cargo haulers (Exequor) to powerful combat ships (Maller). Do some shopping for the cruisers your race provides, train the Cruiser skill up a bit more if necessary, and enjoy the second half of your trial period!

Latest revision as of 16:12, 15 September 2012