Profession Choices in EVE Online.
Why do we need to know?
Mostly because there are so many different skills in EVE that a players would need more than 28 years of real life time to know them all.
The Jack-of-all-Trades is not a valid profession in EVE because he/she will never be good enough at anything.
The player must make choices and specialize to be successful but also to be able to find employment with a big Corporation.
Of course in the first few days you will want to try a variety of tasks and that's fine.
Actually the Tutorials and Advanced Tutorial are good for that. It is highly recommended to try and finish each of the Advanced Tutorials because they not only teach how things are done but they also provide with a nice set of equipment and cash.
Each Advanced Tutorial can be started at any time and in any order even all of them at the same time if you wish.
Some missions require a certain skill to be trained to use the equipment so another mission could be attempted in the mean time.
After the Advanced Tutorial there is also another Epic series known as the Sisters Epic Arc of some 50+ missions. If some mission is too hard for you, just bring a friend along by forming a fleet and sharing the spoils.
But first lets think about your main choices:
There are 2 main types of professions or Path.
First is the non-violent path known in EVE as Carebears.
It comprises any or all of those:
99% of the items in Eve are manufactured by players out of components also manufactured by players out of Minerals refined by players out of Ore mined by players.
Mining:
Warp to an asteroid belt and use a Miner laser to extract some ore. Simple and free after purchasing the equipment. Relatively safe when done in Hisec space (0.9 or 1.0 sec).
This activity is a favourite of the down and trodden and is used after a disaster to recover some cash. Can be done in the rookie ship with a small civilian miner and right up to the large strip mining operations with huge ships and mining drones, strip miners, protection war ship, transporters etc..
There is also a different form of mining used in Planetary activities producing a whole new set of minerals and components. Introduced in a recent expansion these components where previously seeded by NPCs only.
Refining:
Given the suitable skills at a high enough level, the recently mined ore (or purchased) can be refined into a variety of minerals.
Then again this profession can be used occasionally (the minerals take far less cargo space than the ore itself) or pushed to high level elite refineries.
Also done in Planetary activities.
Manufacture:
Using a Blueprint in a station with the correct facilities and given the required minerals, a Capsuler (pilot) can manufacture most items instead of purchasing them on the local market.
Specialised skills are also necessary.
Research:
The time and material costs of manufacture can be reduced by doind a suitable research. As always the necessary skills must first be acquired and trained to a suitable level.
Transport:
Once the goods are manufactured and/or purchased, they can be transported to another system where there is a greater demand. There are some Huge Industrial and Jump freighters carrying goods all over the galaxy to satisfy the demands of those who like to destroy things.
Trade:
Buy Low and Sell High is the motto of all traders anywhere in any world. A simple concept to undersatand but hard to master.
Some trade without even flying a ship anywhere by placing market orders and waiting for them to be fulfilled.
Other prefer to buy in a system and resell somewhere else for profit.
The choice is yours.
The other path is for the more aggressive players.
Missions:
In the same fashion as the tutorials, missions can be obtained in various systems from a number of NPCs.
It is beneficent to work for a few select NPCs preferably in a single Corporation to raise your status with that Corp. Raising your status will give access to a higher level of NPC (from 1 to 3) and a higher difficulty of missions.
The NPC's quality is a reflection of the rewards you can expect from his/her missions.
The NPC's profession dictates the type of mission you may get.
Salvage:
During Missions the salvage skill and equipment lets you recover valuable items from the "rats" wrecks.
Sometimes more value than the mission reward itself.
A salvage ship will have one or more Salvager beam and one or more tractor beam. The tractor helps to gather the wrecks from great distances without travelling yourself.
Military:
Militia and some missions are known as PVE (player versus Environment).
You can join a Militia group in a specific area and work your way up a military style ladder.
There are rewards, ranks and medals to be obtained as well as the usual salvaging along the way.
Pirates and War:
PVE is the easy form of combat.
The really hard combat is against other human players. Known as PVP (Player versus Player) this form of combat is for either individual marauders pirating the trade routes or small groups camping near a Gate usually in Lowsec systems (0.5 or less)
A form of combat is also known as "can flippers", these individuals wait in ambush near a rookie area with a small cargo pod jettisoned near the station. There idea is that an unsuspecting beginner will try to take the cargo pod (Jet Can) and by doing so "flip" it and become the aggressor (red Id in the display).
The pirate is then able to attack the new player with impunity.
Not much reward but it usually satisfies this type of low life.
The real combat is done by Huge fleet when at war with another alliance.
There has been some wars involving 100's of players with losses of battleships worth in the Billions or even more.
Skill Training for new Capsulers:
It is not possible to get an EVE api key for the first 72 hours after creating an account. But it is important to get this API as soon as possible.
The API lets you (or a 3rd party app) access your public details offline.
The first needed application to download is EVEMon.
EVEMon as the name suggests monitors your account and characters. The first use is to find the skills you need to train in priority.
You can find a large ship you would like to use in the future and fit it with some fancy gadgets. Each require specialised skills.
EVEMon can draw a training plan for you and indicate all the prerequisites for this piece of equipment.
There is no need to train useless skills (to you) just concentrate on what you need.
But lets see what we can do during the first 72 hours before getting this API.
Neural Remap:
A Capsuler is born with a given set of Stats. These stats can be modified using a Remap.
You start with 2 available remaps and you are given another only once a year. No more.
But you may notice that there are 2 stats mainly used in training. Intelligence and Memory.
So the first thing to do as soon as you dock on your first time in EVE is to make use of that.
Open your Character sheet (top left) and see the button for Stats or Attributes.
Select Remap and accept the consequences. You won't regret it.
First reduce the secondary stats (Perception, Charisma and Willpower) down to 5 each.
Increase Intelligence by +1
And increase Memory to the maximum with the remaing points.
Double check and accept. That should read 9 - 5 - 5 - 5 - 15 (or close to it depending on your race)
Good now you can learn better.
Now it is important to acquire and train the Learning skills as soon as possible.
At the same time as you are doing the tutorials, try to purchase first the following skills from the learning section of the Market.
Skill Books are available in all rookie stations.
Analytical Mind I (1 point bonus to your Intelligence attribute per skill level.)
Instant Recall I (1 point bonus to your Memory attribute per skill level.)
Learning I (2% bonus per level to all attributes resulting in a overall faster skill training time.)
Analytical Mind II
Analytical Mind III
Analytical Mind IV (prerequisite for Logic I)
Logic I (Adds 1 additional point to your Intelligence attribute per skill level.)
Instant Recall II
Instant Recall III
Instant Recall IV (prerequisite for Eidetic Memory)
Eidetic Memory I (Adds 1 additional point to your Memory attribute per skill level.)
Learning II
Logic II
... etc..
By this time you should be more than 72 hours old... and get your own EVEMon running.
All of these Learning skills are valid for any profession since they speed up the training of all other skills. You could save 100's of days to your desired Plan.
Actually EVEMon will suggest these if you don't already have them.
Next I will look at Setting up a Trader
If you just arrived to this Blog, start reading from there.
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