Scanning in EVE Online - skills, modules, ships, research sites. Guide to scanning in Eve-Online. How to find anomalies and hack a container with artifacts Eve online scan guide

Learning to scan in Eve or search for hidden signals

Scanning in eve is easy. To begin with, we will find out what skills will help improve the scanning process, then we will consider such issues as: modules and implants for scanning. Special. ships to scan. The very process of scanning in Eve and what can be found are cosmic signatures.

Foreword

Scanning - in the game eve online there is a system for finding hidden signals ( Cosmic signature).

The same system is used to find the ships of other players, but in this guide we will only talk about finding "complexes" of cosmic signatures - hidden signals with all sorts of goodies. About how it all happens and what can be found will be written below, first about what is in the game that affects the scanning of "traffic jams".

1.SKills - Skills.

Eve -Character information -> skills -> scientific knowledge.

2. Fit - equipment for scanning.

First, about the Probe Launchers - modules that launch "plugs" into space.

Market -> ship equipment -> scanning equipment -. launchers for scanning probes.

Core Probe Launcher I is a launcher for basic scanning probes (Core Scanner Probes) used to detect and scan space signatures in space.

Increases the power of scanning probes by 0%.

Note: Only one probe launcher can fit on a ship.

T2 option.

Core Probe Launcher II - Increases the power of scanning probes by 5%.

Fractional option.

Sisters Core Probe Launcher - Increases the power of scanning probes by 10%.

Note Can only release Core Scanner Probe

scanning probes. Scan probes.

Market -> ammo and charges -> probes -> scanning probes.

Core Scanner Probe I is a probe used in Eve to find (and obtain precise coordinates) hidden signal sources. Basic power of the scanning probe (sensor) 40 units.

Probes of this type are launched using the Probe Launcher Scanning Probe Launchers. Fractional variant.

Sisters Core Scanner Probe - +10% cork scan power compared to normal. Basic power of the scanning probe (sensor) 44 units.

Note allowable scan radii: 0.25au-0.5au-1au-2au-4au...32au

Modules that improve scanning performance in eve.

Market -> ship equipment -> scanning equipment -. upgrade packages for sist. scanning.

Scan Acquisition Array I-10% - Reduces scan time when using scanning probes.
Scan Acquisition Array II-20% - Reduces scan time when using scanning probes.
Scan Pinpointing Array I-10% - reduces deviation when scanning using scanning probes.
Scan Pinpointing Array II-20% - reduces deviation when scanning using scanning probes.
Scan Range Finding Array I+5% - Increases scanning power when using scanning probes.
Scan Rangefinding Array II+10% - Increases scanning power when using scanning probes.

Note You can only install a maximum of one Scan Acquisition Array module. When using multiple Scan Pinpointing Array or Scan Rangefinding Array modules, the performance of each successive module is reduced. Modules are installed in the middle (med) slots of the ship.

Rigs - Rigs.

Market -> ship modifications -> tuning modules - tuning modules electronics.

Medium Gravity Capacitor Upgrade I +10% - Increases the power of scanning probes.
Medium Gravity Capacitor Upgrade II +15% - increases the power of scanning probes.

Calibration T1 - 200, T2 - 300.

Implants that improve scanning performance.

Market -> Implants and Combat Stimpacks -> Implants -> Skill Implants -> Immilantants of Scientific Knowledge.

Connector 6.

Implants that reduce the maximum deviation during scanning.

  • Poteque "Prospector" Astrometric Pinpointing AP-602 - maximum scan deviation -2%
  • Poteque "Prospector" Astrometric Pinpointing AP-606 - maximum scan deviation -6%
  • Poteque "Prospector" Astrometric Pinpointing AP-610 - maximum scan deviation -10%

Connector 7.

Implants that reduce the operating time of scanning probes.

  • Poteque "Prospector" Astrometric Acquisition AQ-702 - Decrease the time of scanning probes -2%.
  • Poteque "Prospector" Astrometric Acquisition AQ-706 - Decrease the time of scanning probes -6%.
  • Poteque "Prospector" Astrometric Acquisition AQ-710 - Decrease the time of scanning probes -10%.

Connector 8.

Implants that increase the power of scanning probes.

  • Poteque "Prospector" Astrometric Rangefinding AR-802 - Scan probe power increase +2%.
  • Poteque "Prospector" Astrometric Rangefinding AR-806 - Scan probe power increase +6%.
  • Poteque "Prospector" Astrometric Rangefinding AR-810- Scan probe power increase +10%.

Set of implants for scanning.

Low-Grade Virtue Set (6 implants) - A full set gives +33.83% to the strength of the traffic jams.

  • Low-grade Virtue Alpha - slot 1
  • Low-grade Virtue Beta - slot 2
  • Low-grade Virtue Gamma - slot 3
  • Low-grade Virtue Delta - slot 4
  • Low-grade Virtue Epsilon - slot 5
  • Low-grade Virtue Omega - slot 6

Ships with bonuses for scanning.

Market -> ships -> frigates -> Standard frigates (T1).

Note. For ships, the characteristics that are responsible for scanning and affecting the analyzer modules are given. For other data on the ships below, see directly in the game

magnate

For each Amarr Frigate skill level mastered:

Profile features of the project:

Heron

For each Caldari Frigate skill level mastered:

Probe scan power increase - 7.5%

Reducing the duration of the dismantling module work cycle - by 5%

Imicus

For each Gallente Frigate skill level mastered:

Probe scan power increase - 7.5%

Reducing the duration of the dismantling module work cycle - by 5%

Increased Virus Strength for Relic and Data Analyzers by 10

Probe

For each Minmatar Frigate skill level mastered:

Probe scan power increase - 7.5%

Reducing the duration of the dismantling module work cycle - by 5%

Profile features of the project:

Increased Virus Strength for Relic and Data Analyzers by 10

Market -> ships -> frigates -> advanced frigate -> special ships (T2).


Bonus for the skill of managing special ships (Covert Ops):

Scanning Probe Power Up - 10% per skill level mastered

Probe flight time reduction - 10% per skill level mastered

Strategic cruisers (T3).

They have the ability to install a subsystem with bonuses for scanning.

  • Legion Electronics - Emergent Locus Analyzer
  • Tengu Electronics - Emergent Locus Analyzer
  • Proteus Electronics - Emergent Locus Analyzer
  • Loki Electronics - Emergent Locus Analyzer

Subsystem Skill Bonus:

10% increase in probe scanning power per skill level.

The strength of the analyzer virus is 10.

Ships of special editions.

Frigate Sarum Magnate - For each Amarr Frigate skill level mastered:

Probe scan power increase - 7.5%

BC Gnosis - Role Bonus: Probe scanning power increased by 37.5%

4. Learn to scan.

Well, let's say you fit a ship for yourself, put a cork launcher and stocked up on a couple of dozen traffic jams. Of course, it is desirable that it be a rigged Covert Ops and an enchantment with at least C grade skills, so you can surely scan almost any complex. Only 10\10 complexes are in doubt (more on types later) and other complexes that are complex in terms of scan in 0.0 systems. Deeper pumping and more isk stuffing into the ship and fit makes it much easier to scan, don't be stingy, it's worth it.

Now about the process itself, I will show not the fastest, but the most accurate course of action, with experience you yourself will learn to scan faster, now the main thing is to understand the principle. I will go through all the possible outcomes in order to weed out a lot of questions.

We flew into the system and the sensor overlay (introduced in the Odyssey) is triggered and we see all the signatures in space - locations. Anomalies are marked with a green rhombus - 100% detection. With a red rhombus, the locations that need to be scanned are signatures. If you open the Probe scanner, then on its tab we will see a list of anomalies and space signatures.

So, in the beginning, your built-in scanner gives you information about all the anomalies, as well as draft versions of the location of the signatures, which can be seen in the scan results window immediately after jumping into the new system. This allows us to get a visual understanding of the sites in the system, as well as see them as probe scan results. When you open the system map at the same time as the scanner window is open, even without probes being fired, you will instantly see anomalies in the form of green results with the possibility of warp, and signatures in the form of red spheres showing their approximate location. In addition, the icons on the touch overlay will change according to your results. The better the signal, the more information there will be.

Press the scanner button (Alt-D), in the window that appears, select the Probe scaner tab and switch to the solar system map mode by pressing the button on the left or the button in the scanner window - map or simply by pressing F10. Switching between the maps of the solar system and the galaxy is carried out by the Toggle Map button in the control window World map Map Control Panel.
We launch the cork by clicking on the cork launcher and look at the cube that appears with arrows and a sphere...

Control.

  • All probes are launched from the launcher at once, no matter how many are loaded in this moment. The maximum number of probes in space for a player is eight. Any player can use eight probes, so the Astrometrics skill no longer limits their number.
  • Odyssey has two predefined ways of positioning probes - spaced (probes cover a large area) and aimed (probes are focused on an object). These methods are not meant to be the only and best, but they are supposed to provide a solid foundation for budding researchers.
  • Probes will be next to your ship immediately upon launch, but on the solar system map they will be displayed with the sun centered and will not be shown at their current position until you press the scan button and the probes will warp to the position you set.
  • The default probe movement method affects all probes at once. By holding down the Shift key, you can work with a separate probe. By holding Alt, you can move the probes closer to each other.
  • The probes also change their scan radius at the same time; pressing Shift will allow you to change the scanning radius of one probe. Changing the scan radius will re-center the probes.
  • To control the map of the solar system when scanning: hold LMB and drag - rotate the camera. Hold RMB and drag - move the camera. Scroll - zoom.
  • Return and expiration of the life of the probes - the return is instantaneous and automatically occurs when docking or jumping to another system. Probes still have a life timer, but when it expires, instead of dying, the probes automatically return. The system now remembers the last used position of the probes when automatically returning, so it is very easy to return them to their original place by activating the launcher.
  • Scanner window - buttons for setting the positioning methods. These buttons will only work if you have eight probes running, fewer are not supported.

In the solar system map: RMB - context menu.
Hold LMB and drag - rotate the camera.
Hold RMB and drag - move the camera.
Scroll - zoom.

There are 7 buttons in the scanner window:

1.Analyze - start scanning with probes.

2.Recover Active Probes - return active probes to the ship,

after 1 second they will be in your hold and you can use them again.

3.Recconect to Lost Probes - regain control over the probes

4.Destroy Active Probes - destroy active probes

5. Positioning spaced.

6.Positioning centered.

7.Map

Also in the scan window on the left under the buttons, there is a white square - RMB and you can create a special filter (the essence is similar to the overview filter settings) of signals so that only those groups of signals that are of interest to you are shown in the results. For core traffic, this is just an opportunity to filter out Cosmic Anomaly and Cosmic Signature. And for Combat, this is a vital option, because without a filter, they throw all the garbage on ships, drones, and structures into the results, creating a giant list. So we create and customize filters to taste.

Let's move the cork so that all objects in the system fall within its radius of action. plexes are no further than 4au from the planets or the sun. When an object enters the area of ​​the cork, it is highlighted. The cork is pulled by the arrows or the faces of the cube. By pulling the arrows, we move all the corks at the same time.
Click the Analyze button in the scanner window. In this case, we silenced several signals. Cork detects ALWAYS all signals. If you have a result - emptiness in the list of signals, then there is nothing in this system, you can fly further.
If you click on a signal in the scanner window (or select several with the shift key pressed), then now we will see a red sphere in the area of ​​\u200b\u200bwhich the signal is supposedly located.

The essence of scanning is in the symmetrical arrangement of the probes, in centering the middle of the figure formed by the spheres on the signature and in the subsequent decrease in the radius of the spheres - until a 100% signal is obtained.

In the Odyssey, the following became possible. When scanning with 8 plugs, you can launch the probes and leave their position relative to each other unchanged, using the positioning buttons and changing only the radius.

An example of scanning for 4 plugs is shown below (similarly for other quantities.) This example is introductory, for understanding the principles of scanning. Everyone should choose the way of scanning.

1. Take the signal number 714
2. We throw out the 4th plugs and place them symmetrically - bring them to the red sphere to overlap the boundaries of the sphere
Instead of a sphere, there can be a circle or one, two points-actions are similar
Analysis
3. Click analysis
4. The sphere has turned into a point, move the plugs to the point and reduce the radius from 4a.u. up to 2 a.u.:
5. For all movements, do not forget the offset in "height":
6.Analysis:

7. Decrease the radius and move it.
8.Analysis, etc. with decreasing radius until we get 100%

100% green icon on the map - we can warp

Note: Screenshots were made before the Odyssey, so they are slightly different from what you see in the game. But the basic principle of scanning is the same.

Depending on the power of the scanning plugs (skills, rigs, ship bonuses), you can start scanning from 32 AU or from a smaller diameter.
Sometimes, by scanning with one plug, you can get a 100% signal, and many at this moment start to stupor due to the fact that the signal is 100%, and no warp. Answer: one sample is not enough.
Scanning with one plug and a small radius, you can consistently get a high%, with a high% of the signal, you can see what type of signal is there and even its name. It is not necessary to scan the signal completely to find out what is there.

Cosmic signatures eve.
Signal groups
Cosmic Singaturas. These include:

Wormhole - wormholes (wormholes)

Peculiar "gates" leading to unknown solar systems not marked on the map. They have restrictions on the passed mass and lifetime. Information about wormholes and the systems they lead to can be found here.

Combat - nominal (region with increased danger)
All kinds of combat complexes with a bunch of NPCs and tasty clothes at the end or expeditions.

Expeditions are a chain of combat complexes in different systems, you only need to scan the starting plex, then all information about the next plexes will (or not, as you're lucky) be displayed in your journal in acc. tab. As a rule, in the first expeditionary complex, you need to blow up some structure in order to give the coordinates of the trail. complex.

This also includes "numbered" complexes such as 1/10, 2/10, 3/10, 4/10, 6/10, 8/10, 9/10. These plexes are randomly generated in systems and need to be scanned. The number indicates both the complexity and the allowable size of the ship.
1/10 Frigates
2/10 Frigates, Destroyers
3/10 Cruisers, Frigates, Destroyers
4/10 Battlecruisers, Cruisers, Frigates, Destroyers
5+/10 Battleships, Battlecruisers, Cruisers, Strategic Cruiser, Frigates, Destroyers

The general meaning of all Combat plexes is to shoot at the red crosses.

Gas sites (region of gas production.)

Gas complexes. Having flown in, you find yourself in the middle of a heap of clouds that can be collected with a special "vacuum cleaner"

Gas Cloud Harvester I .

Boosters are made from clouds in known space (see the market in the game). During the collection of gas, they can damage the ship, not much, the cruiser copes.
In Wormhole systems, the ladar complexes contain the gases needed to build T3 ships.

Relic sites (data mining district)
These are archaeological complexes in which there are special containers that are opened by the Relic Analyzer module. Salvags in containers, sometimes books (skills), sometimes BPC on t2 rigs and if memory does not change BPC on factional structures for the pos.

In these complexes, Relic Analyzer efficiency rigs will help you: Emission Scope Sharpener IEmission Scope Sharpener II
and implants

  • -5% Decrease the run time of Dismantling, Hacking and Archeology modules by 5%. (Slot 10)
  • Poteque "Prospector" Archeology AC-905+5% Relic Analyzer Success Chance (Slot 9)

Data sites (data mining district)
Hacking complexes with containers opened by the Data Analyzer module. In containers Decryptor "s, Datacore" s, bpc to various Data Interface's, special materials for building data interfaces. In known space, Data sites are the source of materials for Invention (invention) converting t1 bpc fit \ ship to t2 bpc fit \ ship .

In the Wormhole-space, Data sites are the source of materials for Reverse Engineering, i.e. production of t3 ships.

Rigs for hacking
Memetic Algorithm Bank I

Memetic Algorithm Bank II

Implants

  • Poteque "Prospector" Environmental Analysis EY-1005-5% Reduction in the working time of the dismantling, hacking and archeology modules. (Slot 10)
  • Poteque "Prospector" Hacking HC-905+5% Data Analyze Success Chance (Slot 9)
  • More details on how to open contacts with the Relic Analyzer and Data Analyze modules can be found here.
Note: Scan with a touch overlay immediately in 100% anomaly (green rhombus):
  • ore mining
  • combat anomalies - the destruction of NPCs, something interesting may fall out.
I hope this article will help you in mastering EVE.
The Astero ship in Amar space.
Cadets, welcome to the anomaly and signature scanning academy! Here you will gain knowledge that will help you get secret information about the enemies of our great empire. You will be richly rewarded for your hard work! Study hard and diligently. Feel free to disperse.


Skills and skills for scanning

Scanning in eve-online is one of the most highly profitable activities in the game, closely related to the production of rigs. Any beginner can easily start their journey in the game with an anomaly scan in the empire. In order to start scanning, you need to learn four skills from the Scanning branch. Let's quickly go through the skills and figure out which one affects what:
  • Astrometrics - sensitivity of reconnaissance probe equipment, reduces the limit of deviation from coordinates when searching for objects, increases scanning speed.
  • Astrometric Pinpointing - reduces deviation from precise coordinates
  • Astrometric Acquisition - speeds up the calculation of reconnaissance probes
  • Astrometric Rangefinding - additionally boosts the sensitivity of the probe equipment
  • Hacking - Increases the health of the virus to collect data.
  • Archeology - Increases the health of the virus to search for artifacts.
For comfortable scanning, it is enough to learn all these skills in 4.

The best ship to scan in EVE.

There are 8 specialized ships for scanning in the game, 2 for each race of T1 and T2 modifications. But there is also 9, this is the crown of all engineering technologies, created by the Sisters of Eve, it is called Astero. It has very good agility and a high bonus to the sensitivity of the probe equipment. This ship is the best for scanning in Eva, but very expensive for a beginner. The cost of Astero in a full T2 fit is over 200 million ISK.



So let's move on to a more budget, newbie option. I present to you the frigate - Magnate. Its main advantage among T1 skaters is its 4 bottom slots, low power connectors. Therefore, if you decide to scan, start the game as the Amar empire, so you will need to learn less skills.



Ship Fits to Scan

If you started playing as Amars and completed all starting quests, then you have already received the frigate Tycoon as a gift. Okay, there is a ship, now let's fit it. Fit is a set of armor that we put on our character, in this case a ship.

Rigs are inserted into the tuning module slot, these are a kind of earrings that close holes in the resists or boost some kind of skill. In the upper slot, a high-power connector is inserted - a weapon, in our case, is a probluncher that will launch probes. We insert auxiliary modules into the middle one, with the help of them we will hack containers. In the lower slots we will put passive modules for the inertia and maneuverability of the ship.

Ship: Magnate
Tuning modules: Small Gravity Capacitor Upgrade I -2pcs.
Top slot: Core Probe Launcher I, Core Scanner Probe I -16pcs.
Middle slot: Relic Analyzer I, Data Analyzer I, 5MN Quad LiF
Bottom slot: Type-D Restrained Inertial Stabilizers x2, Type-D Restrained Nanofiber Structure x2
This feat in a place with a ship will cost you around 1 million.

Interface customization

So you have learned all the necessary skills in 3-4. We got a ship to scan and fit it. Now is the time to start looking for signatures. Before you start scanning, I recommend tweaking the interface a little and bringing the following windows to the desktop:
  • Local chat - for the analysis of the pilots who are in the system, the pirate is not a pirate, his own or someone else's.
  • Podscan or plenger - for your own safety. Calculation of types of ships, the presence of combat traffic jams.
  • Reconnaissance probe window - for searching for signatures.

Interface customization


In the empire, nothing threatens you, but in low or zero, these windows must be open.


Search for anomalies and signatures

To find the signature, you need to open the reconnaissance probes window using the ALT + P command or by clicking on the icon: airborne reconnaissance systems. If there are signatures in the system, then in the search results they will be displayed as a latent signal with a clarity of 0%. Signatures are highlighted in red, anomalies in green. Anomalies do not need to be scanned, we are only interested in signatures.


As soon as you have discovered a hidden signal, you need to release reconnaissance probes, they are also called traffic jams. Then warp to a save-spot or the sun, and be sure to shut down, entering stealth mode.

Open system map and launch probes in tight formation. Set the group of traffic jams in the center relative to the vertical and horizontal of the given signature. Then stretch the cork balls so that their area is larger than the red ball, then press the button: analyze.


Probe balls

After that, the radius of the "red ball" will decrease or disappear altogether. Instead, there will be a point that can move to the side. In this case, you need to reduce the radius of your traffic jams and rearrange them to the place where the dot (signature) is currently displayed.




The procedure for reducing the radius of traffic jams and rearranging them from place to place is performed until the signal reaches 100%. Next, an arrow appears: --->>, with which you can warp on the anomaly itself. You can increase and decrease the radius of blue balls (traffic jams) using the Alt + Mouse Scorl combination.


Hacking containers with artifacts and data.

Signatures are divided into three types: wormholes (holes), combat anomalies (plexes), hackable anomalies in which there are containers with data and artifacts, we are interested in the latter.

Once on the anomaly, you will see the "islands" - these are the very containers that we will hack using the Relic or Data modules, depending on the anomaly itself.

Hacking is such a mini game, a kind of labyrinth from which you need to find a way out. The player acts as a computer virus. In the process of searching for a hacking point, your virus will be attacked by "firewalls", thereby reducing its health. Spreading through the system, the virus can find useful boosters that will help it advance.


Hack interface.


The movement of your virus must be made clockwise from your spawn point, while adhering to the course of ones and twos. This scheme is my own way, and is not mandatory for use.


How much can you earn from scanning in eve-online?

After you have hacked the container, take its contents on board. On average, from the signature of the Artifacts, you can get from 0 to 100 million ISK, in the form of loot. From the date from 0 to 25 million ISK, plus recipes for the production of rigs, and all sorts of other not cheap junk. If you scan on systems with status 0.0 and below, the earnings in the empire are much lower.


On scanning, you can build a good business in eve-online and earn decent money on the production of rigs. To do this, collect all the loot from artifacts in a separate box.

Having accumulated dismantling components for 20-30kk, buy several S-recipes for the production of a tuning module, they cost mere pennies. And start producing. You can earn in 2 or even 3 times more than just selling loot to buyers. You can start with the production of rigs for scanner ships, and then figure it out as soon as you study the market.



  1. To create a safespot, find the sun in the overview (navigation panel) and press go to warp mode in flight, after 3-4 seconds, press ctrl + b and ok. Then right-click on the space, a point in the system will appear in the place tab, this will be your savespot.
  2. When scanning in nulls or wormholes, watch out for scatter players as they can ambush anomalies. Constantly use the direction finder (podscan) to determine the presence of player ships and traffic jams. Flying up to the container, direct the nose of the ship to the nearest point: a planet or a belt, in order to quickly press the warp.
  3. When scanning in a wormhole (WH), do not forget to save the entry and exit point from it, as you can get lost and look for a long time to exit.
  4. If you flew to the anomaly and it is busy, another scanner is already hacking there, find yourself a new one and follow the etiquette. Otherwise, you may be destroyed.
  5. Don't attach defense-enhancing modules to your scanner ship, they will make it heavy and unwieldy. Your advantage is speed and maneuverability, quick turn and go to warp mode. Scanner ships are not designed for combat.


My eve-online scanning video guide.

The guide was written a long time ago, but the main points in the game have not changed, I hope it will complement those points that were missed in this article. Happy viewing!


Write your questions in the comments so that the guide is supplemented and becomes better. For a good comment on the essence of the topic, for each T1 newcomer a ship for scanning as a gift, do not forget to leave your game nickname to receive a prize. This concludes the training course for beginner skaters. I wish you success pilots! o7


RESEARCH MISSIONS

This guide has been written for new players and covers most aspects of exploration in EVE. It consists of two parts: the first deals with scientific research and the second deals with applied research.

Scientific research involves working with an NPC corporation's research agent; the purpose of such research is to obtain a new tech level II blueprint that is not available on the market. Applied research is carried out according to existing drawings; their goal is to increase productivity in the production of this drawing.

Requirements

Required Skills Recommended Skills Equipment
For scientific research
Science 5

For scientific research
Science 5
Research Project Management 3
- No need
For applied research
Science 1
A certain skill at the appropriate level for the chosen area of ​​study and the corresponding secondary skill requirements, i.e., for example, Electronics (Electronics), Engineering (Engineering) or Mechanic (Mechanic) 5.

For applied research
Science 4
Laboratory Operations 3
Metallurgy 4
A specific skill at level 4 for the chosen area of ​​study and the corresponding requirements for secondary skills, i.e., for example, Electronics, Engineering or Mechanics 5.
Research Lab slot at any station

Scientific research

The purpose of research agents is to introduce new technology to EVE. Players can now contact those agents who work for the Research and Development (R&D) division of the Research Corporation (Research Agents), and they will appoint them as the head of the research team that conducts research for them.

As research progresses, the player accumulates research points (research points, RPs), which serve as blueprints lottery tickets (Blueprints, BP). Every hour, a lottery is held in selected research fields, which gives players blueprints for items of II technology level, chosen at random. Players who accept a BP offer receive BP and their RP counter in the corresponding area is reset to zero.

This guide explains how to access Research Agents, how to research with Research Agents, and how to maximize the RP counter to improve your chances in the BP Lottery.

Research corporations

Although all NPC corporations have agents, not all of them have Research and Development units and, as a result, not all of them have research agents.

The following list represents corporations that have publicly available research agents:

Amarr Caldari Gallente Minmatar
Carthum ConglomerateIshukone CorporationCreodronBoundless Creation
viziamKalaakiota Corporation Laboratories Duvolle Core Complexion Inc.
. Lai Dai CorporationRoden ShipyardsThukker Mix

More information about these corporations can be found in the World of EVE section of the official EVE website:http://www.eve-online.com/corporations/ (not in game).

Research areas

Research can be done in a variety of engineering disciplines and different areas of physics, such as Caldari Spacecraft Engineering, Plasma Physics, or Rocket Science.

Skill books that allow you to practice these skills are not available in schools. They are given as bonus rewards for regular agent missions and can drop as loot from NPCs. Many players also resell these skill books on the SCC Market in the Skill/Science category. Prices in different regions can vary greatly. For more detailed information about agency missions, please consult the Agency Mission Guide.

All research area feats have Science 5 as the required base feat. In addition, they have a secondary skill requirement, also level 5.

Research Areas and Secondary Skill Requirements:

Astronautic Engineering - Mechanic 5

Amarrian Starship Engineering - Mechanic 5

Caldari Starship Engineering - Mechanic 5

Gallentian Starship Engineering - Mechanic 5

Minmatar Starship Engineering - Mechanic 5

Engineering/Other:

Electronic Engineering - Electronics 5

Mechanical Engineering - Mechanical 5

Molecular Engineering - Mechanic 5

Nanite Engineering - Electronics 5

Physics:

Electromagnetic Physics - Electronics 5

Graviton Physics - Engineering 5

High Energy Physics - Engineering 5

Hydromagnetic Physics - Engineering 5

Laser Physics - Engineering 5

Nuclear Physics - Engineering 5

Plasma Physics - Engineering 5

Quantum Physics - Engineering 5

Other:

Rocket Science - Mechanic 5

The choice of area is entirely a matter of your priorities. Many people invest in spaceship engineering because they hope they will get lucky and get the BP of a ship with tier II technology. However, a large number of research points in this area significantly reduces the chances of each player to win the lottery.

Research areas and possible outcomes:

Spacecraft Engineering:

Astronautic Engineering - currently closed

Amarrian Starship Engineering - Spaceships Amarr

Caldari Starship Engineering - Caldari Spaceships

Gallentian Starship Engineering - Gallente spaceships

Minmatar Starship Engineering - Minmatar spaceships

Engineering/Other:

Electronic Engineering - Electronic systems and drones

Mechanical Engineering - Spaceships, armor and hull repair systems

Molecular Engineering - Cases and overclocking systems

Nanite Engineering - Hulls and Armor Systems

Physics:

Electromagnetic Physics - Rail guns and electronic systems

Graviton Physics – Space disruption equipment, rockets, smart bombs

High Energy Physics - Power System Modules, Smart Bombs, Energy Weapons

Hydromagnetic Physics - Protection Systems

Laser Physics - Energy weapons, missiles, smart bombs

Nuclear Physics - Thrown weapons, missiles, smart bombs

Plasma Physics - Particle Weapons, Missiles, Smart Bombs

Quantum Physics - Defense systems, elementary particle weapons

Other :

Rocket Science - Rockets and propulsion systems

Finding a research agent

If you know how to find a simple agent, then you know how to find a research agent: the R&D unit category in the agent window on the research corporation info screen will show you all the research agents and their availability. Agents that are unavailable due to their reputation requirements will display the required reputation when you request their agent information.

Whereas normal agents only require reputation in one category to complete missions, be it factional, corporate or personal, research agents require reputation in two of these three categories to be available to you.

Generally, to start a research project with a research agent, you must also meet the agent's skill level in the chosen research area. All research agents can perform research in different areas and have different skill levels in each of them, but you must satisfy the agent level only in the area you are going to explore.

If you have the Research Project Management skill (RPM), you can conduct research with more than one research agent - one additional project per skill level. You cannot research more than one area with the same research agent, even if you have an RPM.

Open People & Places from the NeoCom panel.

Set the search type to "Corporation".

Type in the name of the research corporation you want to work for.

Click on the information icon in the results window.

Activate the "Agents" register.

Click the down arrow next to Research and Development.

Click on the information icon next to the first agent listed as "Not available to you".

Check your relationship requirements and see if you want to work on meeting them.

Or: Click on the information button of the last agent listed as "Available to you".

Check the agent's location relative to your location on the map.

If the agent is too far, check the agent on the line above or check other places.

Go to a meeting with your research agent.

When you dock at the agent's station, activate the "Agents" window in station services, right-click on the agent and select "Contact/Talk". The agent will offer you to lead your research project. Confirm the dialog box option, select the research field from the pop-up menu with a left click and confirm again with OK.

You now have an active research project.

Promotion

As your research project progresses, you earn Research points (RP) on a fixed daily basis. Open the research agent information window to find out their exact number.

The number of research points you earn per day is determined by the agent's effective quality (i.e. the agent's quality modified by your attitude and social skills), the agent's skill level, and your own skill level in the selected research area.

RP/Day = (Agent Skill Level + Player Skill Level)² x [(Agent Effective Quality/100)+1]

RP/day is doubled for weapon research areas and tripled for spaceship engineering research.

To increase the amount of RP you receive per day, improve your relations by completing missions for a regular agent using the Missions service that belongs to the research agent corporation, and/or train a skill in the selected research area to more high level. The amount of RP/day is a dynamic number that changes with the change of modifiers even in the process of working on a project.

Approximately every 20 hours, a research agent contacts you to report trouble. The agent will talk about progress, but will also ask you to complete his assignment before he can continue research. Your research will not stop for good: even if you refuse or do not accept the mission, waiting for the end of the offer on time, you will simply miss the opportunity to increase RP / day. You will continue to participate in the BP Lottery despite the study stoppage. If the agent does not contact you, talk to him yourself. He may have a mission that is not yet at the stage to force him to contact you right now.

If you accept and successfully complete the mission, you will receive a daily amount of RP as a bonus and research will continue. If you abandon the mission, you will lose a possible bonus, but the research will still continue.

Note that exploratory agents can produce a wide range of these additional missions, including missions to kill groups of cruisers. If you can't complete such a mission, or simply don't have the time to transport 12,000 pieces of garbage, just refuse. There is no reputation penalty associated with not completing a research agent mission - you simply won't get the boost you could get if you completed that mission.

Where is the reward?

Research Agents issue Tech Level II blueprints when a research project is successful. Agents will notify you that the project was successful and describe the resulting blueprint to you. You have 7 days to accept or reject the proposed drawing.

If you refuse to accept the BP or are unable to receive it, the BP is returned to the lottery and your research project continues. If you accept BP, the agent places the BP in your hangar at the agent's station and your RP is reset to zero. If you don't interrupt the research project with this agent, it will start a new research project.

Please note that the success of your research project is entirely accidental. The amount of RP you have accumulated only reflects the number of tickets you have in the BP Lottery. Even 50,000 RP doesn't guarantee you luck in an area where several million RP accumulate.

As such, your chances of getting BP are very, very low, and there is absolutely no guarantee that you will get anything at all. If you are doing research to hit the jackpot, expect disappointment. However, a huge amount of BP goes to people who have very little RP, simply because most researchers are in the same position. Since all your efforts can only slightly improve your chances, patience and calmness are the highest virtues for a persistent scientist.

Applied Research

Applied research is closely related to production: by researching BP so that production is faster or requires fewer resources, you can increase the productivity of the production process and lower the cost of production. You can also copy a well-researched BP and sell the copies to recoup the cost of the original BP.

Applied research can only be carried out on original drawings (original blueprints, BPO). Blueprint copies (BPC) cannot be researched.

The work of a laboratory rat

All you need to do applied research is access to a laboratory. Labs are available for rent at a variety of space stations and can be used with a corporate hangar if your corporation has an office on that station, or with your own personal hangar. By default, the labs use the corporate hangar.

The rental price includes 5 days of work. When the payout period arrives, you will find the account in the "Wallet/Accounts/Payout" section. Next to the line "Pay the bill" there will be a square with an arrow. Click on it to pay your bill. Be sure to pay the bill when you receive such notice, or the Station Owner will take the lab back when the bill is past due. You will be notified when the Station Owner reclaims the laboratory for overdue bills.

The labs must be used during the 5-day rental period. If the laboratory has not been used during the rental period, it will be selected by the station owner. There is no minimum amount of time the lab must be used, but the lab must be used at least once during the rental period.

To operate a laboratory, you only need to have the Science skill at level 1. The Laboratory Operations skill will allow you to work on more than one laboratory at a time, giving you one additional laboratory per skill level.

To conduct BP research, place the original blueprint in the hangar you intend to use with the lab. Open the Lab screen in Station Services, select your Lab slot, click the Install button at the top of the window, and follow the instructions in the installation wizard.

Tech level II BPs and some level I BPs require materials, which are consumed during the research process. BPs that require such materials list them, indicating the quantity required. The lab setup wizard will ask you for a hangar that will be used to store consumables, even if no materials are required.

Using BP in a corporate research hangar requires you to have Query Access to the hangar. Using materials from the corporate hangar for research requires Take Access from the hangar. When the research is completed, the BP will be placed in the same hangar it was in before the research.

Material efficiency

The most important research operation that can be done in a lab is Material Efficiency Research (ME-R).

ME-R reduces the amount of materials used in the manufacturing process. ME-R suggests a decreasing result each time the study is run. As a consequence, the ME level to be achieved is different for each BP class. Mass-produced cartridges can offer significant savings when produced in large quantities if a BP that has gone through many ME-R passes is used. However, BP for ships is very profitable at ME levels from 9 to 15. At higher ME levels, only BP for battleships provides significant savings, not so much in the cost of materials, but in their quantity, i.e., for example, you can get reduction of the required amount of tritanium by several hundred thousand units. Usually, after a certain level, it makes more sense for a manufacturer to focus on improving their Production Efficiency skill than to continue with the ME-R process.

Production efficiency

Productivity Efficiency Research (PE-R), which should not be confused with the Production Efficiency skill (PE), reduces the amount of time required to produce based on researched BP.

Currently, the savings based on PE-R are almost negligible compared to the time it takes to research even one level of Production Efficiency. Use this type of research only if you need something to keep the labs busy so you don't lose them.

copying

Copy operations, like any other research, can only be performed on original BPs. The Lab Setup Wizard will ask you how many production cycles you want to run based on the copied BP. It makes little sense to set the maximum here and offer anyone to compete with your own production facilities, profiting from your research. It is rather strange that many manufacturers and their research departments completely ignore this very obvious concept.

Please note that blueprint copies (BPCs) cannot be sold on the SCC market and must be placed on the Shadow Market (Escrow) or sold through the trade channel. We recommend that the last option be reserved as a sophisticated form of punishment for non-traditional representatives of the corporation.

Reverse engineering

Currently, you cannot do reverse engineering. It was originally planned as a method of obtaining BP for found items, but was never implemented. All other study options that the lab installation wizard can offer and that were not listed above are also inactive.

MISSION TIPS

What does the "quality" of an agent mean?

The quality of an agent primarily indicates how much your reputation will improve with the agent corporation as a reward for completing the agent's mission. Many players think it's about ISK rewards and items. However, for most missions, the agent's ISK/item rewards are based on the "level" of the agent, not "quality".

Remember, in order to get the best ISK/item rewards, you need a higher "level" of agents. And the fastest way to get access to high-level agents is by using agents of good "quality".

Poor quality is a relative term: any Tier 2 agent gives better material rewards and faction relations improvement than the best and highest quality Tier 1 agent, and gets you closer to gaining access to Tier 3 agents faster.

What is the difference between "types" of agents?

The type of agents primarily determines the type of missions that you will have to complete for them most often. For example, certain types of agents give out more combat missions, while others give out more transport missions. The type of agent should be a good indicator for you of what type of missions he will offer you. However, any agent has a full range of missions.

Which agents give the best items as a reward?

Item rewards from agents are quite random, but are divided into areas according to the agent's LEVEL. However, it is said that you can get better items from higher quality agents (see "quality" above), and this may be true. But as a general rule, if you want the best reward, you need to work for a high level agent. And again, the fastest way to get to high "level" agents is to use good "quality" agents. Find good Quality Agents to get to higher tier Agents for better rewards sooner.

What are criminal DNA and DNA without a carrier used for?

These items, as well as others like them, are used in various missions in EVE.

What agents give implants?

All agents give implants. This is a completely random process. One person can receive three implants from an agent in a short period of time, and another from the same agent never receives them. If there was a ready answer, everyone would already have implants, right?

Courier missions

This part describes the system of courier missions. It includes an introduction to the idea, story, mechanics of such missions, and lots of practical tips on how to maximize their usefulness in the game world.

Introduction

One of the most unique and impressive features of the EVE universe is its size. The long travel time between distant regions makes proximity a deciding factor and forces players to think in terms of territorial enclaves. There are obvious economic, logistical and strategic implications of distance, but the most obvious effect has been experienced by absolutely every player in EVE - from a green novice pilot in his first flight on a Reaper to a battleship fleet commander or a mega-corporation CEO. This effect is a waste of time No one wants to make 38 jumps just to take a few ISOGEN units and bring them back to base, no matter how fast their travel ship is.

Anatomy of a Mission

The concept is quite simple. When you own an item, purchased from the market or by any other means, that item is shown in the global list of your property. At any station that has a Mission Service, you can create a new courier mission to transport any item(s) from your property list. You can choose where you want to deliver it - the item will be placed in your personal hangar at the destination.

The item or items you have selected will be combined into a single item called "plastic packaging". This item has a volume equal to the sum of the volumes of its contents. This has direct implications for would-be low-capacity couriers: if the package is too large, it won't fit into the player's ship, and therefore can't be delivered. Luckily, the missions are listed along with the amount of luggage they are supposed to carry.

As compensation for the time and effort spent on transportation, the successful completion of a mission involves a reward set by the mission issuer (MI) at the time of its creation. Unlike the market system, courier missions are not limited to a region and can be created so that the pick-up and drop-off locations are in completely different regions.

To minimize the threat of theft, the mission taker (MT) must pay a deposit, which is returned to him after the mission is completed or retained by MI if it fails. This protects MI by covering monetary losses due to an item not being delivered. The courier system is set up so that both the remuneration (paid by MI) and the deposit (paid by MT) are handled by a third party, the EVE Central Bank. Such a system is a necessary precaution on which the very concept of courier is built.

Parcels

The plastic packaging of the parcel is not an insurmountable protective barrier. It is not possible to know the contents of a "packed" parcel, but the courier who has the parcel in his possession can right-click and choose to "open" the parcel. As a result, a window list in the usual form of icons pops up. Opening the package does not violate its integrity, so you can not remove any items from it or add new ones. That is, it is better to define the term "open" as "look inside".

There is also an option to "break" the package - in this case, a dialog box pops up with a warning that such an action will lead to the failure of the mission. Breaking the package does not automatically fail the mission, but you simply won't have a way to complete it if you've damaged the package, even if its contents are delivered to the appropriate destination. The act of tearing the package destroys the plastic packaging, replacing it with the original goods, a process similar to what happens when refining ore rations.

View available missions

To take on a mission, you must be at a station with a Mission Service (most, if not all, stations have it). Click on the Missions icon and select Courier Missions. All available missions in the selected view range will be shown. Please note that in some cases, depending on your location and the selected range, the list may be empty. There are many options that can help you find the right mission.

Mission List Filters: View Ranges

The view ranges feature is very similar to what is found in the market interface. These ranges control the listing of missions based on your current position and pickup point. There are options to show all missions with a pickup point at the current station, in the current solar system, in the current region, or no restrictions. For example, if there is a mission whose pickup point is at your current station, it will be shown in the mission list regardless of the selected viewing range. If there is a mission in the current solar system (but on a different station), selecting the current station will not show it, but selecting the current solar system or region will. All ranges are self-explanatory, and they are perfectly equivalent to kill range filters. Ranges only apply to MT when viewed: all missions can be viewed once created, and there is no way to create a mission that is only visible to a certain range of players.

Mission list filters: Optional filters

There are two more filters available that can be added to the selected view range. The first one is to show only missions, whose parcel volume does not exceed the volume of the hold of the currently selected ship. This is especially useful for beginners who have very small holds and want to avoid wasting time calculating routes and profits, only to find out that the package will not fit them anyway. On the other hand, when this option is unchecked, a player with multiple ships (or someone who can supply hold expanders) has the ability to select the desired mission by changing ships or capacity. The volume column color code can be helpful in this regard - it indicates whether the current ship will be able to take the cargo (assuming the hold will be empty). Please note that you can accept any mission regardless of the amount of cargo, but you should not do this if you cannot move it. You won't be able to break the package into manageable pieces without tearing it apart and thus failing the mission.

The second optional filter only shows missions with "acceptable" margin. It's not entirely clear how the system calculates eligibility, but the formula is definitely proportional to the active player's current ISK balance.

List sorting

After selecting the filter options, the resulting list can be browsed and sorted as usual. Each mission occupies one line, where separate columns indicate the reward, the place of receipt of the cargo, the destination, the number of jumps in the route, the volume of the parcel, the amount of the deposit and the maximum execution time. The list can be sorted by clicking on any of these columns. The most important ones are reward, jumps, deposit and delivery time. The hop column only indicates the number of hops from the pickup point to the delivery point, it doesn't take into account the distance between your position and the pickup point. Volume only matters if indicated in red (meaning the cargo is too big for your ship). Note that the delivery time is a deadline based on when the mission was created - it doesn't change when you accept the mission or pick up the shipment. One click on a mission highlights it. This action causes three buttons to appear in the upper right corner of the main mission tab.

"Show Route" is especially useful for newcomers to starter ships. This causes the map to appear with a highlighted course to the destination. The courier must be able to manipulate the map options to determine whether the course is acceptable to him or not. A 13-jump mission with a reasonable margin and good pay might look quite attractive, but it's important to make sure you're not heading into a low-security area where you can be attacked and killed by NPCs or pirate players. Weigh the risk very carefully.

Please note: the "show course" button does not show the course for the current mission (ie, from the receiving point to the destination point). It plots a course from your current point to your destination. In this sense, it is not very useful unless you are at the station or in the solar system of the receiving point.

The close button is only available to MI and only if no one in the EVE world has accepted the mission yet.

Mission Acceptance

There are two ways to accept a mission. You can click once on a mission in the list and click on the "accept" button in the upper right area of ​​the mission panel. Or you can right click on the mission and select "accept" from the drop down menu.

This feature should be used with extreme caution. Accepting a mission is tantamount to signing a binding contract, the terms of which are set out clearly and are not subject to interpretation. After accepting a mission, MT cannot cancel it without consequences (however, MI cannot either).

Once the MT accepts a mission, two things happen at the same time. A parcel is placed in his personal hangar at the pickup station, and the amount of the deposit is immediately deducted from his cash account. This amount is placed in Escrow and shown in the wallet journal. It will be shown as a debit in the money section and as a corresponding deposit in the Escrow section. People unfamiliar with the concept of Escrow may think of it as a kind of vault owned by a third party where collateral and mission rewards are stored. The use of Escrow services ensures that once the mission is accepted, the contract cannot be revoked by either party – i.e. the reward cannot be withdrawn by an MI scammer who is unwilling to pay for a successful delivery, and an unscrupulous MT cannot accept the mission and escape with the item without transferring the amount of the MI deposit. Escrow deposits are held securely by the EVE Central Bank to prevent such breaches. Items can be "stolen" and sold to someone else, but there is no way to prevent the loss of the deposit, since this amount is deducted from the MT before he receives the package.

If you are not at the pickup station when you accept the mission, obviously you must go to the correct station before flying to the delivery point.

If the mission is completed on time, the deposit is immediately returned to MT (it is released from Escrow and added back to the total amount of MT money). If the mission is not completed, the deposit is transferred from Escrow to the MI money account. This only happens when the scheduled execution time expires - there is no way to immediately fail the mission, even if the package is "torn" or lost or destroyed in some other way.

Potential couriers should not take on missions unless they are confident they can complete them on time. Please note that server crashes, scheduled outages, lack of ISPs, and many other factors can affect delivery success. This is the responsibility of the MT, who must consider the risk and plan accordingly.

Magazine

When you accept the mission, you will find that the NeoCom journal icon will flash (it looks like a book). This indicates activity in the personal missions list. Those of you who have done agency missions are already familiar with this. Courier missions appear on the My Courier Missions tab. It contains two sub-tabs: Issued and Accepted.

The last tab contains a list of all active (not expired) missions. The maximum delivery time here dynamically updates to reflect the remaining real time. The log window is also useful when you have logged into the destination solar system because it shows the destination station.

Parcel delivery

A very important point to make here is that the mission is not automatically completed when you dock with the station and place the package in your personal hangar. The package must be delivered, which essentially means transferring the item from your hangar to MI's hangar so that it returns to his possession. The most intuitive way to do this would be by right-clicking on a package when it is already in your hangar at the appropriate destination station. Unfortunately this is not possible. To complete a mission, you must open your journal, find the mission under the "Accepted" tab, right-click on it and select "Deliver Package". This option is available to you only if you are already at the delivery point and only if the corresponding package is already in your personal hangar. As soon as you do this, the mission will disappear from your journal and you will notice that your wallet is flashing, indicating that you have returned the deposit and paid the amount of the reward specified in the contract. You won't get any written confirmation like you would if the mission timed out, so you'd better check your journal to make sure everything went well.

Creating new missions

This section describes the interface for creating missions, as well as some tips on how to make missions as attractive as possible to potential couriers.

Preparing to create

Creating a new mission is an extremely simple process. From the Station Mission Service, click on the Add Courier tab. This will bring up an interface form in the left pane listing your current property. You can select a pickup location by clicking on any of the stations where you have items, or you can directly click on a specific item at that station. As soon as you have selected a starting station (by selecting the station itself or an item on it), a form for creating a mission will appear in the right panel.

At any time, you can add items to a mission by Ctrl+clicking on them in the property list panel. You can only add items that are at the same station - you cannot create a single mission to transport two items that are at different stations. You can also remove items (one at a time) that have already been selected by right-clicking on them, or you can reset the entire mission creation form to its original state by clicking on the "Reset Form" button in the lower right corner of the panel.

Each item you add will appear in a column-sortable list at the top of the right pane. Each has a volume (in m3) and quantity. Quantity is needed because items can be stored in a combined form (stack). Minerals, say, almost always come together. The mission creation interface (like the property interface it comes from) treats items as single blocks with a quantity number. Unfortunately, there is no way to remotely ungroup or split a group of items into several smaller ones. If you have 6 Micro-EMP Smart Bombs in a station and want the courier to transport 2 of them to another station, you will fail due to interface restrictions. Those who have a large amount of minerals in a remote location are especially unlucky. If the quantity is large enough, even an industrial ship will not be able to transport, say, tritanium when the tritanium is in a stack whose volume exceeds the capacity of the hold.

The total amount of the items you have selected is shown below the list of items. Even lower is the interface form for the mission parameters.

The "Remuneration" field does not require explanation. Here you enter the amount of ISK that will be paid to the courier after successful delivery. This amount must be available to MI at the time the mission is created, as it will be immediately deducted from the wallet and placed in Escrow.

The execution time (in days) is set to 1 by default. Unless you have a very good reason to create a wider time window for the mission, this number should not be changed. In fact, in certain cases it would be very useful to set the execution timer to a value less than a day (say 6 or even 1 hour). Unfortunately, this is not possible with the current courier system, which somewhat limits the usefulness of the missions.

"Deliver to" shows the destination station. You can type the full name of the station if you can reproduce the spelling and format exactly, but it's much easier to type the system name (or even part of the name) and hit the "Search" button. This will bring up a list of stations on that system from which you can select the one you want.

The next field is a very useful feature of the new mission system. The limitation to Pilot or Corporation Members allows the mission creator to effectively create "secret" or "hidden" missions that target a specific courier or group of couriers. The search function here works exactly like in the People and Places window, that is, sometimes it requires only partial input for the courier you need. You can also type the name of a corporation in this field, and then the mission will be available only to members of this corporation. Please note that the mission limitation prevents others from not only taking it, but even seeing it at all.

After this field, there is a toggle button that allows you to choose whether MI wants this mission to be tracked. Tracking - useful feature, but it costs 2,800 ISK in addition to the base mission price of 850 ISK. For most people, these numbers are negligible, but if you create a lot of missions and don't see the need for notification of their status, you may not want to check this option.

Please note that tracking does not allow MI to determine exactly where his package is after the mission has been accepted. The only purpose of the tracking function is to send an in-game MI first email when a mission has been accepted by a courier, and a second one when a mission has been successfully completed, although the same information is available through the journal interface. Thus, this notification feature would not be very useful if it were not for one small feature that can fully justify it. When a notification is sent, its sender is the courier who accepted the mission. This is currently the only way for MI to determine the identity of the MT.

Perhaps this is an oversight or a bug in the mission system, because it doesn't seem like this information is supposed to be available. The wallet journal entries and the journal interface itself do not show the "other side" of the mission deal. This distinguishes courier missions from the market interface, because in the market for any ongoing transaction, both the buyer and the seller are indicated in the logs. In courier missions, MI and MT are effectively "protected" from each other by the EVE Central Bank. Such protection is likely necessary to protect couriers from exploits, including setting a bond well above the value of the package. Unfortunately, using the tracking option by an unscrupulous MI can cause him to be able to bypass this identity protection, set a mission bond of 300,000 ISK for a few hundred units of tritanium, learn the courier's name, and set up an ambush. Once the package is destroyed, the deposit will go to him.

To minimize this risk, couriers should always check their packages to see if a deposit is acceptable for the contents. If not, a foul play is to be expected, and then the courier must proceed with extreme caution. Unfortunately, missions can no longer be canceled after the deposit has been placed in Escrow.

The last field in the mission creation form is used to set the deposit amount. There is a "Calculate base price" button here, which can often help MI determine the amount of the deposit by estimating the total value of all the items in the package. This button seems to calculate the base price for items from the NPC - at least that's what it takes in the case of minerals and skills. This button should only be used as a pointer. In most cases, the MI knows exactly how much an item is worth to him and how much he wants to get in order to "insure" the item with the collateral option. The amount specified here is immediately placed in Esvrow as soon as the courier accepts the mission, and it is guaranteed to be transferred to MI if the mission timer expires before the package is delivered.

After creation

When all items are selected and the parameters are set correctly, clicking the "Add Mission" button will place the mission in the group of available jobs for the courier. The wallet icon will flash to indicate that the base tax of 850 ISK (or 3,650 ISK if the tracking option is selected) has been paid and the reward amount has been placed in Escrow. The journal icon will also flash, and the mission will appear on the My Courier Missions/Issued tab.

From this tab, the MI can right-click on an issued (but not yet accepted) mission to cancel it. This is necessary if, for example, the parameters of the mission did not cause popularity, and no one wanted to take it. Since it is not possible to change the parameters, a new mission must be created to deliver the same item, and this can only be done by canceling the mission and creating a new one in its place. The MI can also take on a mission of its own (this has a certain esoteric meaning, but is not covered in this guide).

Right clicking on Issued Missions can be useful if you haven't set the tracking option but want to determine if someone has taken on a mission. If the mission is still among the available ones, you will get the option to cancel it. If the mission has already been started, canceling is not possible, because the mission conditions bind both MI and MT, so right-clicking will have no effect. Determining whether a given mission has been completed is even easier - the mission will simply disappear from the log. If you have not received a letter indicating that the mission has expired and the bond has been released to you, you can confidently conclude that the mission was successful. You can also check your property list to make sure the items were actually delivered, as completing the mission will break the package and place the items in the MI hangar.

Useful tips on how to make missions attractive

The mission system is completely useless to MI if he can't create a mission that potential couriers want to take. Issuing missions puts the desired items in plastic packaging, announces the mission, and guarantees the security of the items sent through a bond system, but all of this only results in a loss of 850 ISK if the completion time runs out and no one takes on the mission. This section contains some tips on how to maximize the usefulness of the mission system by making your missions attractive to couriers.

The target audience

First of all, define the target group of couriers. Are you waiting for new players to take on the mission on the starting frigates? If so, make sure that the volume of your package is small enough, and that the path between the pickup point and the destination is neither too long nor too dangerous.

If these parameters are correct, think of two mission ISK parameters. New players don't need too big rewards. Sometimes you can create a 10-jump mission for less than 10,000 and there will be newbies who will be happy to complete it. The real constraint for this target group is bail. If you have a 300,000 ISK skill that you want to transport in 7 jumps to a new player-friendly empire space, there is no way you can create a low-pay mission that a newbie will take on without risking financial loss to yourself. New players don't have the money to accept high pledge missions. For this reason, you should probably limit yourself to missions of the "mopping up" type: transporting small, low-value items through relatively safe space is the type of work that suits beginners best.

The main target audience for most missions is probably the mid-level mercenary pilot. Corporate members rarely take the time to look for courier missions and are not inclined to travel back and forth across the galaxy, even for a hefty reward, as they almost always have very specific goals and objectives to complete while they are online. Mercenary players, on the other hand, are often looking for things to do to pass the time and provide themselves with a decent standard of living. Such players are usually quite wealthy and may have a decent amount of money with them, which they can bail. Thus, for them, you can set missions for transporting items that are not precious, but still dear to you. The main condition in this case is the amount of remuneration.

Definition of remuneration

There are two very different approaches to setting an appropriate amount of remuneration, neither of which can guarantee the attractiveness of the mission. The first is to base the reward on the number of jumps the mission can take. Such an approach seems rather crude, because the difficulty of the mission comes down to two factors: time and danger. The level of danger depends on the specific route, not the number of jumps, and the time factor depends on the skills and equipment of the courier. A 20-jump mission for one courier might be less costly than a 14-jump mission for another, if the former has a Microwarp drive and the latter needs to load the ship with speed-reducing bilge expanders to even take on the mission. For this reason, it is not recommended to think of the number of jumps as a multiplying factor on a "fixed amount per jump" basis. The difficulty of the mission isn't that specific, and you really can't know how fast the couriers will be or how prone they are to travel while disconnected from the game. Perhaps a 20-jump mission is something a courier is happy to take on if he tends to take a "safe" autopilot course and step away from the keyboard to quietly prepare dinner while tracking progress in the background. In this case, reward payments do not have to be as high as you think.

Another approach is more logical in certain aspects, but also not immune from errors: set the reward as a percentage of the deposit. According to this philosophy, the mission is a trade transaction, where the pledge plays the role of “investment”, and the reward is the “profit”. This approach is especially necessary in the case of parcels with a high deposit. If the deposit is large, the courier worries much less about the number of jumps - his main question is whether the reward is large enough to risk losing the deposit. For this reason, distance becomes less of a factor and hauling 2 hops will require almost the same reward as 20 hops. However, this does not mean that the distance does not matter at all, but only that it becomes more a matter of finishing touches, slightly reducing or increasing the base payout.

It is useful to draw a trading analogy here. Many merchants select their routes using a complex procedure. To begin with, they can exclude all routes that will give a profit below a certain value. The percentage return relative to the investment does not matter at all if the absolute value of the return is too low. The player's time becomes the limiting factor here. The rest of the routes use a kind of "risk versus reward" filter. Two routes, each of which can net 1 million ISK, are not at all equivalent if one requires an investment of 6 million, and the second requires 12. The merchant will look for an acceptable percentage of profit, narrowing down the options even more mentioned 12 millionth mission). The remaining options will have the following characteristics: they all give a certain minimum profit (below which their execution is just a waste of the trader's time), and the profit must meet or exceed a certain minimum percentage of return on investment. The last factor in the decision will be the difficulty, usually determined by the number of jumps.

Instead of thinking in terms of the base number he gets per jump, the trader usually thinks in terms of comparisons. For example, one route satisfies both absolute and percentage profit conditions and has eight hops. The other route brings 200K more, but twice as far in jumps. Then it's definitely not worth it if the initial route makes one million, because the seller will have to double the time it takes to repeat the route (unless, of course, supply and demand change). For a double-length route to be worth taking, the trader will probably want to make roughly double the profit. This is in stark contrast to the "X ISK per jump" philosophy.

Returning to courier missions, the calculations will be slightly different, due to the fact that a courier can only profit from a mission once (i.e. "supply and demand" is enough to support "one trade"). Instead of multiplying the acceptable reward value by some abstract number of "acceptable mission length units", it may be possible to strike a balance. Perhaps such a figure would be a base reward amount that satisfies the first two criteria (absolute profit and percentage profit) with some additional jump bonus after a certain number. Such a bonus can be an arbitrary amount per jump or based on some percentage of the deposit, say 1-2%.

For example, let's say we have a 15% return on 1 million ISK collateral, resulting in 150,000 ISK. For this type of mission, 10 jumps is an acceptable amount, so these jumps are "included" in the 150,000 ISK. Our actual mission is 17 jumps long, so the bonus should be: 7 times the appropriate amount per jump, in our case 10,000 (1%), which gives an additional 70,000. So the total reward for a 17 jump mission could be set at 220,000 ISK.

Another point that needs detailed consideration is that the percentage of profit the courier claims may be less than what the trader expects. Merchants are equipped with industrial grade ships with no options. For them, there is simply too little profit to be made from a hold the size of a frigate, even one full of goods. For frigate pilots, however, courier missions are often the only way to make money from normal travel time, because they have no other trading alternative. In this case, the percentage of profit should not be set more than “acceptable” - the mission will be attractive anyway.

Thus, summing up, there are two types of approaches to determine the appropriate reward. The former estimates the time the mission will take and is best for transporting low to medium value items that don't require high collateral. In this situation, the missions will most likely be taken by free pilots who have nothing against delivery and just look through the list of missions to keep themselves busy. For this audience, the amount of time the delivery will take is directly related to the expected salary.

The second approach becomes dominant when a large pledge comes into play. The target audience for this type of mission is free couriers who aim to make a good profit from their delivery services. All attention in this case should be focused on acceptable profit, which is based on two criteria: absolute (courier time is not free) and percentage (which reflects the risk/reward ratio). The amount received must be adjusted depending on the number of hops after a certain reasonable number of hops that the courier expects to fly. This amount, distance bonus, and base profit percentage must be determined entirely by MI. He should be able to "play them by ear" without much calculation.

To make a mission attractive, in most cases, you need to strike a balance between these two approaches. The best thing to advise here is to imagine yourself in the place of a courier and distract yourself from your own interests. The courier won't care if you can buy three of these items for the price of transporting one long distance. It's up to you to decide if moving an item is worth it. If so, make the transportation worth the courier's time. If this is not financially viable for you, then move it yourself, or resign yourself to the fact that the object's fate is to collect dust in your hangar on the outskirts of space.

Something else needs to be said. The first is obvious enough: Hiring couriers to transport items around the universe is a luxury for those who can afford it. It's always cheaper to move your junk yourself, but it can be extremely inconvenient and time consuming. You decide how much your time is worth. Courier missions can save you time in two important ways: they allow you to do something else while you're transporting, and they can run even when you're offline. If you play your missions smart, you can usually arrange for things to be delivered while you sleep or work. The best time to create missions is before your night out, or early in the morning before you leave for work or school. When you turn back on, your item will often already be waiting for you. For a huge number of players, the convenience is worth the high rewards they have to pay for shipping.

Installing a pledge

In fact, very little can be said about the amount of the deposit. We have already mentioned the Calculate Base Price tool which can give you a starting point. However, in the end it all comes down to how much the package costs according to your estimate. Let's say you are looking for a module that is not very expensive under normal conditions (average price), but in your zone of space it is now very rare. Suddenly you see it on the market 19 jumps away and immediately buy it, but you can't afford to waste time on a side trip. In this case, you'll want to set a delivery mission deposit higher than the average price because you have an item that's hard to find - and it doesn't matter that you can buy it for a good price 50 hops away.

Once you have decided how much an item is worth to you, it makes sense to add a percentage on top as a buffer. This serves two purposes. Firstly, it will compensate you for the time spent if the mission is accepted by the courier and then failed. Moreover, at the same time, another, better courier would have delivered the goods long ago, or you could have picked it up yourself. Secondly, it prevents lazy players from stealing the item. If you set the deposit amount at the average market price of an item that is rare in the receiving region, the courier may look into the package and be strongly tempted to tear it apart and fail the mission, but not waste time traveling to the place of production of the item. If the deposit is higher than the item's normal price, couriers will be less likely to steal it just out of a desire to lessen their troubles.

Transportation of large volumes

If your package requires an industrial grade ship, a special approach should be taken. You need to make shipping extremely profitable. Corporate-owned industrial pilots are usually very busy in mining operations or other corporate assignments. Free industrialists are much rarer, although it cannot be said that they are completely rare. These trucks, however, generally have a high earning potential, and are likely to be focused on trading, earning a very decent income; they often don't even look at the mission board, unless they hear of a mission whose profit margins far exceed a "good" trade flight. In most cases, the price is not worth it, so MI must pay well for the industrials to move the cargo.

On the other hand, if the amount of goods is sufficient for several industrial flights, and the items are packaged in a way that allows you to create several mission proposals, then you can assign several missions with the same pickup and delivery locations. In this case, the industrial pilot will be able to consider each of the missions as a separate flight on a trade route. In this case, it may be useful to increase the mission timer so that one mission is set to, for example, 1 day, the second to 2 days, and the third to 3 days. This is necessary because the timer starts right after you place a mission.

So, in the first material on exploration in EVE, we will talk about what it is and what kind of ships are suitable for research. The material is made partly on the basis of translations and Russian-language guides, partly on the personal experience of EVE space exploration, as well as the experience of the guys from The Eastern Cartel corporation. The guide is designed for beginners and in the first part we will touch on what is generally explored in New Eden.

The guide was written for the conditions of the Vanguard patch, which was released at the end of September 2015.

1.1 Exploring in EVE - what to explore?

Let's start with what the star systems in New Eden are made of. In addition to the local sun, planets, moons, and man-made objects such as stations, customs houses, and gates, there are anomalies and signatures in the systems. You can find out about the presence of signatures and anomalies by opening the scan window (press Alt-P or the icon with spheres to the left of the capacitor image). And if anomalies are visible without special equipment, then in order to find out the exact coordinates of the signatures, you need to use special equipment. The scan will also show you exactly what leaves the signature.

Signatures are left in space by the following space objects:

  • wormholes (wormholes, wormholes);
  • plexes (DED Complexes);
  • data sites (Data Sites);
  • relics (Relic Sites, archaeological sites);
  • gas clouds (Gas Sites).

Note: In this guide, we will not consider plexorans and the feasibility of gas production. We will talk about data sites and relics (both unprotected and those where NPCs live).

Through wormholes, you can get to both the other New Eden system and Anokis, also called W-Space. There will be a separate large material about wormhalls, for now you just need to know that these systems have everything the same as in New Eden - dates, relics, ore and gas deposits, combat anomalies or plexes.

Plexas are areas inhabited by NPCs, such as Guristas Pirates. Usually they consist of several zones (the so-called "pockets"). Having cleared the “pocket”, you use the gate to move to another. As a result, you can get quite decent money for loot and salvag. The number of claims directly depends on the complexity of the complex, of which there are 10 in total. They are designated accordingly - 1/10, 2/10, etc. Plex can be found in highsec, lowsec and nulls. In general, plexes are a completely separate topic, which we will not touch on in detail in this series of guides.

Dates and relics are space stations, sometimes inhabited, sometimes abandoned, where you can find containers with valuable items - components for production, blueprints and the like. In New Eden, such places are not protected. There are also guarded relic and data sites in wormhalls - they are guarded by local NPCs, sleepers. Sleepers have armor that is resistant to all types of damage, they themselves pour well, they know how to scold, throw nets, and neutralize. In short, it will not work to pass such places on light ships.

1.2 Exploring in EVE - where to explore?

Where is the best place to explore in EVE? Let's go through in order of increasing complexity.

1.2.1 Highsec

Empire (systems with security level 0.5 - 1.0). If you are a beginner and fly the simplest ships like T1 research frigates, then stay here until you master the skills of scanning and breaking containers. In principle, it is unprofitable to engage in exploration in highsec. The ratio of time spent / income is the lowest here. With one signature here, you can remove an average of 1-3k ISK, which cannot be compared with how adventurers in other areas of New Eden earn.

Unless, if you decide to travel through wormholes, then in highsec you can most often find exits to class systems C1-C3. Sometimes access to systems of a higher level of complexity is also opened.

1.2.2 Lowsec

Systems with security level 0.1-0.4. Here, as well as in highsec, all relics and date sites are not protected. You can remove more loot from them than in highsec. At the same time, the probability of shoveling and waking up in a klonilka is high here, if you do not follow the safety rules. Based on this, going into lowsec on Tier 1 frigates or larger ships without PVP practice and fit is also not recommended.

In general, low-sec exploration can bring quite decent money and be safe if you keep an eye on the locale and respond to suspicious pilots in time.

1.2.3 Zeros

Profitability from research activities here is more than acceptable. From one archaeological site, you can remove loot for 30-70 million ISK. At the same time, zeros are not a safe place if you do not belong to the alliance that controls the system. Otherwise, it is very easy to run into trouble, because in the locale you can see who is who. If desired, they will find you very quickly and will not leave you alone until they see your corpse.

1.2.4 W-Space

The level of profitability from exploration here is the same as in zeros, if we are talking about unguarded sites. At the same time, there is one cardinal difference - here is an empty locale. That is, you do not see who is in this system. This is both good and bad at the same time. Good, because no one can see you. And even if there is someone in the system, then observing security measures, you will leave from there with loot. On the other hand, if there is already someone in the system, then the appearance of a stranger is determined by him very quickly, because the scanning “traffic jams” are visible on the subscan. Anything can happen next, from a fun hunt for your ass to a cute conversation in private in the spirit of “two relics for you and two relics for me, we part with the world.”

In addition to unguarded stations, there are objects that are guarded by sleepers. In fact, "sleepers" are unmanned drones of the sleeper race, but it so happened historically that players call them sleepers. In systems of difficulty class C1-C3, such places are cleared solo in the presence of pumped skills, correctly fitted ships and direct hands. You are guaranteed to get ~15-20kk loot from sleepers, salvag and some of the containers. True, their content is not always as expensive as on unguarded sites. In addition, cleaning the site alone requires 10-15 minutes, the same amount can be spent on skinning sleepers and breaking containers. During this time, funny guys can fly into the system and scan the signature on which you are. If you manage to make your legs, you will lose some of the loot. If you gape, then most likely you yourself will become a loot.

In general, exploration in wormholes is the most stressful activity. It is necessary to clearly assess the situation when entering the system and constantly look at the podscan (radar) in order to catch unwanted movements in time. Also, luck plays a big role here. One could spend an evening visiting a dozen systems and finding nothing in them. On the other hand, you can find an untouched system and pull out 200-250kk from there, spending just a couple of hours. Once in a while it doesn't have to. However, there are some exploration tactics that allow you to save time and carry away loot. They will be discussed in future editions.

1.3 Exploring in EVE - how to explore?

In fact, exploration should have been called tombriding, because our activity is more like the work of "black" archaeologists and hackers. And yet - how should you do exploration? As they said in one movie - "Without noise and dust." We imperceptibly arrive, quickly break and also quickly reel off. Based on this, it is not only the correct fit of the ship that decides in exploration, but also the observance of security measures.

1.3.1 Security basics

First and foremost, the main danger is represented by other players. The inscription, which is found on signatures in the same W-Space, does not climb out of their sites. Therefore, if you do not foolishly warp there, then everything will be fine. But the other players are the real problem. Therefore, most of the recommendations will relate to how to behave with their own kind, who are not averse to decorating their statistics with another kill and taking all your hard-earned money.

Safety rules refer to the following components of the process:

  • Moving between star systems;
  • Movement in the star system;
  • Hacking containers;
  • Andok from stations.

1.3.1.1 Zeros

Note: This section was written by ComCon Gaming Community Corporation member TeddyFear (many capsuleer thanks to him for that).

There are two approaches to hunting relics and zero dates.

First simple, but potentially less profitable and more dangerous. It consists in the fact that the pilot enters random zeros through WH, puts a bookmark on the return exit, and while WH is still alive, flies around the neighborhood, scanning signatures, breaking sites and collecting loot. As soon as there is a suspicion that the WH will collapse soon or the cargo of the ship is already sufficiently filled, the pilot sets off on the return trip. Why is this approach dangerous? You find yourself in a region about which you know nothing. Who lives here? How aggressive are the locals? Are there many competitors here? Potentially low income, again, stems from the danger of an unknown region - the loss of a beloved star is an unplanned expense that we absolutely do not need.

Second the approach is more detailed. First you need to choose a region and a route for yourself. We go to the site http://evemaps.dotlan.net/ and look for a convenient region with the following parameters: minimum pvp activity, there is a looped route for flights. We put a filter on the ships killed in 24 hours and see that the ring we want, except for one system, is quite safe.

The next step will be the installation of views and safe spots in the ring systems. To do this, you need to be able to use a spoiler, on which you can fly around the route without fear of bubbles and camps. The task is to create bookmarks in each route system:

  • overview over each gate (250 km from the gate in a random direction);
  • a safe spot not located on the route of ships. In no case should you do it between gates. Ideal - a point between two other spots + beyond the radius of the podscan (more than 14.3 au from gates and planets).

After the creation of all the spots is completed, you can finally transfer to the aster (or whatever you scan there) and advance to the hunting place.

If the spoiler is on another character, then you can transfer the resulting bookmarks to the scanner through a contract.

It is important to have a mobile depot with you, and a spare set of scanning plugs in the fit. In order to protect yourself as much as possible from draining a ship in a sector with a zero security status (in the presence of the safespots described above), you need to perform a few simple, but extremely important actions.

Login:

  • after entering the system, we do not press the buttons and look around;
  • if there is a bubble (the gate camps). We find the closest point to exit the bubble and look at what object is in that direction (planet, asteroid belt, etc.). We turn on the acceleration in that direction, the ship broke apart from this - we press the Ministry of Internal Affairs and immediately shred. As we exit the bubble - warp to the object, and after that we leave for the spot;
  • if there is no bubble, but there are pilots in the locale. We look at the available signatures. Compare them with your notes (more on that later). If there is a new/unexplored one, then press the warp to the spot and while the ship has not yet entered the warp, but has already disintegrated, release the traffic jam and press the clock.

While flying in the warp, we pull the podscan and try to understand what the pilots are sitting on. Regardless of the result on the spot, conduct a preliminary scan of signatures. It is necessary to weed out combat signatures (combat sites) and wormholes.

Let's say there is a THZ-057 signature and you determine that it is a wormhole. Create a bookmark with the name of the signature and click ignore the result (so as not to interfere). This way you weed out the uninteresting ones. Why is this being done? It says “compare” above - the next time you log into the system, you will immediately see whether a new signature has appeared and whether it is worth staying in this system.

Okay, you found out that there is one relic site in the system and you scanned it 100%. Is it worth it to take it on? It depends on the neighbors in the system and your impudence. We check the podscan, see if there are other traffic jams, what kind of ships are visible. We check the pilots on the killboard. If he was recently killed and was sitting on a buzzard without drones and nets, then there is a chance that he is now on the same ship. If it is clear that the pilot is an active hunter, then certain conclusions can be drawn. Trying to break the relic under a similar bulb or not is up to you.

If the system is empty, there are no camps, bubbles and pilots. Almost everything is the same. Checking the list of signatures. We release traffic jams, go to the spot, scan and break.

Sign Out:

  • if there was a bubble and a camp at the entrance. The chance that they will also be waiting for you at the exit is great. Here we need a survey 250 km above the exit gate. We warp in a clock on her, and then to the gate and leave. It is very likely that you will not hit the bubble, as they are usually placed on the warp from another gate - a trap for noobs.
  • if the system is empty. Anyway, it's better to leave through the survey, since the bubble can still be, albeit abandoned. There is a certain chance that while you are drowning through the bubble to the gate into the system, someone will come in from this side and catch you.

1.3.1.2 Lowsec

There are several rules at work here:

  • If it is possible to use Covert Ops Cloaking Device II (and corresponding T2 Exploration Frigates, or other suitable vessel) - use it. This is the most reliable way to avoid unwanted attention from other players and slip through gate ambushes. Went through the gate and see a bunch of evil campers? Just turn on stealth as soon as you start warping and you won't get caught.
  • If you have something very expensive in your hold, do not fly on autopilot between systems, even in highsec. If you're hauling a decent amount of cargo, you might get shot down for it, despite CONCORD's protection.
  • Before you start scanning, find out who is currently in the locale. Pilots can be punched through sites like zkillboard.com. If any explorer hunter is grazing in the system, then it is better to move on. Don't waste time.
  • Be extremely careful when undocking in lowsec. Especially if you are carrying a load. When approaching the station, check the podscan for pilots in the vicinity. If some camper is grazing near the station, then it is better not to undo with the load.

1.3.1.3 W-Space

Everything is more complicated in W-Space. The main difference from lowsec and nulls is that there is no locale here. Therefore, there are more rules here:

  • After passing through the wormhole and being on the other side, the first thing to do is to press the podscan, which should be set to the “PvP” preset. If there are ships there, especially warships, then it might be better to immediately return to where you came from.
  • Be sure to make a bookmark on the wormhole through which you logged in. Only exactly at the entrance, and not at the place where your ship is. If they start to catch you and you warp to a bookmark 10 km from the wormhole, then this can be fatal - they will manage to catch you while trying to leave the system.
  • You have to warp away from the exit. Open the system map and select the planet that is farthest from you. Jump 30, 50 or 70km to make it harder to catch you if someone spotted you and warp to the same planet.
  • It is best to make a safe spot - a safe point to which you can escape in case of emergency. Why do it? Because if you are standing near a planet or some other object that anyone can warp onto. An experienced pilot, especially with experience living in the VX, will be able to find and catch you very quickly. If you are at a random point in the middle of outer space, you can only be detected using the Combat Scanner Probe I (or a factional version of the Sisters Combat Scanner Probe). If you also turn on disguise, it’s impossible to find you on the safe spot in principle. How to make a safespot? Everything is very simple - you need to create a bookmark during the flight from the wormhall to the sun or planet. The dot will spawn in a relatively random location that your pursuer will have a hard time finding.
  • They warped, released the traffic jams, squeezed the clock (i.e. “they flew to a safe place, released the scanners and went into invisibility”). In addition to the main activity, scanning, be sure to check the podscan. This should be done as often as possible, because ships with a cloak that pass through a wormhole are visible on the radar for several seconds. Under certain conditions, an experienced pilot will be able to find you without even releasing scanning plugs.
  • The most dangerous stage is hacking containers, because you are 1) visible, 2) busy solving the puzzle. Most often, explorers are caught precisely for this occupation. Therefore, try not to lose vigilance and look at the podscan. When something suspicious appears, it is best to immediately warp to the safespot, even if you have not broken the container. And there already to make a decision what to do next - to accept the fight or to bring down from the system.
  • One of the most embarrassing moments is when, after passing through the wormhall, you find a camp on the other side. In this case, there are two ways - either immediately leave the system, or warp to the planet and immediately make a safe logoff (that is, just exit the game and then your ship will disappear from space). The campers are usually natives who already know all the exits from the system, so the likelihood that you will be caught trying to leave is also high. Return to the game after a few hours and assess the situation - if it is already quiet - leave the system.

Also, do not forget that when you pass through the wormhole again, a cd is hung up on the passage, so running back and forth from the evil pirates will not work.

These are the basic safety rules. You can reduce the risks if you conduct a preliminary exploration and evaluate the system. This applies for the most part to W-Space systems, because in the same zeros it is very easy to understand who controls the system and what can be expected from the natives. Therefore, the following recommendations apply to W-Space systems.

  • The first thing to know is the class of the system the wormhole leads to. To do this, right-click on the BX pass and select Show Info from the menu. If it says “this wormhole seems to lead to unknown parts of space” then this is a C1-C3 class system. Below it should be added what size ships go there. If it is written that “Medium ships can pass” means that this is a C1 class system. If “Larger ships can pass” - system C2 or C3. All of these systems can contain signatures that you can farm on a light frigate.
  • The inscription “this wormhole seems to lead to dangerous unknown parts of space”, then these are C4-C5 class systems, “this wormhole seems to lead to deadly unknown parts of space”, then these are C6 systems. It makes no sense to go there on frigates, since everything of value (that is, everything in general) is guarded by sleepers.
  • The second important point to which attention should be paid is the mass of VX. The inscription “This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse” indicates with a high probability that there is an active farm life or a cruel slaughter on the other side. It's also not worth going there.
  • We already wrote about checking the podscan at the entrance to the system. A small clarification - the ships that are on the subscan are not always active. Someone could leave the ship under the POS field and log off.
  • See how many anomalies and signatures there are in the system. A small number of signatures - 5-6 - indicates the presence of active natives in the system. And if there are several more ships spinning on the subscan, then it’s better not to waste time and leave.
  • The average number of signatures - 6-10 - may indicate that the system has recently been farmed for relics and dates. Subsequent scans often show that signatures of wormholes and sleeper-protected signatures remain, something that is not passed by research frigates. However, you may be lucky and have one or two signatures for hacking.
  • A large number of anomalies and signatures - the system is not inhabited and no one has flown here for two or three days. Although it often happens that gas clouds are hidden under these signatures.
  • If you have a system with an average number of signatures, then before scanning it makes sense to break it through such databases as, for example, http://wh.pasta.gg/ or https://eveeye.com/ . Statistics will show you who lives there, how active it is, what time prime time is expected there. Of course, these data are very indicative, but still. Based on this, make a decision whether to stay here or not. If the system is inhabited by active natives, then at best you will find a couple of dates and relics, at worst you will get a ticket to the cloner when you try to hack them.

That's all for now. The next article in this series will talk about ships and feats for exploration.

→ Research in eve online, search for anomalies

Anomalies and complexes in eve online is the main source of fractional items, tools for inventing and reverse engineering. Often, the production capacity of t2 ships and modules depends on the researcher. Plus, research is fun! Even in an empire, a researcher can earn up to five hundred or six hundred lams of claims per day. Naturally, some pumping and equipment will be required. I will talk about my experience in eve online, I spent a lot of time looking for anomalies.

Start - ship selection

Of course, the fastest scanner is the covert ops. He has bonuses for resolving traffic jams, and he scans extremely fast. Another point is that such a ship has weak weapons and armor, as a result of which it is not capable of clearing even the weakest anomaly alone. If you decide to clean anomalies on your own, you should not, having found an ops cover on the market, immediately press the buy button, you will spend a lot of claims, but there will be less benefit. Having decided that I would not meddle outside the empire, I opted for an assault frigate of the jaguar model. It flies fast, has enough mid slots to put a code analyzer and cracker in them, and firepower makes it easy to deal with NPC frigates and cruisers, which will protect 90% of all anomalies and complexes. Giving your ship a proud name in eve online the anomaly finder, I went to the first search.

Route selection

Finding anomalies in highsec eve online is quite easy. Immediately after the downtime, 5-10 common anomalies appear in each system. The constellation spawns at least one complex, a couple of hidden asteroid belts, half a dozen wormholes, and up to three hack or archeological sites. Choosing a route in eve online to search for anomalies is not very difficult, but it requires perseverance. It is necessary to lay the route so that it runs through the maximum number of constellations, systems with a rating of 0.7-0.5, and does not take you too far from your home station.

When using a normal probe, my eve online the anomalies finder detects all normal anomalies from the first run. Having fixed their position with bookmarks, I begin to clean them one by one, continuing to scan for more complex complexes. When fitting, I was not greedy. It's not too expensive to buy a sister probe launcher and a set of fractional probes in EVE for ISK. Scanning acceleration is guaranteed.

The most monetary anomalies

Ordinary anomalies rarely bring serious income. In one case, out of fifty, a fractional pirate module may fall to you. Complexes also sometimes have deadspace pirated modules, but the chance is just as small. It's easier to buy such a rare item than trying to find it within the empire. The miners need the belts, so there's nothing to do there alone. You can meddle in the wormhole, but there is a great danger of running into the owners of the system or remaining in w-space without the ability to get out if the wormhole closes.

There remains only one unconsidered type of anomaly. In eve online, the search for radar and magnetometric anomalies should be given increased attention. It is from these complexes that you can earn so much that you will not want to buy eve suits for a very long time. I note, however, that the magnetos in highsec are quite poor. The chance to find t2 salvag or blueprints for t2 rigs in them is extremely small. This is easier in lowsec, but they can easily catch my anomaly finder in eve online, so I try not to fly into them. Radars can bring in a lot of money. Decryptors often fall in them. The production workers will gladly want to buy these decryptors from you, they will give you from 5 to 25 million claims for each. In one radar you can sometimes find up to half a dozen decryptors. A nice bonus in the complex you can find datacores. They cost a little, about 200 thousand, but they drop to a couple of dozen from one "box". So a successful search can bring you up to a hundred million from one complex.