Eve scan for anomalies. Research missions. Equipment to start the process

So, in the first article on exploration in EVE, we will talk about what it is and what ships are suitable for exploration. 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 beginner players and in the first part we will touch on what is generally being explored in New Eden.

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

1.1 EVE Exploration - 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, and gates, the systems contain anomalies and signatures. 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 what exactly leaves the signature.

The following space objects leave the signatures in space:

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

Note: in this guide we will not consider plexorans and the feasibility of gas production. It's about data sites and religions (both unprotected and those inhabited by NPCs).

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

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

Dates and religions represent space stations, when inhabited, when 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 protected relic and date sites in the wormhalls - they are guarded by local NPCs, sleepers. Sleepers have armor that is resistant to all types of damage, they themselves pour in well, they are able to trim, throw nets, and neutralize. In short, it will not work to pass such places on light ships.

1.2 EVE Exploration - Where to Explore?

Where is the best place to explore in EVE? Let's go in order as the complexity increases.

1.2.1 Highsek

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

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

1.2.2 Lowsec

Systems with a security level of 0.1-0.4. Here, as well as in highsek, all religions and data sites are not protected. More loot can be removed from them than in highsec. At the same time, the likelihood of getting rid of and waking up in the cloner is high here, if you do not follow the safety rules. Based on this, it is also not recommended to meddle in a lowseck on T1 frigates or larger ships without PVP practice and fit.

In general, exploration in lowsec can bring in quite decent money and be safe if you look at the locale and respond to suspicious pilots in time.

1.2.3 Zeros

The profitability from research activities is more than acceptable here. From one archaeological site, you can remove loot for 30-70 million claims. That being said, the zeros are not a safe place unless you belong to the alliance that controls the system. Otherwise, it's very easy to run into trouble, because in the locale you can see who is who. If you wish, 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 when it comes to unguarded sites. However, there is one fundamental difference - there is an empty locale. That is, you do not see who is in this system. This is both good and bad. Good, because nobody can see you. And even if there is someone in the system, then observing security measures, you will leave 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 podscan. Further anything can be, from merry hunting behind your ass to a nice conversation in private in the spirit of "you have two religions and I have two religions, we are at odds with the world."

In addition to the unguarded stations, there are objects here 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 complexity class C1-C3, such places are cleaned solo if you have pumped up skills, correctly equipped ships and straight arms. You are guaranteed to get loot from sleepers for ~ 15-20kk, salvag and something from containers. However, their content is not always as expensive as on unguarded sites. In addition, cleaning a site alone requires 10-15 minutes, and 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 you are on. If you manage to make 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 intense 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. Besides, luck decides a lot here. You can spend the evening visiting a dozen systems and not finding anything in them. On the other hand, you can find an untouched system and get 200-250kk out of there, spending just a couple of hours. Once upon a time it is not necessary. However, there are some exploration tactics that allow you to save time and take away loot. They will be discussed in the next issues.

1.3 EVE Exploration - How to Explore?

In fact, exploration should have been called tumbling, because our work is more like the work of "black" archaeologists and hackers. And yet - how should you do exploration? As it was said in one film - "Without noise and dust." We arrive imperceptibly, quickly break down and also quickly unwind. Based on this, decides in exploration not only the correct fit of the ship, but also the observance of safety measures.

1.3.1 Security Fundamentals

First and foremost, the main danger is from other players. The non-script, which is found on signatures in the same W-Space, does not climb out of the limits of its sites. Therefore, if you do not foolishly warp there, then everything will be fine. But other players are a 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 one more keel, and picking up all your acquired with back-breaking labor.

Safety rules relate to the following components of the process:

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

1.3.1.1 Zeros

Note: The material for this section was prepared by a member of the ComCon Gaming Community, TeddyFear (for which he thanks a lot).

There are two approaches to hunting for religions and dates in zeros.

First simple, but potentially less profitable and more dangerous. It consists in the fact that the pilot enters through WH at random zeros, puts a bookmark on the back exit, and while WH is still flying around the neighborhood, scanning signatures, breaking sites and collecting loot. As soon as there is a suspicion that WH is about to collapse or the ship's cargo is already full enough, the pilot is sent to Return trip... Why is this approach dangerous? You find yourself in a region that you know nothing about. 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 your favorite asterka 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 parameters: minimal pvp activity, there is a looped route for flights. We put a filter on the ships killed in 24 hours and we see that the ring we want, except for one system, is quite safe.

The next step is to set up overviews and safe spots in the ring systems. To do this, you need to be able to 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);
  • safe spot not located on the route of movement of ships. In no case should be done between gates. Ideally - a point between two other spots + outside the scan radius (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 move to the hunting place.

If the interceptor 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 the sinking of the ship in the sector with a zero security status (in the presence of the above-described safe spots), you need to perform several simple but extremely important actions.

Login to the system:

  • after entering the system, we do not press the buttons and look around;
  • if there is a bubble (gate camp). We find the closest point to exit the bubble and see which object is in that direction (planet, asteroid belt, etc.). We turn on the acceleration in that direction, the ship cracked open from this - we press the Ministry of Internal Affairs and immediately shred. How to get out of the bubble - warp to the object, and then go to the spot;
  • if there is no bubble, but there are pilots in the locale. We look at the available signatures. Let's compare them with your notes (more on that later). If there is a new / unexplored one, then we press the warp on the spot and while the ship has not yet entered the warp, but has already cracked open, release the plug and press the clock.

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

Let's say you have the signature THZ-057 and you determine that it is a wormhole. Create a bookmark with the signature name and click ignore the result (so as not to interfere). This way you filter out uninteresting ones. Why is this done? Above it says "compare" - the next time you enter 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 scanned it 100%. Is it worth taking on it? It depends on the neighbors in the system and your impudence. We check the scan, see if there are other people's traffic jams, what kind of ships are visible. Checking 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 a relic under a similar light bulb or not - the decision is yours.

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

Sign Out:

  • if there was a bubble and a camp at the entrance. The chances that they will be waiting for you at the exit is great. Here we need a view of 250 km above the exit gate. We warp in a lock on her, and then on the gate and leave. With a high probability, you will not get into the bubble, since they are usually placed on the warp from another gate - a trap for noobs.
  • if the system is empty. It is still better to leave through the overview, since the bubble can still be, albeit abandoned. There is a certain chance that while you are drowning through the bubble to the gate of the system, someone will come from this side and catch you.

1.3.1.2 Lowsec

Several rules work here:

  • If it is possible to use Covert Ops Cloaking Device II (and the corresponding T2 exploration frigates, or another suitable vessel) - use. This is the safest way to avoid unwanted attention from other players and avoid ambushes at gates. Walked through the gate and see a bunch of evil campers? Just turn on disguise as soon as you start warping and you won't be caught.
  • If you have something very expensive in your hold, do not fly on autopilot between systems, even in highsec. If you are carrying a decent amount of cargo, then for the sake of it you can be knocked down, despite the protection of CONCORD.
  • Before you start scanning, find out who is currently in the locale. Pilots can be pushed through sites like zkillboard.com. If a hunter for researchers is grazing in the system, then it is better to move on. Don't waste your time.
  • Be extremely careful when undocking in lowsec. Especially if you are traveling with a load. When approaching the station, check the scan for the presence of pilots in the vicinity. If there is a camper grazing near the station, then it is better not to undock with the load.

1.3.1.3 W-Space

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

  • After going through the wormhole and finding yourself on the other side, the first thing to do is to squeeze the podscan, which must be set to the "PvP" preset. If there are ships there, especially warships, then perhaps it is better to return immediately where you came from.
  • Be sure to bookmark the wormhole through which you logged in. Only at the entrance, and not at the place where your ship is. If they start to catch you and you warp to the bookmark 10 km from the wormhole, then it can be fatal - they will catch you when you try to leave the system.
  • It is necessary to warp off the exit. Open the system map and select the planet that is farthest from you. Jump to a distance of 30, 50 or 70 km - it is more difficult to catch you if someone noticed you and warped to the same planet.
  • It is best to make a safe spot - a safe point to which you can escape in case of something. Why do this? Because if you are standing near a planet or on some other object that anyone can dock on. An experienced pilot, especially one with experience in VX, will be able to find and catch you very quickly. If you are at a random point in the middle of open space, you can only be detected with the Combat Scanner Probe I (or the factional variant of the Sisters Combat Scanner Probe). If you also turn on camouflage, it is basically impossible to find you on the safe spot. How to make a safe spot? It's very simple - you need to create a bookmark during the flight from the wormhall to the sun or the planet. The point will spawn in a relatively random location that will be difficult for your pursuer to find.
  • They warp off, released the plugs, squeezed the shred (ie "flew to a safe place, released 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 shred that pass through the wormhole are visible on the radar for several seconds. Under certain conditions, an experienced pilot will be able to find you without even releasing the scanning plugs.
  • The most dangerous stage is cracking containers, because you are 1) visible, 2) busy solving the puzzle. Most often, explorer is caught for this activity. Therefore, try not to lose vigilance and look at the podscan. When something suspicious appears, it is best to immediately warp to a safe spot, even if you have not broken the container. And there it is already to decide what to do next - to accept the battle or to throw out of the system.
  • One of the most frustrating moments is when, after passing through the wormhall, you find yourself on the other side of the camp. 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). Kempyat are usually Aborigines 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 has already become quiet - leave the system.

Also, do not forget that when you re-pass through the wormhole, the CD is hung on the passage, so you won't be able to run back and forth from evil pirates.

These are basic safety rules. Risks can be mitigated by conducting preliminary reconnaissance and evaluating the system. This applies for the most part to the W-Space systems, because in the same zeros it is very easy to understand who controls the system and what to expect from the natives. Therefore, the following recommendations apply to W-Space systems.

  • The first thing to know is the class of the system that the wormhole leads to. To do this, right-click on the BX passage and select Show Info from the menu. If it says that “this wormhole seems to lead to unknown parts of space” then this is a C1-C3 class system. It should be added below what size the ships pass there. If it says that “Medium ships can pass” means that this is a C1 class system. If “Larger ships can pass” - C2 or C3 system. All of these systems have 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 valuable (that is, everything in general) is guarded by sleepers.
  • The second important point to which you should pay attention is the VX mass. 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” with a high probability indicates that there is an active farmer life or a cruel cut on the other side. You shouldn't go there either.
  • It has already been written about checking the scanned entry at the entrance to the system. A small clarification - the ships that are on the podskan are not always active. Someone could leave the ship under the POS field and logoff.
  • 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 a few more ships are spinning on the podskan, then it is 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 reveal wormhole and sleeper-protected signatures that are not being scanned by research frigates. However, you may be lucky and there are one or two signatures for cracking.
  • A large number of anomalies and signatures - the system is not populated 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 databases such as, for example, http://wh.pasta.gg/ or https://eveeye.com/. Statistics will show you who lives there, how active it is, what time the 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 aborigines, 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 installment in this series will cover ships and feats for exploration.

One of the first stumbling blocks for new pilots in EVE Online is the exploration tutorial. In the course of several missions, pilots are trying to teach how to use a launcher for reconnaissance probes, scanning and opening signatures. An abundance of buttons, a sophisticated interface and a lack of prompts do not contribute to the understanding of the scanning process. Therefore, I decided to show in pictures that in fact scanning is not such a difficult task to understand.

We will proceed from the fact that our pilot has already

  • installed on my ship Core Probe Launcher I - it is a launcher for reconnaissance probes;
  • charged it 8th Core Scanner Probes - these are the reconnaissance probes themselves, colloquially called "plugs";
  • flew out of the station into outer space.

In order to understand if there are unidentified signals in the system that can be scanned, you can turn the camera around its axis and look for red diamonds in space, but it is better open the on-board scanner window. This can be done by pressing the combination Alt-P keys or by clicking on the corresponding button in the interface (see Fig. 1):

The reconnaissance probe control window will open, which it is better to immediately move somewhere to the side, freeing the central part of the screen. This window can be conditionally divided into three functional areas:

  • upper part - launched probes, their status and scanning radius will be displayed here
  • central part - control buttons
  • the lower part is a list of signatures in the system (code, name, type and signal strength).

After opening this window, we look at the bottom of the window, and if a line with an unrecognized signal is displayed there (definition 0%), then we have something to scan. To launch probes into space, press the button with spheres in this window, as shown in Fig. 2 - this is the button for launching probes in a dense arrangement, this arrangement can almost always be used by default.

After launching the probes, go to the system map mode. This can be done by clicking the rightmost button in the same window (see Fig. 3). In the same figure, you can already see that after launching the probes, a list of them appeared in the upper part of the window.

Turning on the map mode, we see that our probes are marked with blue spheres in the system, and unrecognized signals are marked with red spheres (dots or circles), which we need to scan, determining their location with 100% accuracy. Initially, all red signals are visible on the system map, if you select a line with any one signal in the probe control window, then only the desired search zone for this particular signal will be displayed in red on the map. Therefore, we select one of the unrecognized signal sources and move our probes to the center of this zone (see Fig. 4):

To move the probes, use the mouse to drag the central cube of probes by its up / down or right / left arrows. It is necessary to center this cube in three planes while the signal has the shape of a sphere, a circle or two points. But when the signal turns into one point, it is enough to move this cube in two planes, striving for its center to be exactly in the red zone of the signal source. Moreover, the red zone of unrecognized signals should be inside the spheres of our probes (see Fig. 5 and 6). If the sphere of the probes is less than the red zone, then it is necessary to increase the scanning radius by pulling the edge of the blue sphere or by setting the required radius in the upper part of the probe control window.

Rice. 5 Signal is circular

Rice. 6 Signal is dotted

After the probes are installed in the center of the signal source, press the "Scan" button, as shown in Fig.6. Our probes will set in motion, fly to a given point and scan. After that, the clarity of the signal will increase. The red sphere will most likely turn into a red dot. Again, repeat the steps with moving the probes, placing them so that the central cube of the probes is in the center of the signal. In this case, the scanning radius of the probes can be started to decrease - this will increase the accuracy of their scanning, and start scanning again. Repeat the steps with moving the probes, decreasing the scanning radius of the probes and scanning until the signal becomes 100%. Our goal is to scan the signal to 100% so that the warp-jump arrow appears instead of the sharpness value, and the signal source itself turns green, as shown in Fig. 7:

Before flying to the scanned anomaly, it is necessary to return our probes to the ship using the return probe button (shown in Fig. 7) and turn off the map mode with the same button with which we turned it on. After that, you can click on the arrow of the transition to warp-jump opposite the scanned anomaly. What will await us there depends on the type of anomaly. But I don’t want to talk about this today, as well as about the skills and equipment that can simplify and speed up the scanning process over time. More on this another time.


RESEARCH MISSIONS

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

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

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 specific skill at the appropriate level for the chosen research area and the corresponding secondary skill requirements, i.e., for example, Electronics, Engineering, or Mechanic 5.

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

Scientific research

Research Agents' Designation - To Enter new technology in EVE. Players can now turn to 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 (RPs), which serve as Blueprints (BP) lottery tickets. Every hour, a lottery is held in selected research fields, which provides players with blueprints for Tier II technology items, 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 covers how to access Research Agents, how to research with Research Agents, and how to maximize your RP counter to improve your BP lottery odds.

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 Duvolle Laboratories Core Complexion, Inc.
. Lai Dai CorporationRoden shipyardsThukker mix

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

Research Areas

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

Skill books that allow you to train these skills are not available in schools. They are given as bonus rewards for regular agency missions and can drop as trophies from NPCs. Many players also resell these skill books in the SCC marketplace under the Skill / Science category. Prices in different regions can vary greatly. For more information on agency missions, please consult the Agency Missions Manual.

All research area skills have Science 5 as the core skill required. 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 - Mechanic 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

Choosing an area is entirely a matter of your priorities. Many are investing in spacecraft engineering because they hope they get lucky and get the BP of a ship with Tier II technology. However, a large number of research points in this area significantly lowers the chances of each player to win the lottery.

Research Areas and Potential Results:

Spacecraft Engineering:

Astronautic Engineering - not working now

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 - Enclosures & Overclocking Systems

Nanite Engineering - Hulls and Armor Systems

Physics:

Electromagnetic Physics - Rail guns and electronic systems

Graviton Physics - Space violation equipment, missiles, smart bombs

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

Hydromagnetic Physics - Protection Systems

Laser Physics - Energy weapons, missiles, smart bombs

Nuclear Physics - Throwing weapons, missiles, smart bombs

Plasma Physics - Particle weapons, rockets, smart bombs

Quantum Physics - Defense systems, particle weapons

Other :

Rocket Science - Rockets and Propulsion Systems

Finding a research agent

If you know how to find a simple agent, then you also know how to find a research agent: the Research and Development unit category in the agent window on the research corporation information screen will show you all research agents and their availability. Agents unavailable due to their reputation requirements will show the required reputation when you request their agent information.

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

In general, to start a research project with a research agent, you must also satisfy the agent's skill level in the chosen research area. All research agents can carry out research in different areas and have different skill levels in each of them, but you should only satisfy the agent level in the area you intend to research.

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 do research in more than one area with the same research agent, even if you have an RPM.

Open People and Places from the NeoCom panel.

Set the search type to "Corporation".

Type 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 the relationship requirements and decide if you want to work towards satisfying them.

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

Check the location of the agent relative to your location on the map.

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

Go to an appointment with your research agent.

When you dock at the agent's station, activate the Agents window in the station services, right-click on the agent and select Contact / Talk. The agent will invite you to lead your research project. Confirm the dialog box option, select the study 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 information window of the research agent to find out the exact number of them.

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

RP / day = (Agent skill level + player skill level) ² x [(Effective agent quality / 100) +1]

RP / day is doubled for weapons-related research areas and tripled for spacecraft engineering research.

To increase the number of RP earned per day, improve your relationship by completing missions for a regular agent using the Mission service, which belongs to the research agent's corporation, and / or train the skill in the chosen research area to a higher level. RP / day is a dynamic number that changes with modifiers even while working on a project.

A research agent will contact you about every 8 pm to report the problem. The agent will tell you about the progress, but will also ask you to complete his assignment before he can continue research. Your research will not stop forever: even if you refuse or do not accept the mission, waiting for the time offer to end, you will simply miss out on the opportunity to increase the RP / day. You will continue to participate in the BP lottery despite the research stoppage. If the agent doesn't 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 daily RP volume as a bonus and research will continue. If you abandon the mission, you will lose a possible bonus, but research will continue anyway.

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

Where is the reward?

Research Agents issue Tech II Blueprints when a research project succeeds. The agents will inform you that the project was a success and describe the resulting drawing to you. You have 7 days to accept or refuse the proposed blueprint.

If you refuse to accept BP or cannot get it, BP goes back into the lottery and your research project continues. If you accept BP, the agent places the BP in your hangar at the agent station and your RPs are reset to zero. If you do not interrupt a research project with this agent, he will start a new research project.

Please note that the success of your research project is completely coincidental. The number of RPs you have earned reflects only the number of tickets you have in the BP lottery. Even 50,000 RP is far from guaranteeing good luck in an area that accumulates several million RP.

So your chances of getting BP are very, very small, and there is absolutely no guarantee that you will get anything at all. If you're doing your 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 marginally improve your chances, patience and calmness are the highest virtues for the persistent scientist.

Applied research

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

Applied research can only be carried out on original blueprints (BPO). Blueprint copies (BPCs) cannot be examined.

Lab rat work

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

The rental price includes 5 days of work. When the due date arrives, you will find the invoice in the Wallet / Invoices / Payout section. Next to the line "Pay the bill" there will be a square with an arrow. Click on it to pay the bill. Be sure to pay the invoice when you receive such notice, otherwise the Station Owner will pick up the lab when the invoice is past due. You will receive a notification when the Station Owner retrieves the lab for overdue bills.

Labs must be used during the 5 day rental period. If the laboratory was not used during the rental period, it will be selected by the station owner. There is no minimum amount of time a lab needs to be used, but a lab should generally be used at least sometime during the rental period.

To operate a laboratory, you only need the Science feat at level 1. The Laboratory Operations feat allows you to work with 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 that you intend to use with the laboratory. Open the lab screen in the 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 that are consumed during research. BPs that require such materials include a list of the required quantities. The lab installation wizard will ask you for a hangar that will be used to store consumables, even if the materials are not required.

Using BP in a corporate hangar for research 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 in which it was before the research.

Material efficiency

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

ME-R reduces the amount of materials used in the manufacturing process. The ME-R offers a diminishing result with each next test run. As a consequence, the ME level to be achieved differs for each BP class. Mass produced cartridges can offer significant savings when produced in large quantities if BP is used that has gone through multiple ME-R passes. But BP for ships is very profitable at ME levels from 9 to 15. At higher ME levels, only BP for battleships gives 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. After a certain level, it usually makes more sense for a manufacturer to focus on improving their Manufacturing Efficiency skill than to continue with the ME-R process.

Production efficiency

Not to be confused with the Production Efficiency skill (PE), Productivity Efficiency Research (PE-R) reduces the amount of time required for production based on researched BP.

Currently, the savings based on PE-R are almost imperceptible compared to the time spent researching even one level of Production Efficiency. Use this type of research only if you need to load up the laboratories with something so as not to lose them.

Copying

Copy operations, like any other research, can only be performed on original BPs. The lab install wizard asks you how many production runs you want to complete based on the copied BP. It makes little sense to set the maximum here and invite anyone to compete with your own production capacity, making a profit from your research. Oddly enough, many manufacturers and their research departments completely ignore this very obvious concept.

Remember that blueprint copies (BPCs) cannot be sold on the SCC marketplace and must be placed on the Escrow or sold through the trade channel. We recommend that you reserve the last option as a sophisticated form of punishment for non-traditional representatives of the corporation.

Reverse engineering

You cannot reverse engineer at this time. It was originally planned as a method for obtaining BP for found items, but it was never implemented. All other research options that the laboratory installation wizard can offer and that were not listed above are also inactive.

MISSION TIPS

What does “quality” of an agent mean?

The quality of the agent primarily indicates how much your reputation with the agent corporation will improve as a reward for completing the agent's mission. Many players think this is about ISK and item rewards. However, for most missions, agent ISK / item rewards are based on agent “level” rather than “quality”.

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

Poor quality is a relative concept: any Tier 2 agent provides better material rewards and better factional relations than the best and highest quality Tier 1 agent, and brings you closer to gaining access to Tier 3 agents faster.

What is the difference between the "types" of agents?

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

What agents give best items how is the reward?

Rewarding items from agents is quite random, but divided by area according to the LEVEL of the agent. However, it is said that you can get better items from agents of higher quality (see “quality” above), and this may be true. But as a rule, if you want to get the best reward, you need to work for a high-level agent. Once again, the fastest way to reach high "level" agents is to use good "quality" agents. Find good Quality Agents to get to higher tier agents so you can get better rewards sooner.

What is criminal and carrierless DNA used for?

These items, like others, are used in various missions in the EVE game.

What agents do implants give?

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, while another person will never receive them from the same agent. If there was a ready-made answer, everyone would already have implants, right?

Courier missions

This part describes the courier mission system. It includes an introduction to the idea, history, mechanics of these missions, and lots of practical advice 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. Long travel times between distant regions makes proximity a decisive 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 every EVE player, from a green rookie pilot on his first flight in the Reaper to a battleship fleet commander or CEO of a mega-corporation. Nobody wants to make 38 jumps just to grab a few ISOGEN units and bring them back to base, no matter how fast their ship is to travel.

Anatomy of a mission

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

The item or items you choose will be combined into a single item called "plastic wrap". This item has a volume equal to the sum of the volumes of its contents. This has direct consequences for prospective low-volume couriers: if the package is too large, it will not fit into the player's ship, and therefore cannot be delivered. Fortunately, missions are listed along with the amount of alleged baggage.

In compensation for the time and effort spent in transport, the successful completion of a mission is subject to a reward set by the mission issuer (MI) at the time of its creation. Unlike the market system, courier missions are not limited to the framework of the region and can be created in such a way that the place of receiving and dropping the cargo is in completely different regions.

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

Parcels

The plastic packaging of the parcel is not an insurmountable protective barrier. It is impossible to find out the contents of the “packed” parcel, but the courier who has the parcel at his disposal can right-click and select “open” the parcel. As a result, a window list pops up in the usual form of icons. The opening of the parcel does not violate its integrity, so you cannot extract any objects 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 a package does not automatically fail the mission, but you simply have no way to complete it if you damage the package, even if its contents are delivered to the appropriate destination. The act of breaking a parcel destroys the plastic wrap, replacing it with the original goods, a process similar to cleaning up ore batches.

View available missions

To take a mission, you must be at a station with a Mission Service (most, if not all, stations have one). Click on the Missions icon and select courier missions. All available missions in the selected viewing 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 range function is very similar to that of the market interface. These ranges control the list of missions based on your current position and pickup point. There are options to show all missions with a receiving point at the current station, in the current solar system, in the current region, or without restrictions. For example, if there is a mission whose cargo pick-up 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 at a different station), the choice of the current station will not show it, but the choice of the current solar system or region will. All ranges are self-explanatory and are perfectly equivalent to kill range filters. Ranges only apply to MT when viewed: all missions once created can be previewed and there is no way to create a mission that is only visible to a specific 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 is to show only missions whose package volume does not exceed the hold volume of the currently selected ship. This is especially useful for newbies who have very small holds and want to avoid wasting time calculating routes and profits, only to find out that the package won't fit anyway. On the other hand, when this option is not checked, the player with several ships (or the one who can supply the hold expanders) has the opportunity to select the desired mission by changing ships or capacity. The volume column color code can be helpful in this regard - it shows whether the current ship can take cargo (assuming the hold will be empty). Please note that you can accept any mission regardless of the volume of the cargo, but you should not do this if you cannot move it. You cannot smash the package into acceptable pieces without tearing it up and thus failing the mission.

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

Sorting the list

After selecting the filter options, the resulting list can be viewed 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 of these are rewards, jumps, bail, and delivery times. The hop column only indicates the number of hops from the receiving point to the delivery point, it does not take into account the distance between your position and the receiving point. The volume only matters if it is shown in red (which means that the cargo is too large for your ship). Please note that the delivery time is a deadline that is based on when the mission was created - it does not change from when you accept the mission or pick up the cargo. One click on a mission highlights it. This action causes three buttons to appear in the upper right corner of the main missions tab.

Show Route is especially useful for those new to starter ships. This causes the map to appear with a highlighted course to the destination. The courier must be able to manipulate the card options to determine if the course is acceptable to him or not. A 13-jump mission with an acceptable margin and good pay can look quite attractive, but it is important to make sure that you are not guided into a low-security space 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 (that is, 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 if you are not in the station or in the solar system of the receiving point.

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

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. Alternatively, 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 clearly stated and not subject to interpretation. After accepting a mission, MT cannot cancel it without consequences (however, MI cannot either).

Once MT accepts a mission, two things happen at the same time. A parcel is placed in his personal hangar at the pick-up station, and the amount of the deposit is immediately deducted from his cash account. This amount is placed in the 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 the Escrow may think of it as a kind of third-party vault that holds the collateral and mission rewards. 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 revoked by an MI scammer who is unwilling to pay for a successful delivery, and an unscrupulous MT cannot accept a mission and hide with an item without transferring the MI bail amount. Escrow deposits are kept secure by the EVE Central Bank to prevent such violations. Items can be “stolen” and sold to someone else, but there is no way to prevent the loss of the collateral as this amount is deducted from MT before he receives the package.

If, when you accept a mission, you are not at the station where you need to pick up the cargo, obviously you must travel to the correct station before flying to the delivery point.

If the mission is completed on time, the collateral is immediately returned to MT (it is released from Escrow and added back to the MT's total money). If the mission is not completed, the deposit is transferred from Escrow to the MI cash 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 missions unless they are confident they can complete them on time. Please note that server crashes, planned outages, insufficient ISP and many other factors can affect the delivery success. The responsibility for this rests with 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 start flashing (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: Checked out and Accepted.

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

Parcel delivery

A very important point to point out here: the mission is not completed automatically 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 the MI hangar so that it returns to its possession. The most intuitive way to do this would be by right-clicking on the package while it is already in your hangar at the corresponding destination station. Unfortunately this is not possible. To complete a mission, you must open your journal, find the mission on the Accepted tab, right-click on it and select Deliver Parcel. 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 flashes, indicating that you have been returned the deposit and paid the amount of the reward specified in the contract. You won't get any written confirmation like there would be if the mission timed out, so you better check your journal to make sure everything went well.

Creation of 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 property at the moment. You can select a pickup location by clicking on any of the stations where you have items, or you can immediately click on a specific item at that station. As soon as you have selected the 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 the mission by Ctrl + clicking on them in the property list pane. You can only add items that are at the same station - you will not be able to 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-sorted list at the top of the right pane. Each has a volume (in m3) and quantity. Quantity is necessary as items can be stored in a combined form (stack). Minerals, say, are almost always combined. The mission creation interface (as well as the property interface from which it derives) treats items as unit blocks with a number digit. Unfortunately, there is no way to remotely ungroup or split a group of objects into several smaller ones. If you have 6 Micro-EMP Smart Bombs in a station and want a courier to transport 2 of them to another station, you will fail due to interface limitations. Especially unlucky for those who have a large amount of minerals in a remote location. If the amount is large enough, even an industrial ship cannot carry, say, tritanium when the tritanium is in a stack that is larger than the hold's capacity.

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

The Reward field is self-explanatory. Here you enter the amount of ISK that will be paid to the courier after successful delivery. This amount must be available to the MI at the time the mission is created as it will be immediately deducted from the wallet and placed on the Escrow.

The due time (in days) is set by default to 1. 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, with the current courier system, this is not possible, which somewhat limits the usefulness of the missions.

"Where to deliver" shows the destination station. You can type the full station name if you can accurately reproduce the spelling and format, but it is 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 in this system, from which you can select the one you want.

The next field is a very useful feature new system missions. The restriction to Pilot or Corporations allows the mission creator to effectively create "secret" or "hidden" missions that target a specific courier or group of couriers. The search function works here 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 the MI wants this mission to be tracked. Tracking is a useful feature, but it costs 2,800 ISK in addition to the base mission cost of 850 ISK. For most people, these numbers are negligible, but if you create many missions and don't see the need for notification of their status, you may not want to check this option.

Note that tracking does not allow MI to determine exactly where its package is after the mission has been accepted. The only purpose of the tracking function is to send the in-game first MI when a mission has been accepted by the courier, and a second when the mission has been successfully completed, even though the same information is available through the log 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, the courier who accepted the mission is posted by the sender. It is currently the only way for MI to identify MT.

Perhaps this is an oversight or a mistake in the mission system, because this information does not appear 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 transaction carried out, 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 probably necessary to protect couriers from exploits, including setting a collateral substantially higher than the value of the package. Unfortunately, the use of the tracking option by an unscrupulous MI could result in it being able to bypass this identity protection, establish a mission pledge of 300,000 ISK for several hundred tritanium units, find out the name of the courier, and prepare an ambush. As soon as the package is destroyed, the deposit will go to him.

To minimize this risk, couriers should always check their parcels to see if the amount of the deposit for this content is acceptable. If not, you should expect impure play 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 items in the package. This button, apparently, calculates the base price for items from the NPC - at least, it is taken exactly in the case of minerals and skills. Use this button only as a pointer. In most cases, MI knows exactly how much the item is worth to him and how much he wants to get in order to "insure" the item using the collateral parameter. The quantity shown here is immediately placed in Esvrow as soon as the courier accepts the mission, and it is guaranteed to be delivered to the MI if the mission timer expires before the package arrives.

After creation

When all the items are selected and the parameters are set correctly, pressing the Add Mission button will place the mission in the group of available courier jobs. The wallet icon will flash to indicate that the base tax of ISK 850 (or ISK 3,650 if the tracking option is selected) has been paid and the reward has been deposited into 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 impossible to change the parameters, you need to create a new mission to deliver the same item, and this can only be done by canceling the mission and creating a new one instead. MI can also take on a mission of its own (this has some esoteric implications, but is not covered in this guide).

Right-clicking on Issued Missions can be useful in case you have not 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 have the option to cancel it. If the mission has already been taken, cancellation is not possible, because the terms of the mission bind both MI and MT, so right-clicking will have no effect. Determining whether the issued mission has been completed is even easier - the mission will simply disappear from the journal. If you have not received a letter indicating that the mission has expired and the bond has been handed over to you, you can confidently conclude that the mission was successful. You can also check your ownership list to make sure the items were actually delivered, as completing the mission rips the parcel apart and places the items in the MI hangar.

Helpful Hints for Making Missions Attractive

The mission system is completely useless for MI if it cannot create the kind of mission that would-be couriers want to take. Issuing missions places the desired items in plastic wrap, announces the mission and guarantees the safety of the items sent using the deposit system, but all this only results in the loss of 850 ISK if the execution 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 on the starting frigates to take on the mission? If so, make sure that the volume of your package is small enough, and the path between the pick-up point and the destination point is neither too long nor too dangerous.

If these parameters are correct, consider two ISK mission parameters. New players don't need too much rewards. Sometimes you can create a 10-jump mission for less than 10,000 and there will be newbies happy to complete it. The real limitation for this target group is bail. If you have a skill worth 300,000 ISK that you want to transport in 7 jumps to a new player-friendly empire space, you will not be able to create a low-cost mission that a beginner will take on without risking financial losses for yourself. New players do not have the money to accept high bail missions. For this reason, you should probably limit yourself to clearing missions: transporting small, low-value items through relatively safe space is the type of job that suits beginners best.

The main target audience for most missions is probably a mid-range mercenary pilot. Members of corporations rarely spend time looking for courier missions and are not inclined to travel back and forth across the galaxy even for a decent reward, since they almost always have very specific goals and tasks to complete while they are online. Mercenary players, on the other hand, are often looking to fulfill in order to pass the time and secure a decent standard of living for themselves. These players are usually quite wealthy and can carry a decent amount of money with them, which they can give on bail. Thus, for them, you can set missions to transport not precious, but still dear to you items. The main condition in this case is the amount of remuneration.

Determination of remuneration

There are two very different approaches to setting an appropriate reward amount, neither of which can guarantee the appeal of a mission. The first is to base the reward on the number of jumps the mission can take. This 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, and not on the number of jumps, and the time factor depends on the skills and equipment of the courier. A 20-jump mission for one courier may be less costly than a 14-jump mission for another, if the former has a Microwarp engine, and the latter needs to load the ship with decelerating hold expanders in order to take on the mission altogether. For this reason, it is not advisable to think of the number of jumps as a multiplier 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 inclined they are to travel while disconnected from the game. Perhaps a 20-jump mission is something the courier will happily take on if he tends to take a “safe” autopilot course and move away from the keyboard to calmly cook dinner while tracking progress in the background. In this case, the remuneration payments do not have to be as high as you think.

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

A trading analogy is helpful here. Many traders choose their routes using a complex procedure. To begin with, they can exclude all routes that will yield profits below a certain value. The percentage profit relative to the investment does not matter at all if the absolute value of the profit is too low. The player's time becomes the limiting factor here. The remaining routes use a kind of “risk versus reward” filter. Two routes, each of which can bring in its pure form 1 million ISK, are not at all equivalent, if one requires an investment of 6 million, and the second - 12. The merchant will look for an acceptable percentage of profit, further narrowing the choice of options (and excluding, for example, the aforementioned 12 million mission). The remaining options will have the following characteristics: they all give a certain minimum profit (below which their implementation is just a waste of the trader's time), and the profit must meet or exceed a certain minimum return on investment. The final decision factor will be difficulty, usually determined by the number of jumps.

Instead of thinking about the base figure he gets for a jump, the trader usually thinks in terms of comparisons. For example, one route satisfies both absolute and percentage conditions and has eight hops. Another route brings 200K more, but twice as far in jumps. Then it is definitely not worth it if the initial route brings in one million, because the seller will have to double the time it takes to repeat the route (unless supply and demand change, of course). For a double-length route to be worth taking, the merchant 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 the courier can only profit from the mission once (ie "supply and demand" is sufficient to support "one deal"). Rather than 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 the base amount of the reward that meets the first two criteria (absolute profit and percentage profit) with some additional bonus for jumping after a certain number. This bonus can be an arbitrary amount per jump, or it can be based on a percentage of the collateral, say 1-2%.

For example, let's say we have 15% profit per 1 million ISK of collateral, which gives 150,000 ISK. For this type of mission, 10 jumps is an acceptable number, so these jumps are “included” in the 150,000 ISK. Our real mission is 17 jumps long, so a bonus must be given: 7 multiplied by a suitable amount for a jump, in our case 10,000 (1%), which gives an additional 70,000. Thus, the total reward for a 17-jump mission can be set at 220,000 ISK.

Another point that needs to be considered in detail is that the percentage of profit that the courier claims may be less than what the merchant expects. Traders are equipped with industrial-grade ships with no options. For them, the profit that can be obtained from a frigate-sized hold, even full of goods, is simply too small. For frigate pilots, however, courier missions are often the only way to make money on normal travel times 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, to summarize, there are two types of approaches to determine the appropriate reward. The former estimates the time the mission will take and is better suited for transporting low to medium value items that do not require a high deposit. In this situation, missions are likely to be taken by free pilots who have nothing against delivery and are just looking through the mission list to keep themselves busy. For this audience, the amount of time it will take to deliver 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 resulting number must be adjusted based on the number of jumps after a certain reasonable number that the courier expects to fly. This amount, distance bonus and base profit percentage must be determined entirely by the MI. He should be able to "play them by ear" without long calculations.

In order to make a mission attractive, in most cases a balance must be struck 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 over a long distance. It is up to you to decide if moving the item is worth it. If so, make the transportation worth the courier's time. If this is financially unprofitable for you, then move it yourself, or accept the fact that the fate of the object is to collect dust in your hangar on the outskirts of space.

There is one more thing to say. The first is fairly obvious: hiring couriers to transport items around the universe is a luxury for those who can afford it. It is always cheaper to move your junk yourself, but it can be extremely inconvenient and time consuming. It's up to you how much your time is worth. Courier missions can save you time in two important ways: they allow you to do something different at the time you would need to transport, and they can be done even when you are not online. If you play out missions cleverly, you will usually be able to arrange for things to be delivered while you sleep or work. The best time to create missions is before you turn off at night or early in the morning before you leave for work or school. When you turn on again, your item will often be waiting for you. For a huge number of players, the convenience is worth the high rewards they have to pay for shipping.

Setting collateral

In fact, very little can be said about the amount of the bond. 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 you. Let's say you are looking for a module that is not very expensive under normal conditions (average price), but in your area of ​​space it is now very rare. Suddenly you see it on the market 19 jumps away from you and buy it immediately, but you can't afford to waste time on a side trip. In this case, you will want to charge the delivery mission deposit higher than the average price because you have an item that is hard to find - and it doesn't matter that you can buy it at a good price 50 jumps away from you.

Once you've 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 a long time ago, or you could have picked it up yourself. Secondly, it prevents lazy players from attempting to steal the item. If you set the deposit amount at the average market price of an item, which is rare for the receiving region, the courier may look into the package and be very tempted to tear it apart and fail the mission, but not waste time traveling to the place of the item's production. If the collateral is higher than the normal price of the item, couriers will be less inclined to steal it just out of a desire to reduce their problems.

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. Industrial pilots belonging to a corporation are usually very busy on mining operations or other corporate assignments. Free industrialists are much less common, although it cannot be said that they are completely rare. These trucks, however, generally have a high income potential, and are likely to be focused on trading, generating a very decent income; they often don’t even look at the mission board, unless they hear about a mission whose profit level is well above a “good” trade flight. Most of the time, the price isn't worth it, so MI must pay well for the industries to move the cargo.

On the other hand, if the quantity of goods is sufficient for several industrial flights, and the items are packaged in such a way that it allows you to create several mission statements, then you can assign several missions with the same pick-up and drop-off locations. In this case, the industrial pilot would be able to treat each of the missions as a separate flight on the trade route. In this case, it may be useful to increase the mission timer so that one mission is set, for example, for 1 day, the second for 2 days and the third for 3 days. This is necessary because the timer starts immediately after you place a mission.

Scanning is the art of searching for various signatures (objects and their complexes) in the boundless space of New Eden. After examining the scan, you can find the ships of the players (as well as other objects belonging to them) in this star system, explorer sites (hidden places where you can get various bonuses), and wormholes (wormholes) leading into deep, unexplored space.

Scanning relies on the use of scan probes (in the jargon of "traffic") controlled by the player. The position of the desired objects (hereinafter referred to as the “signatures” guide) is determined by simple trilateration. The success of the scan depends not only on the skills or fit of the character, but also on the player's ability to navigate in space, and the player's experience in preparing and positioning samples.

Equipment to start the process

Technically, scanning requires very few skills and equipment to be able to do this in principle, but in practice there are a LOT of ships, fit, implants and skills that will allow you to catch targets much more efficiently.

Scan probes

Without scan probes, you simply cannot start. There are three types of samples:

  • Core Scanner Probe I it is used only to search for anomalies and signatures, which are the main target of exploration. At the time of translation of the guide, it is easier to find anomalies with an onboard scanner without using samples, and in practice this type of scan samples is only needed to search for explorer sites. Core probes operate over distances from 0.25 to 32 AU.
  • Combat Scanner Probe I able to detect anomalies, signatures, player ships, structures and drones. However, these probes can only be launched with a fairly heavy (220 tf) CPU Expanded Probe Launcher I. These probes operate at distances from 0.5 to 64 AU.
  • Deep Space Scanner Probe I- an improved version of the combat test, operating at distances from 2 to 256 AU. Note: The trial itself requires Astrometrics 5.

For those who have taken their scanner career seriously, there are the so-called "sister" modifications produced by the Sisters of Eve Corporation:

  • Sisters Core Scanner Probe - + 10% to the strength of the scan of the sample.
  • Sisters Combat Scanner Probe - + 10% to the strength of the scan of the sample.
  • Sisters Deep Space Scanner Probe - + 10% to sample warp speed.

The RSS Core Scanner Probe, available as one of the tier 4 Mathar Epic Arc rewards, grants + 12.5% ​​Probe Scanning Power, but has a very short lifetime in space after launch.

Probe launchers

Probe launchers are devices that fit into high slots. "Cannons" for scan-samples. Also vital for scanning

  • Core Probe Launcher I shoots out Core probes (and nothing but Core probes), and requires only 20 CPUs to install.
  • Expanded Probe Launcher I consumes 220 CPUs but is capable of firing all types of probes.

In addition to the standard options readily available through the marketplace, the Sisters of Eve also offer their own mods, available either through the lp shop (for those who work for them) or through contracts for everyone else.

  • Sisters Core Scan Probe Launcher - + 5% to sample scanning power and save 5 CPUs (15 CPUs in total).
  • Sisters Expanded Scan Probe Launcher - + 5% to the strength of scanning samples and save 10 CPU. (total 210 CPU).

Skills

Some skills are required for a successful scan:

  • Astrometric- allows +1 trial in space per level. It is required at the first level for Core-launchers and trials, at the 2nd level for Combat-trials and Expanded-launchers, at the 5th level for Deep Space-trials.
  • Astrometric Acquisition- reduces the scanning time of each sample by 10% per level.
  • Astrometric Pinpointing- Improves scanning accuracy. Reduces the maximum deviation from the target by 10% per level.
  • Astrometric Rangefinding- increases the scanning power of each sample by 10% per level.

The ships

Technically, the sample launcher can be plugged into any free highslot, if there is enough CPU. But some T1 frigates and their t2 modifications (covert-ops), as well as certain configurations of T3 cruisers, have bonuses on scanning power, which helps the player to catch the target.

Frigates

T1 frigates listed below have + 5% sample scanning power per racial frigate level. They are quite cheap and beginner-friendly.

  • Amarr - Magnate
  • Caldari - Heron
  • Gallente - Imicus
  • Minmatar - Probe

Covert-ops ("rugs")

Covert-ops-frigates have a + 10% bonus to sample scanning strength per level of the Covert Ops skill. In addition, they can be equipped with Covert Ops Cloaking Device II, which will seriously help the safety of movement through systems in hazardous areas of space. It is worth noting that if the skill of the rug is less than 3 - this rug has a lower scanning power than the racial frigate, since the prerek (necessary for learning the skill) of the rug (racial frigate, pumped into 5) gives a 25% bonus to the scanning power of the samples to the corresponding racial frigate.

  • Amarr - Anathema
  • Caldari - Buzzard
  • Gallente - Helios
  • Minmatar - Cheetah

T3 cruisers

Introduced in the EVE Online: Apocrypha expansion, this special type of cruiser also has a + 10% bonus to traffic jam strength per level of racial Electronic Systems, provided that such a ship is equipped with an Electronics - Emergent Locus Analyzer. There are two things to keep in mind:
a) T3 cruisers are relatively expensive, and their destruction removes one rank of a skill in a randomly taken sub-system skill of the corresponding race,
b) the ability to install Covert Ops Cloaking Device II for T3 cruisers depends on the presence of another sub-system in the kit, namely Offensive - Covert Reconfiguration.

  • Amarr - Legion
  • Caldari - Tengu
  • Gallente - Proteus
  • Minmatar - Loki

Riga

There are two rigs that increase the scanning power of the sample launchers.

  • Gravity Capacitor Upgrade I - + 10% to scan power per 200 calibration units.
  • Gravity Capacitor Upgrade II - + 15% to scan power for 300 calibration units.
Since you will not be able (by calibration) to fit two t2-rigs, and even a t1-rig + t2-rig, it is recommended to use 2 t1-rigs.

Implants

Low-grade virtue implants give a bonus on sample scanning strength; full set gives + 33.83%

  • Low-grade Virtue Alpha - 1% on its own and 1.1x set multiplier.
  • Low-grade Virtue Beta - 2% by itself and 1.1x set multiplier.
  • Low-grade Virtue Gamma - 3% on its own and 1.1x set multiplier.
  • Low-grade Virtue Delta - 4% on its own and 1.1x set multiplier.
  • Low-grade Virtue Epsilon - 5% on its own and 1.1x set multiplier.
  • Low-grade Virtue Omega - 1.25x set multiplier.

The following hardwarewires provide bonuses to various sample attributes.

  • 6th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-0 - 2% reduction in maximum deviation from target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-1 - 6% reduction in maximum deviation from target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-2 - 10% reduction in maximum deviation from target.
  • 7th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-0 - 2% reduction in scan cycle time.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-1 - 6% reduction in scan cycle time.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-2 - 10% reduction in scan cycle time.
  • 8th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-0 - + 2% scan power.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-1 - + 6% scan power.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-2 - + 10% scan power.

Video tutorial.

For all beginners, pilots looking to refresh their memory, or even seasoned pilots looking to improve their technique, there is ( English). Not only does it quickly and clearly explain how to scan, but it also allows (from observing another pilot's experience) a couple of ideas, even if you consider yourself experienced.

Scanning system

Here's what you need to know:

  • Sample scan fields should overlap. Otherwise, you will not be able to warp to the found point.
  • The scan radius of the sample can be changed on the fly. This is necessary to target what you are looking for.
  • Samples can be recalled from space. Lost samples can be reconnected, then saved. Then they return from space and are placed in your hold for later use.
  • Probes always see what they can see within their radius. The further the target is from the sample and the larger the scanning radius, the weaker the signal.
  • You are not required to move while scanning or shooting samples. It is enough to place the samples using the system map. The samples will swap themselves where necessary when you give the command for the scan.
  • The scan time itself is very short. Most of the time during the scan process will be occupied by positioning the samples. Therefore, the orientation in space of the scanning player is extremely important, and it is this factor that will determine how long it will take for him to catch the signature.

Scanning procedure

The scanning procedure is based on trilateration, where 3 samples are used to determine a point on a 2d-plane, and a 4th sample is required to find a point in space. 4 samples need to be placed within the site being searched. These samples must be placed on different planes, then a signature to which you can warp is determined.

To begin with, one or more probes determine the approximate position of the signature. Once we know for sure where it is, we can add more probes to calculate the exact position.

  • If two tests have reached confident knowledge, you will receive a red ring, the target is somewhere along the length of this ring.
  • Three samples give 2 points, the target is approximately at one or another point.
  • If a confident signal is reached with four samples, you will get a result that you can warp on, if the strength of the scan of the samples is sufficient to focus on the signature (remember, the strength of the scan of the samples depends on their radius).

An example is below.

First, enter the scan interface either through Ctrl-F11 or through the scan button on the left side of the HUD in space (picture below)

This will open the scanning interface. Open the map in the upper right corner of this window to see a map of the system.

First, we'll determine if there are any signatures at all. Start a trial by clicking on the loaded launcher installed on your ship. Set the scan radius to maximum: either drag the sphere border, or right-click on the sample that appears in the list, and set the scan radius through the drop-down list.

The example uses the Core Scanner Probe I, but experienced scanners can use the Deep Space Scanner Probe I to maximize the radius. To hint at the right moment when dragging with the mouse, the sphere border will be highlighted when the mouse is where the sphere can be dragged from. This can also be seen in the picture below.

Now that the sphere is zoomed in to its maximum size, it will lock in that state when you release the mouse. Make sure the scope covers most of the system (ideally the entire system) and hit the analyze button

The result will appear within 10 seconds (or less, depending on skills). There is some kind of signature here. However, the signal strength is quite small because the sample currently has a fairly large scanning radius. This means that the indicated distance is almost certainly extremely inaccurate ...

To more accurately determine where a given site is located in the system, and to get a stronger signal, change the sample size. In the example, the sample was reduced to 8 AU and this is what happened (do not forget to press the analysis button):

We can conclude that the site is located somewhere near the inner planets of the system. Due to the type of system, there are approximately 3 positions for this signal. It is either near one of the outer planets within the radius of the first sample, or it can be close in a group of planets near the center of the sample we started with. OK, let's place 3 samples to check all 3 cases.

Place the 1st sample with a radius of 4 AU at each of the points:

And we look at the result showing us that we can forget about the outer planets. By clicking on the signature, we can highlight the result, which shows us which sample caught the signal.

We catch the signature, approaching it. We gradually increase the signal strength by decreasing the radius of the samples. To move the sample, simply take and drag it by one of the arrows oriented in the directions around the center of the sample. When you move them all - click on the "analyze" button, they will weld to a new position and start scanning.

In the example, one sample is used to check the volume around the inner group of planets. Look at the signal strength indicator for an indication of how close the sample is to the site. When the probe moves closer to the left neighbor (in the picture below), the signal becomes stronger, but when it moves further, the signal is lost. This means that the site is likely above or below the planets. Throw in the second sample and place it “above”. Here's the result:

A red circle means that the site is caught on both samples, and therefore is somewhere within the red circle. Now we can already narrow the radius of the samples in order to catch a stronger signal, which is done in the example. As soon as the circle is narrowed, we connect the third sample, covering the red circle with it. When all three samples receive a strong signal, 2 dots will appear on the screen.

In fact, the site is located at one of these two points, and we connect the fourth probe, covering one of the two points with it. When the correct point of the two is found, the signature remains the only one:

Although we know the right place in the system, we still need to further reduce the scan radius of our samples in order to pick up a stronger signal. This should be easy enough (use alt, which offsets all probes).

The signature point will go through the red, yellow and finally green phase, and in the green phase (100%) you will be able to warp towards the target. Having received a green point, you can click on it, or on the line corresponding to it in the scanner, with the right button to swipe to it or forget it. This is what the finished scan looks like:

The signature is now fully scanned and can be bucked or targeted by the warp. The result will remain visible this way until you leave the system, do not gag or disconnect.

If you still cannot catch the signature at 100%, although you are using the smallest possible radius, this may mean that your scan power is not enough. Use a ship with bonuses for scan, upgrade skills or buy the best fit.

Note: this example is only an example. The specific scanning mechanics are at the discretion of each individual scanner and should be owned only by him and his friends. There are more efficient scanning techniques, but this example teaches not so much to _do_ a scan, but rather to understand what is happening mechanically when you take a scan.

Scanning interface.

The scanning interface can be subdivided into upper and lower parts, the upper part is used to manage samples and the lower part is used to display the scan results.

Sample management

In addition to the analysis button, there are several more buttons. Here they are:

From left to right:

  • Analyze: samples warp to the positions you specified and start the scan
  • Collect active samples: recalls active samples to your hold where they can be re-released in the future.
  • Reconnect to lost samples: reconnects your ship's sensors to all of your samples present in this system. Used when disconnecting or returning to a system that you left after mistakenly forgetting to collect samples.
  • Destroy active samples: the last button permanently destroys active probes. After that, they are lost forever. This can be useful if you need to quickly escape, or hide, hiding your samples from prying eyes.

Individual samples can be selected, disabled, reverted or destroyed by right-clicking on them. The entire selected group of samples as a whole can be moved with a shift. The viola moves the samples relative to the center of their group.

Scan results

The scan results section displays the results obtained from your samples after they have been analyzed:

This sheet displays the group to which the signatures you found belong, the strength of their signals, and the approximate distance. The weaker the signal, the less accurate the distance. The signature ID, which is not shown in the figure below, allows you to separate the signatures from each other. ID is exactly and only what it is - a unique identifier, and does not give any information about the site. The ID also changes in the case of DT.

As the signal gets stronger, the Group section displays additional information based on which frequencies the signal is transmitting. At a certain signal strength, the exact name of the signature will appear in the “type” column, as you can see in the figure below.

The signature ID, which is not shown in the figure below, allows you to separate the signatures from each other. ID is exactly and only what it is - a unique identifier, and does not give any information about the site. The ID also changes in the case of DT.

Filter results

The Result Filter is a powerful tool that you can customize on the fly to filter out unwanted results. After scanning, you can fine-tune the filter as you wish to see the results you want. No new scans are needed, you can even re-flip filters with different settings... The filter will be applied to everything that the samples saw at least out of the corner of the eye at the time of the last scan.

To create a new filter, click on the rippled rectangle (in the outdated screenshot in its place a triangle) on the left side of the field with the heading Scan result filter, and select the "create new filter" option

A window will open that will allow you to select which groups the pilot wants to see on the scan with this filter. Once you have saved the filter, you can select it from the drop-down menu in the same window, and the scan results will be sorted on the fly accordingly:

Hints

  • The larger the radius of the samples, the less accurate the samples. Start with large radii, or even a Deep Space Scanner Probe to determine what is in the system, then narrow the radius. Gradually make the scan radius smaller as you get closer to the target. If you've caught a target in the smallest possible radius of your probes and still haven't hit 100%, try using probes that allow a smaller radius.
  • It is best to move samples along one axis. Then, in case you are mistaken in the direction, it is easier to return it to its place.
  • The lower the signal strength to which the site corresponds, the less the accuracy with which the distance to this site is displayed.
  • You don't need to warp the system, you can be completely safe on the safe spot while looking for a signature. Your probes will do all the necessary warps on their own.
  • Probes always report all objects within their radius. The larger the radius of the sample and the further the signal is from its center, the lower the strength of this signal.
  • When intersecting results from several samples, they are combined into one result.
  • When a signature is selected from the list in the scan interface, the corresponding visual cue will be highlighted. Please note that samples have an error and their opinion may differ from reality.
  • Filters can be configured on the fly and do not need to be re-scanned.
  • Anomalies will always be 100% from one sample, so this 1st sample is enough for them (and in fact - 0, use an onboard scanner)
  • When moving samples, you can use the shift for the group, and the alt - for mirror positioning relative to the conditional center.

Signal types

Unknown

This includes:

  • Unstable wormhole... A kind of "gate" leading to unknown solar systems not marked on the map. They have restrictions on the permeable mass and life time.
  • Unknown - registered... All kinds of combat complexes with a bunch of NPCs and tasty clothes at the end of the expedition.

Expeditions is 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 luck would have it) displayed in your journal acc. tab. As a rule, in the first expeditionary complex, you need to blow up some structure to give the coordinates of the trail. complex.

This also includes "numbered" plots of the type 6/10, 8/10, 9/10, in the distant, distant times, these plots were marked with beacons and stood forever in the same places, once almost all of them were removed, leaving only 1/10 , 2/10, 3/10, 4/10 in the empire (can be seen on the galaxy map by selecting Color Stars By -> DED Deadspace Report in the tab) and single highly numbered zeros. Now these plexes are also randomly generated in the systems and they need to be scanned. The number indicates both the complexity and the 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, Frigates, Destroyers

The general meaning of all Unknown plexes (except for wormholes) is to shoot red crosses.

Ladar

There are two types:

  • Gas complexes... When you fly in, you find yourself in the middle of several clouds that can be collected with a special "vacuum cleaner" Gas Cloud Harvester I Boosters are made from clouds in the known space. While collecting gas, they can damage the ship, not much, the cruiser can handle it. In Wormhole systems, Ladar Plexes contain the gases needed to build T3 ships. The cloud was never bitten for half an hour of the test.
  • Combat complexes with containers for opening which you need Codebreaker I... In bpc contacts for boosters, reactions for boosters, books.

Gravimetric

Asteroid belt, may be NPCs, may arrive later. That's all.

Magnetometric

These are archaeological complexes in which there are special containers that can be opened either by the module Analyzer or module Salvager... There can be npc, in high secs, for example, salvage complexes without npc. And in 0.0 systems, if you please shoot. In containers, salvag, sometimes books (skills), sometimes bpts for t2 rigs, and if memory does not change bpts for fractional structures for pos.

Analyzer efficiency rigs will help you in these plexes:

  • Emission Scope Sharpener III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPW-1. Implant + 5% to the chance of successful work of the Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPY-1. Implant + 5% to the success rate of Salvager.

Radar

Hacking complexes with openable containers Codebreaker... Usually you have to shoot. In containers Decryptor’s, Datacore’s, bpc for various Data Interface’s, special materials for building date interfaces, as well as in special radars there are bpc for boosters. In known space, the Radars are the source of materials for the Invention. In Wormhole space, Radar is a source of materials for Reverse Engineering, i.e. the production of T3 ships.

Rigi for hacking:

  • Memetic Algorithm Bank III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPZ-1. Implant for -5% working time Salvager, Codebreaker, Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPX-1. Implant + 5% to the success rate of Codebreaker.

Cosmic anomaly

In the process of scanning, you will surely stumble upon the signals of "cosmic anomaly" - these are unpretentious combat systems scanned with one plug, as well as a built-in scanner. There are no entrance gates in them, and so they can be passed on any ship. There is a small chance of seeing a factional NPC (Dread Guristas, True Sansha ...) or getting an expedition. Combat complexes in faction wars are also cosmic anomaly signals.

With the introduction of the Dominion, the Pirate Detection Array upgrade appeared for systems with a claim, adding 4 anomalies per level. The yield of anomalies also grows with the level. At the 5th level, 20 anomalies are obtained in the system 4–5 of which are top-end in terms of income. Anomalies from upgrades are immediately restored after disappearing.

Translated by © Clancy.
Section "types of signals" © Yolkree.