Anomalies in Eve Online. Scanning in EVE Online - skills, modules, ships, research sites. What does the "quality" agent mean


Research missions

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

Research suggests work with the NPC Corporation Research Agent; The purpose of this study is to get a new drawing of technological level II, which is not available on the market. Applied studies are carried out according to existing drawings; Their goal is to increase productivity in the production of this drawing.

Requirements

Required skills Recommended skills Equipment
For scientific research
Science (Science) 5

For scientific research
Science (Science) 5
RESERCH PROJECT MANAGEMENT (Research Project Management) 3
- Not necessary
For applied research
Science 1.
A certain skill at the appropriate level for the selected area of \u200b\u200bresearch and the corresponding requirements for secondary skills, i.e., for example, electronics (ELECTRONICS), engineering (Engineering) or mechanic (Mechanic) 5.

For applied research
Science 4.
Laboratory operations (Laboratory Operations) 3
Metallurgy (Metallurgy) 4
A certain skill at level 4 for the selected area of \u200b\u200bresearch and the relevant requirements for secondary skills, i.e., for example, electronics, engineering or mechanics 5.
Slot research laboratory at any station

Scientific research

The appointment of research agents is to introduce new technology in EVE. Now players can turn to those agents who work for the research corporation "Research and Development (R & D)" (research agents), and they will appoint them to the head of the research team, which conducts research for them.

As research is promoted, the player accumulates research points (RPS), which serve as a lottery drawing tickets (BluePrints, BP). Every hour the lottery is held in the selected fields of studies, which gives players drawings for items II levels that are chosen by chance. Players who accept bp proposal are obtained by BP, and their RP counter in the appropriate region is reset to zero.

This manual tells how to gain access to research agents, how to explore with the help of research agents and how to maximize RP meter to improve your chances in the BP lottery.

Research corporations

Although all NPC corporations have agents, not all of them have units "Study and Development" and, as a result, not everyone has research agents.

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

Amarr. Caldari. Gallente Minmatar
Carthum Conglomerate.ISHUKONE CorporationCreodron.Boundless Creation
Viziam.Kalaakiota Corporation Lab Duvolle Core Complexion, Inc.
. Lai Dai CorporationRoden Shipyards.Thukker Mix.

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

Areas of research

Studies can be carried out in a variety of engineering disciplines and various fields of physics, let us say in the engineering of Caldari spacecraft, plasma physics or science of rockets.

Books of skills that allow you to train these skills are absent in schools. They are given as bonus awards for ordinary agent missions and can fall out in the form of trophies with NPC. Many players also resell such skills in the SCC market in the Skill / Science category. Prices in different regions can vary very much. For more information about agency missions, please consult a guide to agency missions.

All skills for research areas have science 5 (science) as the required basic skill. In addition, they have the requirement for secondary ability, also level 5.

Research areas and Requirements in secondary ability:

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

The choice of the area is the whole question of your priorities. Many are investing in the engineering of spacecraft, because they hope that they are lucky, and they will get a BP ship with a level II technology. However, a large number of research points in this area significantly reduces the chances of each player for the winning lottery.

Research and Possible results:

Spacecraft engineering:

AstronAutic Engineering - now does not work

AMARRIAN STARSHIP Engineering - AMARR space ships

Caldari Starship Engineering - Caldari Space Ships

Gallentian Starship Engineering - Space Ships Gallente

Minmatar Starship Engineering - MINMATAR space ships

Engineering / Other:

ELECTRONIC ENGINEERING - electronic systems and drones

Mechanical Engineering - Space Ships, Armor and Case Mining Systems

Molecular Engineering - Enclosures and acceleration systems

Nanite Engineering - Corps and armor systems

Physics:

Electromagnetic Physics - Rail guns and electronic systems

Graviton Physics - Equipment Disorder Space, Rocket, Smart Bombs

High Energy Physics - Modules Energy Systems, Smart Bombs, Energy Weapons

Hydromagnetic Physics - Protection Systems

Laser Physics - Energy Weapons, Rockets, Smart Bombs

Nuclear Physics - throwing weapons, rockets, smart bombs

Plasma Physics - Elementary Particle Weapons, Rockets, Smart Bombs

Quantum Physics - Protection Systems, Elementary Particle Weapons

Other :

Rocket Science - Rockets and Muscreen Systems

Search for research agent

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

While regular agents for making missions require a reputation only in one category, be it fractional, corporate or personal, research agents require a reputation in two of these three categories to be available to you.

As a rule, to start a research project with a research agent, you should also satisfy the level of the agent's skills in the selected area of \u200b\u200bresearch. All research agents can perform studies in various fields and have different levels of skills in each of them, but you must satisfy the level of the agent only in the area you are going to explore.

If you have the skill of the research project management (Research Project Management Skill, RPM), you can conduct research more than one research agent - one extension project for each level of skill. You cannot conduct studies more than in the same area, with the same research agent, even if you have RPM.

Open "People and Places" from the Neocom panel.

Set the search type "Corporation".

Print the name of the research corporation to which you want to work.

Click on the information icon in the results window.

Activate the "Agents" register.

Click down the down arrow next to the "Study and Development" division.

Click on the information icon next to the first agent, which is indicated as "not available to you".

Check the requirements for relationships and decide whether you want to work on to satisfy them.

Or: Click the information button of the last agent, which is indicated as "available to you".

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

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

Go to the meeting to your research agent.

When you approach the agent station, activate the Agents window in the station services, make the right-click on the agent and select "Contact / Speak". The agent will invite you to lead your research project. Confirm the option of the dialog box, select the Research field from the left-click menu and confirm again by clicking OK.

Now you have an active research project.

Promotion

As your research project is progressing, you get research points (Research Points, RP) on a fixed daily basis. Open the information window of the research agent to recognize their exact number.

The number of research points that you get per day is determined by the effective quality of the agent (ie, the quality of the agent modified by your attitude and social skills), the level of the agent's skills and your own level of skill in the selected area of \u200b\u200bresearch.

Rp / Day \u003d (agent skill level + player's skills) ² x [(effective agent quality / 100) +1]

RP / day doubles for research areas related to weapons, and triples for research in the field of spacecraft engineering.

To increase the number of RPs received per day, improve your relationship, performing the mission for an ordinary agent using the mission service, which belongs to the research agent corporation, and / or train the skill in the selected area of \u200b\u200bthe study to a higher level. The amount of RP / day is a dynamic number that changes together with a change in modifiers even in the process of working on the project.

About once at 20 o'clock, the research agent contacts you to report about trouble. The agent will tell about the progress, but also asks to fulfill his order before he can continue research. Your research will not stop the commerce: Even if you refuse or do not accept the mission, waiting for the termination of the time supply, you just miss the opportunity to increase RP / day. You will still take part in the BP lottery, despite the stop in the studies. If the agent does not associate with you, talk to him. He may have a mission that is still not at that stage to force him to contact you right now.

If you accept and successfully follow the mission, you will receive a daytime RP volume as a bonus and research continues. If you refuse the mission, you will lose a possible bonus, but the research will still continue.

Please note that research agents can give a wide range of these additional missions, including murder mission groups of cruisers. If you can not fulfill such a mission or simply do not have the time to transport 12,000 debris units - just refuse. The fine to the reputation associated with the refusal to perform the Mission of the Research Agent does not exist - you simply do not get an increase that could be obtained if you fulfill this mission.

And where is the reward?

Research agents issue technical level II drawings when the research project is crowned with success. Agents will tell you that the project ended with success, and will describe the resulting drawing. You have 7 days to accept or abandon the proposed drawing.

If you refuse to accept BP or you can't get it, BP returns back to the lottery, and your research project continues. If you accept BP, the agent places BP into your hangar at the agent station, and your RP is discharged to zero. If you do not interrupt a research project with this agent, it will begin a new research project.

Please note that the success of your research project is completely accidental. The number of your recruited RP reflects only the number of tickets that you have in the BP lottery. Even 50,000 RP does not guarantee you good luck in the area where several millions of RP are accumulated.

Thus, your chances of getting BP are very, very small, and there is absolutely no guarantees that you at all get anything. If you are studying to break the jackpot, wait for disappointment. However, a huge amount of BP goes to people who have very little RP, simply because most researchers are in the same position. Since all your efforts can only slightly improve your chances, patience and calm - the highest virtues for an insistent scientist.

Applied research

Applied research is closely related to production: Exploring BP so that production has become faster or demanded a smaller amount of resources, you can increase the productivity of the production process and lower the product price. You can also copy the well-studied BP and sell copies to recoup the cost of the original BP.

Application Studies can only be carried out on original drawings (Original BluePrints, BPO). Copies of drawings (BluePrint Copies, BPC) cannot be investigated.

Work of laboratory rat

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

The rental price includes 5 days of work. When the payment period comes, you will find an account in the "Wallet / Account / Payout" section. Next to the line "Pay the score" will be a square with the arrow. Click on it to pay the bill. Be sure to pay the bill when you receive such a notification, otherwise the station owner will take the laboratory when the account is overdue. You will receive a notice when the station owner will select the laboratory for overdue accounts.

Laboratories need to be used during a 5-day lease period. If for the lease period the laboratory was not used, it will be selected by the station owner. There is no minimum amount of time to use the laboratory, but the laboratory should at least be used during the lease period.

To work with the laboratory, you need to have only science skill (science) at level 1. The skill of laboratory operations (Laboratory Operations) will allow you to work more than one laboratory at the same time, giving you one additional laboratory for each level of skill.

To conduct BP research, place the original drawing in that hangar, which is going to use with the laboratory. Open the laboratory screen in the station services, select your laboratory slot, click the "Install" button at the top of the window, and follow the instructions of the installation wizard.

BP technological level II and some BP level I require materials that are spent during the study process. BP, which require such materials, contain their list, indicating the required amount. The laboratory installation wizard will ask you for hangar, which will be used to store consumable materials, even if the materials are not required.

Using BP in corporate hangar for research requires you to have the requested access to the hangar. The use of materials from corporate hangar for research requires access to take (Take Access) from the hangar. When the study is completed, BP will be placed in the same hangar in which it was before the study.

Efficiency of materials

The most important research operation that can be produced in the laboratory is a study of materials efficiency (Material Efficiency Research, ME-R).

ME-R reduces the number of materials used in the production process. ME-R offers a decrease in the result with each next start of the study. As a result, the level of ME that must be achieved is different for each BP class. Massly produced cartridges can offer substantial savings when produced in large quantities if BP is used, which passed the set of ME-R passages. But BP for ships are very profitable at me from 9 to 15. At higher levels, only BP for battleships gives noticeable savings, not so much in the price of materials, as in their quantity, i.e., for example, you can get Reducing the required amount of tritanium by several hundred thousand units. Usually, after a certain level, the manufacturer has more sense to concentrate on increasing its ability to efficiency efficiency than to continue the ME-R process.

Production efficiency

Productivity Efficiency Research (Productivity Efficiency Research, PE-R), which does not need to be confused with the ability of production efficiency (Production Efficiency Skill, PE), reduces the amount of time required for production based on the BP studied.

Currently, the savings based on PE-R are practically imperceptible compared with the cost of time to study even one level of production efficiency. Use this type of research only if you need to download the laboratories in order not to lose them.

Copy

Copy operations, like any other studies, can only be made above the original BP. The laboratory installation wizard will ask you how many production cycles you want to do on the basis of a BP copied. It makes enough sense to put the maximum here and offer anyone to compete with your own production facilities, making a profit from your research. It is rather strange that many manufacturers and their research branches completely ignore this very obvious concept.

Remember that copies of the drawings (BluePrint Copies, BPC) cannot be sold in the SCC market and must be placed on the shadow market (Escrow) or sold through a trading channel. The latter option is recommended to reserve as a sophisticated penalty for non-traditional representatives of the corporation.

Reverse Engineering

Currently, you can not engage reversal engineering. It was originally planned as a method for obtaining BP for found items, but never introduced. All other research options that can offer a laboratory installation wizard and which have not been listed above are also inactive.

Mission tips

What does the "quality" agent mean?

The quality of the agent first shows how much your reputation will improve with the agent corporation as a reward for the implementation of the agent mission. Many players think that this concerns the remuneration in the form of ISK and items. However, for most missions award awards in the form of ISK / subjects are based on the "level" of the agent, and not on "quality".

Remember to get the best awards in ISK / subjects, you need a higher "level" of agents. And faster it is possible to access high-level agents using good quality agents.

Poor quality is a relative concept: any level 2 agent gives better material remuneration and improving fractional relationships than the best and high-quality level 1 agent, and quickly brings you to access to the level 3 agents.

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

The type of agents primarily defines the type of missions that you have to perform for them most often. For example, certain types of agents give more combat missions, while others are more transportable. The type of agent must serve for you a good indicator of what type of missions it will offer you. However, any agent has a full range of missions.

What agents give the best subjects as a remuneration?

The remuneration of objects from agents is quite random, but divided by regions in accordance with the level of the agent. However, they say that you can get better items from agents with higher quality (see above "quality"), and it may be true. But, as a rule, if you want to get the best reward, you need to work on a high-level agent. And once again: the fastest way to get to the agents of a high "level" is to use good quality agents. Find good quality agents to get to higher level agents in order to get the best rewards rather.

What is used for criminal DNA and DNA without media?

These objects, like other similar, are used in various missions in the EVE game.

What agents give implants?

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

Courier missions

This part describes the courier missions. It includes introduction to the idea, history, description of the mechanics of such missions and many practical advice, 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. For a long time, the trip between remote regions makes the proximity to the decisive factor and makes players think in terms of territorial enclaves. There are obvious economic, logistic and strategic effects of the distance, but the most obvious effect experienced absolutely every player in EVE on its skins - from the green pilot-novice in its first flight on REAPER "E to the commander of the fleet of battleships or CEO mega-corporation. This effect - time spent For travel. No one wants to make 38 jumps, only to take several ISOGEN units and bring them to the base, no matter how fast his travel ship is.

Anatomy Mission

The concept is quite simple. When you have an item purchased on the market or in any other way, this item is shown in the global list of your property. At any station that has a service missions, you can create a new courier mission to transport any subject (subjects) from your ownership list. You can choose where you want to deliver it - the subject will be put in your personal hangar at the destination.

The subject or items you have chosen will be combined into a single subject with the name "Plastic Packaging". This item has a volume equal to the sum of its contents. It has direct consequences for alleged couriers with a small amount of the truma: if the parcel is too large, it will not fit into the player's ship, which means it will not be able to be delivered. Fortunately, missions are indicated along with the volume of alleged luggage.

In compensation for the time and effort spent on transportation, the successful implementation of the mission implies a remuneration set by the Customer of the Mission (Mission Issuer, Mi) at the time of its creation. In contrast to the market system, courier missions are not limited to the framework of the region and can be created so that the place of reception and delivery of the cargo is in completely different regions.

To minimize the threat of theft, the one who takes the mission (Mission Taker, MT) must make a deposit that returns to it after the mission is fulfilled or the MI is held with its failure. It protects Mi, covering cash loss due to the fact that the subject was not delivered. The courier system is organized so that both the remuneration (paid Mi), and the pledge (paid MT) are processed by a third party - the Central EVE Bank. Such a system is the necessary measure of precaution, on which the concept of the courier is constructed.

Parcel

Plastic packaging parcel is not an irresistible protective barrier. It is impossible to know the contents of the "packaged" parcel, but the courier that has a parcel at its disposal can make the right click and select "Open" the parcel. As a result, the window list pops out in the usual form of icons. The opening of the parcel does not violate its integrity, so it is impossible to extract some objects or add new ones. That is, it is better to determine the term "open" how to "look inside".

There is also the option to "break" the parcel - in this case pops up a dialog box with a warning that such an action will lead to the failure of the mission. The separation of the parcel does not lead to the automatic failure of the mission, but you simply will simply have a way to perform it if you damaged the packaging, even if its contents are delivered to the appropriate destination. The act of breaking the parcel destroys the plastic packaging, replacing it at the initial goods - the process is similar to what happens when cleaning portions of ore.

View accessible missions

To take a mission, you must be at the station with the Mission service (most, if not all, stations have it). Click on the Mission 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 choose a suitable mission.

Mission List Filters: View Ranges

The viewing range feature is very similar to what is in the market interface. These ranges are controlled by the output of the missions list depending on your current position and shipping point. There are options for displaying all missions with a point of reception at the current station, in the current solar system, in the current region or without restrictions. For example, if there is a mission, the reception point of which is located on your current station, it will be shown in the missions list regardless of the selected viewing range. If there is a mission in the current solar system (but on another station), the selection of the current station does not show it, but the choice of the current solar system or region will show. All ranges do not require explanations, and they are completely equivalent to the filters of the destruction range. Ranges are applied only to MT when viewing: All missions after creation can be viewed, and there is no way to create a mission that is visible only to a specific range of players.

Mission List Filters: Optional Filters

There are two more available filters that can be added to the selected viewing range. The first is to show only mission, whose parcel volume does not exceed the volume of the current selected ship. This is especially useful for beginners who have very small holds and want to avoid the loss of time on the calculation of routes and profits, only to find out that the parcel does not fit into them anyway. On the other hand, when this option is not marked, a player with several ships (or the one who can deliver the extensions of the truma) has the ability to choose the desired mission, changing the ships or capacity. The color code of the volume column can be useful in this regard - it shows whether the current ship will take the load (based on the fact that the hold will be empty). Please note that you can take any mission regardless of the volume of cargo, but you should not do this if you cannot move it. You will not be able to break the parcel at acceptable pieces without breaking it and, thus, fail the mission.

The second optional filter shows only missions with a "acceptable" key. It is not entirely clear which principles of the system calculates acceptability, but the formula is definitely proportional to the current ISK balance sheet of the active player.

Sort list

After selecting the filter options, the resulting list can be viewed and sorted as usual. Each mission takes one line, where individual columns indicate the remuneration, place of receiving the goods, 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 them are remuneration, jumping, pledge and delivery time. The jump column indicates only the number of jumps from the point of reception to the delivery point, it does not take into account the distance between your position and reception point. The volume matters only if it is specified in red (which means that the load is too large for your ship). Please note that shipping time is the deadline that is based on when a mission was created - it does not change from when you take a mission or take the cargo. One click on the mission highlights it. This action causes the appearance of three buttons in the upper right corner of the main laying of missions.

"Show route" is especially useful for beginners on starting ships. This causes a card with a highlighted course to the destination. The courier should be able to manipulate the card options to determine, accept this course for him or not. The 13-jump mission with an acceptable key and good payment may look very attractive, but it is important to make sure whether you will make you a course in space with low security, where you can be attacked and killed by NPC or pirates players. Very carefully weigh the risk.

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

The "Close" button is available only by MI and only if no one has taken a mission in the world in the world.

Mission adoption

There are two ways to take a mission. You can click once on the missions in the list and click on the "Accept" button in the upper right zone of the missions panel. Or you can right-click on the mission and select "Accept" from the drop-down menu.

This feature should be used with extreme caution. The adoption of the mission is equivalent to signing a binding contract, the conditions of which are set out clearly and are not subject to interpretation. After receiving the MT mission, it cannot be canceled without consequences (however, Mi cannot also).

As soon as MT accepts the mission, two things happen at the same time. The parcel is placed in his personal hangar at the selection station, and the amount of pledge is immediately deducted from its cash account. This amount is placed in Escrow and is shown in the journal of the wallet. It will be shown as a flow rate in the monetary section and as a corresponding deposit in the Escrow section. People who are unfamiliar with the concept of the shadow market (Escrow) may consider it as a type of repository belonging to the third party, where are the deposit and reward for the mission. Using Escrow services ensures that as soon as the mission is adopted, the contract cannot be recalled by any of the parties - i.e. Remuneration can not be withdrawn by a mi-schammer who does not want to pay for successful delivery, and unclean MT cannot accept the mission and hide with the subject, without transferring the amount of the pledge Mi. Escrow's deposits are stored in Security Central Bank EVE to prevent such violations. Items can be "stolen" and sold to someone else, but there is no way to prevent the loss of collateral, because this amount is deducted from MT before it receives the parcel.

If, when you take a mission, you are not at that station, where you need to pick up the cargo, obviously, you must go to the desired station before you fly to the delivery point.

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

Potential couriers should not take missions, if they are not sure that they can fulfill them on time. Please note that server drops, scheduled shutdowns, deficiency ISP and many other factors can affect the success of delivery. Responsibility for it falls on MT, which should take into account the risk and plan actions, respectively.

Magazine

When you take a mission, you will find that the Neocom magazine icon starts flashing (it looks like a book). This indicates activity in the list of personal missions. Those of you who performed agency missions are already familiar with that. Courier missions appear on the "My Courier Missions" tab. It contains two recapaches: issued and accepted.

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

Delivery delivery

A very important point that needs to be denoted here: the mission is not automatically performed when you join the station and place the parcel to your personal hangar. The parcel must be delivered, which in essence means the transfer of the item from your hangar to the hangar MI so that it returned to his possession. The most intuitive way to make it would be by clicking the right button by sending when it is already in your hangar on the appropriate destination station. Unfortunately this is not possible. To fulfill the mission, you must open your magazine, find the mission on the "Accepted" tab, make the right click on it and choose "deliver the package". This option is available to you only if you are already at the point of delivery and only if the corresponding parcel is already in your personal hangar. As soon as you do this, the mission will disappear from your magazine, and you will notice that your wallet flashes, showing that you have returned a deposit and paid the amount of remuneration specified in the contract. You will not receive any written confirmation, as it would be if the mission time expires, so you better test your magazine to make sure everything went fine.

Creating new missions

This section describes the interface to create missions, as well as several tips, how to make missions as attractive as possible for potential couriers.

Preparation for the creation

Creating a new mission is an extremely simple process. From the Mission Service Station, click on the Add Courier tab. This will cause the form of the interface in the left pane with the list of your property at the moment. You can choose the location of the cargo by clicking on any of the stations where you have objects, or you can immediately click on a specific object at this station. Once you have chosen the starting station (selecting the station itself or the subject on it), the mission creation form will appear in the right pane.

At any time, you can add objects to the mission by making Ctrl + click on them in the list of property list. You can only add those items that are located on one station - you will not be able to create a single mission to transport two items that are at different stations. You can also remove objects (one by one), which have already been selected, using the right click on them, or you can reset the entire form of creating a mission to its original state by clicking the "Reset form" button in the lower right corner of the panel.

Each added subject will appear in the list of the list of the right panel. Each specified volume (in M3) and quantity. The amount is necessary because items can be stored in a combined form (stack). Minerals, let's say almost always combine. The mission creation interface (as well as the property interface from which it occurs) is drawn to objects as with single blocks with a number of quantity. Unfortunately, there is no way to remotely ungrade or split the group of items into several smaller. If you have 6 smart micro-EMP bombs at the station and you want the courier to transport 2 of them to another station, you will not succeed due to interface restrictions. Especially unlucky to those who have a large amount of minerals in remote location. If the quantity is large enough, even the industrial ship will not be able to carry, say, the tritanium, when the tritanium is in the stack, whose volume exceeds the container of the hold.

The total volume of items you have chosen is shown under the list of objects. Even below is the form of the interface for the mission parameters.

The "remuneration" field does not require an explanation. Here the amount of ISK is introduced, which will be paid to the courier after successful delivery. This quantity should be available MI at the time of creating a mission, since it will be immediately deducted from the wallet and placed in Escrow.

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

"Where to deliver" shows the destination station. You can print the full name of the station if you can reproduce the writing and format, but it is much easier to print the name of the system (or even part of the name) and click the "Search" button. This will cause a list of stations in this system from which you can choose the desired one.

The next field is a very useful feature of a new missions. The restriction before the pilot or members of the corporation allows the mission to effectively create "secret" or "hidden" missions that are intended to be a certain courier or courier group. The search function is valid here exactly as in the "People and Places" window, that is, sometimes requires partial input for the courier you need. You can also print the name of the corporation in this field, and then the mission will only be available to members of this corporation. Please note that the mission's limit does not give other not only to take it, but in general to see.

After this field there is a switching button that allows you to choose whether MI wants that this mission is tracked. Tracking is a useful feature, but it costs 2 800 ISK in addition to the base price of the mission in 850 ISK. For most people, these figures are negligible, but if you create a lot of missions and do not see the need for notification of their condition, you may not want to set this option.

Please note that tracking does not allow MI to determine where it is the parcel after the mission was adopted. The only purpose of the tracking function is to send an in-game first letter MI when the mission was accepted by the courier, and the second one when the mission was successfully completed, even the same information is available through the magazine interface. Thus, this notification function would not be too useful if there is no one small feature that can fully justify it. When the notification is sent, the courier, who accepted the mission is set up by its sender. Currently, this is the only way for MI to determine the identity of MT.

Perhaps this is not watched or error of the missions system, because it does not seem that this information is assumed to be available. Wallet log entries and the journal interface itself do not show the "other side" in the transaction with missions. This distinguishes courier missions from the market interface, because the market for any transaction and buyer, and the seller are listed in the logs. In the courier missions MI and MT, they effectively "defend" from each other by the Central EVE Bank. Such protection is likely to be necessary to protect couriers from exploits, including the installation of a deposit significantly higher than the value of the parcel. Unfortunately, using the tracking option by unclean Mi can lead to the fact that he can bypass this personality protection, to establish a pledge of a mission of 300,000 ISK for several hundred pieces of tritanium, find out the name of the courier and prepare an ambush. As soon as the parcel is destroyed, the deposit will go to it.

To minimize this risk, couriers should always look into their parcels to find out whether the amount of collateral is acceptable for this content. If not, you should expect a unclean game and then the courier needs to act with extreme caution. Unfortunately, mission can not be canceled after the deposit was placed in Escrow.

The last field in the form of creating a mission is used to set the amount of collateral. There is a button "Calculate a base price", which can often help MI determine the amount of collateral, assessing the total value of all items in the parcel. This button, apparently, calculates the base price for items at NPC - at least the name it is taken into the case of minerals and skills. Use this button only as a pointer. In most cases, MI knows exactly how much the subject is worth it and how much he wants to get to "insure" the subject using the pledge parameter. The number specified here is immediately placed in Esvrow as soon as the courier takes the mission, and it will be guaranteed to be transferred to MI if the mission time timer expires earlier than the parcel will be delivered.

After creating

When all items are selected and settings are correctly installed, pressing the "Add Mission" button will place a mission to a group of available work for the courier. The wallet icon flies, showing that the basic tax in the 850 ISK (or 3 650 ISK, if the tracking option is selected) was paid, and the amount of remuneration was placed in Escrow. The magazine icon will also flash, and the mission will appear on the My Courier Mission / Issued tab.

From this laying MI can make the right click on the mission issued (but not yet) to cancel it. This is necessary if, for example, the mission parameters did not cause popularity, and no one wanted to take it. Because the parameters cannot be changed, you need to create a new mission to deliver the same subject, and this can be done only by canceling the mission and creating a new one instead. MI can also take their own mission (it has a certain esoteric meaning, but it is not considered in this manual).

Right-clicking on issued missions can be useful if you have not set the tracking option, but you want to determine if someone for the mission took. If the mission is still among the available, you will get the opportunity to cancel it. If the mission has already been taken, the abolition is impossible, because the mission conditions are associated with MI, and MT, so the right-hand click does not raise the effect. Determine whether the mission issued was fulfilled, even easier - the mission will simply disappear from the magazine. If you have not received a letter, indicating that the mission's term has expired and the deposit was transferred to you, you can confidently conclude that the mission was successful. You can also check your ownership list to make sure that the items were really delivered, as the completion of the mission breaks the parcel and places items in the hangar MI.

Useful guidelines how to make mission attractive

The missions system is absolutely useless for MI, if he cannot create such a mission that potential couriers will want to take. The issuance of missions places the desired items in plastic packaging, announces a mission and guarantees the security of the objects sent using the pledge system, but all this only leads to the loss of 850 ISK, if the execution time ends, and no one is taken for the mission. This section contains several tips, how to maximize the usefulness of the missions system, making your missions attractive for couriers.

The target audience

First of all, determine the target group of couriers. Are you waiting for the mission to take new players on starting frigates? If so, make sure that the volume of your package is small enough, and the path between the point of taking the cargo and the destination is neither too much and is too dangerous.

If these parameters are correct, think about two ISK mission parameters. New players do not need too big awards. Sometimes you can create a 10-jump mission with a payment less than 10,000 and there will be newbies that will be happy to fulfill it. A real limit for this target group is a deposit. If you have a skill cost of 300,000 ISK, which you want to transport for 7 jumps to the new space of the Empire, friendly to the player, you will not have to create a low payment mission for which a newcomer will take, without the risk of financial losses for yourself. New players have no money to take mission with high deposit. For this reason, you probably should be limited to the mission of the type "stripping": the carriage of small, low-value items on relatively safe space is the type of work that fits best of all.

The main target audience for most missions is probably a mid-level pilot. Corporate members rarely spend time on the search for courier missions and are not inclined to travel back and forth on the Galaxy even for a decent remuneration, since they almost always have very specific goals and tasks that you need to fulfill while they are online. Mercenaries players, on the other hand, are often looking for, to accomplish to spend time and secure a decent standard of living. Such players are usually very rich and can have a decent amount of money that they can go on bail. Thus, for them you can install the mission for transportation not precious, but still expensive items. The main condition in this case is the amount of remuneration.

Definition of remuneration

There are two very different approaches to establishing a suitable amount of remuneration, none of which can guarantee the attractiveness of the mission. The first is to base remuneration on the number of jumps that mission can occupy. This approach seems very rough, because the difficulty of the mission is reduced 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. The 20-jump mission for one courier may be less costly than for a 14-jump - for another if the first has a MicroWarp engine, and the second you need to download the ship by reducing the speed of the trim expander in order to take the task in general. For this reason, it is not recommended to think about the number of jumps as a multiplying factor based on the "fixed amount of jump". The complexity of the mission is not so concrete, and you really can not know how fast couriers will be or how prone to travel, while they are disabled from the game. Perhaps a 20-jump mission is something for which the courier will be happy to take if he is inclined to choose the "safe" course of autopilot and move away from the keyboard to quietly prepare lunch, tracking progress in the background. In this case, remuneration payments are completely optional should be as high as you think.

Another approach in certain aspects is more logical, but also not insured from errors: establish a remuneration as a percentage of collateral. According to this philosophy, the mission is a trading deal, where the deposit plays the role of "investments", and the remuneration is "profit". This approach is especially necessary in case of parcels with a high deposit. If the pledge is great, the courier is less worried about the number of jumps - its main question: is the remuneration is enough enough to risk losing a pledge. For this reason, the distance becomes not such an influential factor and transportation at a distance of 2 jumps will require almost the same remuneration as 20-jump. However, this does not mean that the distance does not matter at all, but only the fact that it becomes, rather, the question of the final strokes, slightly reducing or increasing the basic payment.

It is useful to carry out a commercial analogy here. Many merchants choose their routes using a comprehensive procedure. To begin with, they can exclude all routes that will make a profit below a certain value. Interest rates regarding the investment does not matter at all if the absolute value of profit is too low. Player time becomes a limiting factor here. On the remaining routes, a kind of risk filter is used. Two routes, each of which can be in pure form 1 million ISK are not at all equivalent, if one requires to invest 6 million, and the second - 12. The merchant will look for an acceptable percentage of profits, an even more narrowing choice of options (and excluding, for example, Mentioned 12 million mission). The remaining options will have the following characteristics: they all give a certain minimum profit (below which their execution is simply a loss of the merchant time), and profits must comply with or exceed a certain minimum percentage of reproduction. The last factor in the decision will be difficult, usually determined by the number of jumps.

Instead of thinking about the basic figure, which he gets for the jump, the merchant usually thinks on the basis of comparisons. For example, one route satisfies both the conditions of absolute profits and the percentage, and has eight jumps. Another route brings to 200k more, but twice the jump. Then he is definitely not worth it if the initial route brings one million, because the seller will have to double the cost of time, in order to repeat the route (if, of course, the offer and demand will not change). For the double-length route cost him to take, the merchant will likely want to get about double profits. This is a striking contrast with the philosophy "x ISK for jump".

Returning to the courier missions, the calculations will be somewhat different, thanks to the fact that the courier can only get a profit from the mission (i.e., "Demand and Offer" is sufficient to support the "one transaction"). Instead of multiplying the value of acceptable remuneration on a certain abstract number of "Units of the length of an acceptable mission", it may be possible to achieve a balance. Perhaps such a digit appears the base amount of remuneration, which satisfies the first two criteria (absolute profit and interest income) with some additional bonus for the jump after a certain number. Such a bonus can be an arbitrary amount for jumping or based on some percentage of collateral, say, 1-2%.

For example, let we have 15% profit per 1 million ISK pledge, which gives 150,000 ISK. For this type of mission, 10 jumps - an acceptable amount, so these jumps are "included" in 150,000 ISK. Our real mission is a length of 17 jumps, so you need to give a bonus: 7 multiplied by a suitable amount for the jump, in our case 10,000 (1%), which gives an additional 70,000. Thus, the total remuneration for a 17-jump mission may be Installed in 220,000 ISK.

Another item in need of a detailed consideration is that the percentage of profits that the courier requires, may be less than what the merchant expects. Traders are equipped with industrial vessels without options. For them, it is simply too small profit, which can be obtained from the trim of the sizes of the frigate, even full items. But for the Frigate pilots, courier missions are often the only way to make money for the usual travel time, because they have no other trading alternative. In this case, the percentage of profits should not be exhibited more "acceptable" - the mission and so will be attractive.

Thus, summing, there are two types of approaches to determine the appropriate remuneration. The first estimates the time that the mission will take, and is better suited for transporting small or medium-valuable things that do not require high collateral. In this situation, the mission is most likely to take free pilots that have nothing against delivery and simply browse the list of missions to take themselves. For this audience, the amount of time that the delivery will take is directly related to the expected salary.

The second approach becomes dominant when a large deposit comes into business. The target audience for this type of missions is free couriers that are aimed at receiving good profits from their delivery services. All attention in this case should be focused on acceptable profits, which is based on two criteria: Absolute (courier time is not free) and percentage (which reflects the risk / profit ratio). The resulting quantity must be configured depending on the number of jumps after their certain reasonable amount, which the courier expects to fly. This amount, an additional bonus for the distance and the basic percentage of profits must be determined by MI. He must be able to "play them for rumor" without long payments.

To make a mission attractive, in most cases you need to keep the balance between both of these approaches. The best thing you can advise here is to imagine yourself at the site of the courier and distract from our own interests. The courier will not worry if you can buy three such items for the transportation price of one for a distant distance. You should decide whether it is worth moving the subject. If yes, make transportation of the courier time. If this is financially unprofitable for you, then move yourself, or accept the fact that the fate of the object is to collect dust in your hangar on the outskirts of the cosmos.

Something else should be said. The first is quite obvious: hiring couriers for the transportation of objects through the universe is a luxury for those who can afford it. Always cheaper to move your junction yourself, but it can be extremely uncomfortable and long. You decide how much is your time. Courier missions can save you a time to two important ways: they allow you to do something else at the time when you had to deal with transportation, and they can even be performed if you are not online. If you are smartly playing the mission, you usually manage to arrange the delivery of things when you sleep or work. The best time to create missions - before your disconnection for the night or early in the morning before you go to work or to school. When you turn on again, your subject will often wait for you. For a huge number of players, convenience is worth the high remuneration that they have to pay for delivery.

Installation pledge

In fact, very little that can be said about the deposit amount. We have already mentioned the tool to "calculate the base price", which can give you a reference point. However, as a result, everything comes down to how much the parcel is worth it. Let's say you are looking for a module that is not very expensive (average price) under normal conditions, but in your space area it is very rarely found. Suddenly you see it in the market in 19 jumps from ourselves and immediately buy it, but you cannot afford to spend time on a side trip. In this case, you want to set a deposit for the delivery mission higher than the average price, because you have an item that is difficult to find - and it does not matter that you can buy it at a good price of 50 jumps from yourself.

Once you have decided how much item is worth it for you, it makes sense to add a percentage from above as a buffer. This serves two goals. First, it compensates for you the cost of time if the mission will be accepted by the courier, and then failed. Moreover, at the same time, the other, the best courier would have long delivered the cargo, or you could pick it up. Secondly, it prevents the subject of the subject of the subject by the lazy players. If you set the amount of collateral at the level of the middle market price of the subject, which is rare for the cargo reception region, the courier can look into the package and experience a strong temptation to break it out and fail the mission, but not to spend time on traveling to the place of production of the subject. If the deposit is higher than the usual price for the subject, couriers will be less prone to steal it only from the desire to reduce their problems.

Transportation of large volumes

If your parcel requires an industrial class ship, a special approach should be applied. You need to make delivery extremely profitable. Industrial pilots belonging to the corporation are usually very busy on mining operations or other corporate tasks. Free industrials are much less common, although it is impossible to say that they are very rare. Such trucks, however, generally have a high potential income, and most likely focused on trade, getting very decent income; They often do not even look at the missions board, if only do not hesitate about the mission, whose profits level greatly exceeds the "good" trading flight. In most cases, the price is not worth it, so Mi must pay well that the industries can carry goods.

On the other hand, if the amount of goods is sufficient for several industrial flights, and the items are packaged in this form, which allow you to create several missions proposals, then several missions can be prescribed with the same places of reception and delivery of the cargo. In this case, the industrial pilot will be able to consider each of the missions as a separate flight on the trading route. In this case, it can be useful to increase the mission timer so that one mission is to be configured, for example, for 1 day, the second - for 2 days and third - for 3 days. This is necessary because the timer starts immediately after you place the mission.

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

Research suggests work with the NPC Corporation Research Agent; The purpose of this study is to get a new drawing of technological level II, which is not available on the market. Applied studies are carried out according to existing drawings; Their goal is to increase productivity in the production of this drawing.

Requirements

Required skills Recommended skills Equipment
For scientific research
Science (Science) 5
For scientific research
Science (Science) 5
RESERCH PROJECT MANAGEMENT (Research Project Management) 3
- Not necessary
For applied research
Science 1.
A certain skill at the appropriate level for the selected area of \u200b\u200bresearch and the corresponding requirements for secondary skills, i.e., for example, electronics (ELECTRONICS), engineering (Engineering) or mechanic (Mechanic) 5.
For applied research
Science 4.
Laboratory operations (Laboratory Operations) 3
Metallurgy (Metallurgy) 4
A certain skill at level 4 for the selected area of \u200b\u200bresearch and the relevant requirements for secondary skills, i.e., for example, electronics, engineering or mechanics 5.
Slot research laboratory at any station

Scientific research

The appointment of research agents is to introduce new technology in EVE. Now players can turn to those agents who work for the research corporation "Research and Development (R & D)" (research agents), and they will appoint them to the head of the research team, which conducts research for them.

As research is promoted, the player accumulates research points (RPS), which serve as a lottery drawing tickets (BluePrints, BP). Every hour the lottery is held in the selected fields of studies, which gives players drawings for items II levels that are chosen by chance. Players who accept bp proposal are obtained by BP, and their RP counter in the appropriate region is reset to zero.

This manual tells how to gain access to research agents, how to explore with the help of research agents and how to maximize RP meter to improve your chances in the BP lottery.

Research corporations

Although all NPC corporations have agents, not all of them have units "Study and Development" and, as a result, not everyone has research agents.

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

Amarr. Caldari. Gallente Minmatar
Carthum Conglomerate. ISHUKONE Corporation Creodron. Boundless Creation
Viziam. Kalaakiota Corporation Lab Duvolle Core Complexion, Inc.
. Lai Dai Corporation Roden Shipyards. Thukker Mix.

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

Areas of research

Studies can be carried out in a variety of engineering disciplines and various fields of physics, let us say in the engineering of Caldari spacecraft, plasma physics or science of rockets.

Books of skills that allow you to train these skills are absent in schools. They are given as bonus awards for ordinary agent missions and can fall out in the form of trophies with NPC. Many players also resell such skills in the SCC market in the Skill / Science category. Prices in different regions can vary very much. For more information about agency missions, please consult a guide to agency missions.

All skills for research areas have science 5 (science) as the required basic skill. In addition, they have the requirement for secondary ability, also level 5.

Research areas and Requirements in secondary ability:

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

The choice of the area is the whole question of your priorities. Many are investing in the engineering of spacecraft, because they hope that they are lucky, and they will get a BP ship with a level II technology. However, a large number of research points in this area significantly reduces the chances of each player for the winning lottery.

Research and Possible results:

Spacecraft engineering:

AstronAutic Engineering - now does not work

AMARRIAN STARSHIP Engineering - AMARR space ships

Caldari Starship Engineering - Caldari Space Ships

Gallentian Starship Engineering - Space Ships Gallente

Minmatar Starship Engineering - MINMATAR space ships

Engineering / Other:

ELECTRONIC ENGINEERING - electronic systems and drones

Mechanical Engineering - Space Ships, Armor and Case Mining Systems

Molecular Engineering - Enclosures and acceleration systems

Nanite Engineering - Corps and armor systems

Physics:

Electromagnetic Physics - Rail guns and electronic systems

Graviton Physics - Equipment Disorder Space, Rocket, Smart Bombs

High Energy Physics - Modules Energy Systems, Smart Bombs, Energy Weapons

Hydromagnetic Physics - Protection Systems

Laser Physics - Energy Weapons, Rockets, Smart Bombs

Nuclear Physics - throwing weapons, rockets, smart bombs

Plasma Physics - Elementary Particle Weapons, Rockets, Smart Bombs

Quantum Physics - Protection Systems, Elementary Particle Weapons

Other :

Rocket Science - Rockets and Muscreen Systems

Search for research agent

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

While regular agents for making missions require a reputation only in one category, be it fractional, corporate or personal, research agents require a reputation in two of these three categories to be available to you.

As a rule, to start a research project with a research agent, you should also satisfy the level of the agent's skills in the selected area of \u200b\u200bresearch. All research agents can perform studies in various fields and have different levels of skills in each of them, but you must satisfy the level of the agent only in the area you are going to explore.

If you have the skill of the research project management (Research Project Management Skill, RPM), you can conduct research more than one research agent - one extension project for each level of skill. You cannot conduct studies more than in the same area, with the same research agent, even if you have RPM.

Open "People and Places" from the Neocom panel.

Set the search type "Corporation".

Print the name of the research corporation to which you want to work.

Click on the information icon in the results window.

Activate the "Agents" register.

Click down the down arrow next to the "Study and Development" division.

Click on the information icon next to the first agent, which is indicated as "not available to you".

Check the requirements for relationships and decide whether you want to work on to satisfy them.

Or: Click the information button of the last agent, which is indicated as "available to you".

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

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

Go to the meeting to your research agent.

When you approach the agent station, activate the Agents window in the station services, make the right-click on the agent and select "Contact / Speak". The agent will invite you to lead your research project. Confirm the option of the dialog box, select the Research field from the left-click menu and confirm again by clicking OK.

Now you have an active research project.

Promotion

As your research project is progressing, you get research points (Research Points, RP) on a fixed daily basis. Open the information window of the research agent to recognize their exact number.

The number of research points that you get per day is determined by the effective quality of the agent (ie, the quality of the agent modified by your attitude and social skills), the level of the agent's skills and your own level of skill in the selected area of \u200b\u200bresearch.

Rp / Day \u003d (agent skill level + player's skills) ² x [(effective agent quality / 100) +1]

RP / day doubles for research areas related to weapons, and triples for research in the field of spacecraft engineering.

To increase the number of RPs received per day, improve your relationship, performing the mission for an ordinary agent using the mission service, which belongs to the research agent corporation, and / or train the skill in the selected area of \u200b\u200bthe study to a higher level. The amount of RP / day is a dynamic number that changes together with a change in modifiers even in the process of working on the project.

About once at 20 o'clock, the research agent contacts you to report about trouble. The agent will tell about the progress, but also asks to fulfill his order before he can continue research. Your research will not stop the commerce: Even if you refuse or do not accept the mission, waiting for the termination of the time supply, you just miss the opportunity to increase RP / day. You will still take part in the BP lottery, despite the stop in the studies. If the agent does not associate with you, talk to him. He may have a mission that is still not at that stage to force him to contact you right now.

If you accept and successfully follow the mission, you will receive a daytime RP volume as a bonus and research continues. If you refuse the mission, you will lose a possible bonus, but the research will still continue.

Please note that research agents can give a wide range of these additional missions, including murder mission groups of cruisers. If you can not fulfill such a mission or simply do not have the time to transport 12,000 debris units - just refuse. The fine to the reputation associated with the refusal to perform the Mission of the Research Agent does not exist - you simply do not get an increase that could be obtained if you fulfill this mission.

And where is the reward?

Research agents issue technical level II drawings when the research project is crowned with success. Agents will tell you that the project ended with success, and will describe the resulting drawing. You have 7 days to accept or abandon the proposed drawing.

If you refuse to accept BP or you can't get it, BP returns back to the lottery, and your research project continues. If you accept BP, the agent places BP into your hangar at the agent station, and your RP is discharged to zero. If you do not interrupt a research project with this agent, it will begin a new research project.

Please note that the success of your research project is completely accidental. The number of your recruited RP reflects only the number of tickets that you have in the BP lottery. Even 50,000 RP does not guarantee you good luck in the area where several millions of RP are accumulated.

Thus, your chances of getting BP are very, very small, and there is absolutely no guarantees that you at all get anything. If you are studying to break the jackpot, wait for disappointment. However, a huge amount of BP goes to people who have very little RP, simply because most researchers are in the same position. Since all your efforts can only slightly improve your chances, patience and calm - the highest virtues for an insistent scientist.

Applied research

Applied research is closely related to production: Exploring BP so that production has become faster or demanded a smaller amount of resources, you can increase the productivity of the production process and lower the product price. You can also copy the well-studied BP and sell copies to recoup the cost of the original BP.

Application Studies can only be carried out on original drawings (Original BluePrints, BPO). Copies of drawings (BluePrint Copies, BPC) cannot be investigated.

Work of laboratory rat

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

The rental price includes 5 days of work. When the payment period comes, you will find an account in the "Wallet / Account / Payout" section. Next to the line "Pay the score" will be a square with the arrow. Click on it to pay the bill. Be sure to pay the bill when you receive such a notification, otherwise the station owner will take the laboratory when the account is overdue. You will receive a notice when the station owner will select the laboratory for overdue accounts.

Laboratories need to be used during a 5-day lease period. If for the lease period the laboratory was not used, it will be selected by the station owner. There is no minimum amount of time to use the laboratory, but the laboratory should at least be used during the lease period.

To work with the laboratory, you need to have only science skill (science) at level 1. The skill of laboratory operations (Laboratory Operations) will allow you to work more than one laboratory at the same time, giving you one additional laboratory for each level of skill.

To conduct BP research, place the original drawing in that hangar, which is going to use with the laboratory. Open the laboratory screen in the station services, select your laboratory slot, click the "Install" button at the top of the window, and follow the instructions of the installation wizard.

BP technological level II and some BP level I require materials that are spent during the study process. BP, which require such materials, contain their list, indicating the required amount. The laboratory installation wizard will ask you for hangar, which will be used to store consumable materials, even if the materials are not required.

Using BP in corporate hangar for research requires you to have the requested access to the hangar. The use of materials from corporate hangar for research requires access to take (Take Access) from the hangar. When the study is completed, BP will be placed in the same hangar in which it was before the study.

Efficiency of materials

The most important research operation that can be produced in the laboratory is a study of materials efficiency (Material Efficiency Research, ME-R).

ME-R reduces the number of materials used in the production process. ME-R offers a decrease in the result with each next start of the study. As a result, the level of ME that must be achieved is different for each BP class. Massly produced cartridges can offer substantial savings when produced in large quantities if BP is used, which passed the set of ME-R passages. But BP for ships are very profitable at me from 9 to 15. At higher levels, only BP for battleships gives noticeable savings, not so much in the price of materials, as in their quantity, i.e., for example, you can get Reducing the required amount of tritanium by several hundred thousand units. Usually, after a certain level, the manufacturer has more sense to concentrate on increasing its ability to efficiency efficiency than to continue the ME-R process.

Production efficiency

Productivity Efficiency Research (Productivity Efficiency Research, PE-R), which does not need to be confused with the ability of production efficiency (Production Efficiency Skill, PE), reduces the amount of time required for production based on the BP studied.

Currently, the savings based on PE-R are practically imperceptible compared with the cost of time to study even one level of production efficiency. Use this type of research only if you need to download the laboratories in order not to lose them.

Copy

Copy operations, like any other studies, can only be made above the original BP. The laboratory installation wizard will ask you how many production cycles you want to do on the basis of a BP copied. It makes enough sense to put the maximum here and offer anyone to compete with your own production facilities, making a profit from your research. It is rather strange that many manufacturers and their research branches completely ignore this very obvious concept.

Remember that copies of the drawings (BluePrint Copies, BPC) cannot be sold in the SCC market and must be placed on the shadow market (Escrow) or sold through a trading channel. The latter option is recommended to reserve as a sophisticated penalty for non-traditional representatives of the corporation.

Reverse Engineering

Currently, you can not engage reversal engineering. It was originally planned as a method for obtaining BP for found items, but never introduced. All other research options that can offer a laboratory installation wizard and which have not been listed above are also inactive.

Learning to scan in Eva or search for hidden signals

Scanning in Eve is just. First, learn what skills will help improve the scanning process, then consider such questions as: modules and implants for scanning. Ships for scan. The scan process itself is in EVE and what can be found - cosmic signatures.

Preface

Scanning - in the game Eve online there is a system for finding hidden signals (COSMIC Signature).

This system is used to find the ships of other players, but in this guide it will be only about finding "Comlets" Cosmic Signatures - hidden signals with all sorts of goodies. About how it all happens and what can be found will be written below, first about what is in the game affecting the scanning "corks".

1.Skills - skills.

EVE -Information about the character -\u003e Nays -\u003e Scientific knowledge.

2. Fit - equipment for scanning.

At first about the "tests" Probe Launcher - modules running "corks" into space.

Market -\u003e Ship Equipment -\u003e Scanning Equipment -. Starting installations of scanning probes.

CORE PROBE LAUNCHER I - a starting set for basic scanning probes (Core Scanner Probes) used to detect and scan space signatures in space.

Increases the power of scanning probes by 0%.

Note: Only one launcher for probes can be placed on the ship.

T2 option.

CORE PROBE LAUNCHER II - Increases the power of scanning probes by 5%.

Fractional option.

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

Approx.Mogut to release only Core Scanner Probe

Scanning probes. Scan Probes.

Market -\u003e Ammunition and charges -\u003e Probe -\u003e Scanning probes.

Core Scanner Probe I is a probe used in EVE to search (and obtain accurate coordinates) of hidden sources of signals. Basic power of the scanning probe (sensor) 40 units.

The launch of the probes of this type is made using Probe Launcher start-up settings of the scanning probes. Frame option.

Sisters Core Scanner Probe - + 10% to the power of the traffic jam compared to the usual. Basic power of the scanning probe (sensor) 44 units.

Approxide Skan Radius: 0.25AU-0.5AU-1AU-2AU-4AU ... 32AU

Modules Improving scanning characteristics in EVE.

Market -\u003e Ship Equipment -\u003e Scanning Equipment -. Modernization packs for syst. scan.

Scan Acquisition Array I -10% - connects the scan time when using scanning probes.
Scan Acquisition Array II -20% - connects the scan time when using scanning probes.
Scan Pinpointing Array I-10% - reduces deviation when scanning using scanning probes.
Scan Pinpointing Array II-20% - reduces deviation when scanning using scanning probes.
Scan Rangefinding Array I+ 5% - listens with scanning power using scanning probes.
Scan Rangefinding Array II+ 10% - listens with scanning power using scanning probes.

Approx. It is possible to install no more than one SCAN Acquisition module array using several SCAN PinPointing Array or Scan Rangefinding Array modules, the efficiency of each subsequent module is reduced. Modules are installed in the middle (med) ship slots.

Rigs - Riga.

Market -\u003e Modifications of Ships -\u003e Tuning Modules -.Tuning Electronics Modules.

MEDIUM GRAVITY CAPACITOR UPGRADE I + 10% - increases the power of scanning probes.
MEDIUM GRAVITY CAPACITOR UPGRADE II + 15% - increases the power of scanning probes ..

Calibration T1 - 200, T2 - 300.

Implants Improving scanning characteristics.

Market -\u003e Implants and combat stimulants -\u003e Implants -\u003e Implants of skills -\u003e Imilantants Scientific knowledge.

Connector 6.

Implants reduce maximum deviation when scanning.

  • Poteque "Prospector" ASTROMETRIC PINPOINTING AP-602 - Maximum deviation when scanning -2%
  • Poteque "Prospector" ASTROMETRIC PINPOINTING AP-606 - Maximum deviation when scanning -6%
  • Poteque "Prospector" ASTROMETRIC PINPOINTING AP-610 - Maximum deviation when scanning -10%

Connector 7.

Implants reducing scanning probes.

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

Connector 8.

Implants increasing power scanning probes.

  • Poteque "Prospector" ASTROMETRIC RANGEFINDING AR-802 - an increase in the power of scanning probes + 2%.
  • Poteque "Prospector" ASTROMETRIC RANGEFINDING AR-806 - an increase in the power of scanning probes + 6%.
  • Poteque "Prospector" ASTROMETRIC RANGEFINDING AR-810- Increase the power of scanning probes + 10%.

Set of implants for scanning.

LOW-GRADE VIRTUE SET (6 implants) - a complete set gives + 33.83% to the strength of the traffic jam.

  • LOW-GRADE VIRTUE ALPHA - SLOT 1
  • Low-Grade Virtue Beta - Slot 2
  • LOW-GRADE VIRTUE GAMMA - SLOT 3
  • LOW-GRADE VIRTUE DELTA - SLOT 4
  • Low-Grade Virtue Epsilon - Slot 5
  • LOW-GRADE VIRTUE OMEGA - SLOT 6

Ships with bonuses on scanning.

Market -\u003e Ships -\u003e Frigates -\u003e Standard Frigates (T1).

Approx. For ships, the characteristics are responsible for scanning and affecting the analyzers modules. Forward data below the ships below, see directly in the game

Magnate.

For each AMARR FRIGATE Skill Level:

Profile features of the project:

Heron.

For each mastering level of the Caldari Frigate skill:

Increasing the capacity of the scanning of probes - by 7.5%

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

IMicus.

For each mastering level of the Gallente Frigate skill:

Increasing the capacity of the scanning of probes - by 7.5%

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

Improving the power of the virus for analyzers of relics and data - on 10

Probe

For each advanced skill level Minmatar Frigate:

Increasing the capacity of the scanning of probes - by 7.5%

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

Profile features of the project:

Improving the power of the virus for analyzers of relics and data - on 10

Market -\u003e Ships -\u003e Frigates -\u003e Improved Frigate -\u003e Specs (T2).


Bonus for the skill management of special systems (Covert OPS):

Increased power of scanning probes - 10% for each mastering skill level

Reducing the flight time of probes - 10% for each advanced skill level

Strategic cruisers (T3).

Have the ability to install a subsystem with scanning bonuses.

  • LEGION ELECTRONICS - Emergent Locus Analyzer
  • Tengu Electronics - Emergent Locus Analyzer
  • Proteus Electronics - Emergent Locus Analyzer
  • Loki Electronics - Emergent Locus Analyzer

Bonus for skill working with subsystem:

10% increase in the scanning force to the skill level.

The power of the virus analyzer 10.

Ships of special issues.

Frigate Sarum Magnate - for each advanced level of AMARR FRIGATE skill:

Increasing the capacity of the scanning of probes - by 7.5%

GNOSIS BC - Role Bonus: Increased Probe Scanning Force by 37.5%

4. "Scatter.

Well, let's say you have fished yourself a ship, put a throttle and caught a pair of tens of traffic jams. Of course, it is desirable that this was a crown of Covert Ops and Char with skills at least "in Troychka", so you can probably scribe almost any complex. Doubt only 10 \\ 10 Complexes (about types later) and other complex systems in 0.0 systems. Deeper pumping and more lawsuits in the ship and fitness greatly facilitates scanning, do not skit, it is worth it.

Now about the process itself, I will show not the fastest, but the most accurate action of actions, you yourself will learn to scan faster, now the main thing is to understand the principle. I will go through all possible options for the results in order to cut out a lot of questions.

We flew into the system at the same time triggers touch overlay (introduced in onesen) and we see in space all signatures - locations. Green Rhombic marked anomalies - 100% detection. Red Rhombic locations that need to express signatures. If you open Probe Scaner, then on its tab we will see a list of anomalies and space signatures.

So, at first, your embedded scanner gives you information about all anomalies, as well as draft options for signatures that can be seen in the scan results window immediately after the proprietary in the new system. This allows us to get a visual concept of sites in the system, as well as see them in the form of scanning results. When you open the system map simultaneously with the scanner open window, then even without released probes, you will instantly see anomalies in the form of green results with the possibility of warp, and signature in the form of red spheres showing their approximate location. In addition, the icons on the touch overlay will change in accordance with the results obtained. The better the signal - the more information will be.

Press the scanner button (ALT-D), in the window that appears, select the Probe Scaner tab and go to the solar system map mode by pressing the button on the left or buttons in the scanner window - the card or simply pressing the F10. Switching between the cards of the solar system and the galaxy is carried out with a Toggle Map button in the World Map Control Panel Map Control Panel.
We launch a stopper by pressing the throttle and look at the appeared cube with arrows and sphere ...

Control.

  • All probes start from the launcher immediately, regardless of how much they are charged at the moment. The maximum number of probes in space at the player - eight. Any player can use eight probes, so the skill of astrometric no longer limits their number.
  • In Odysse, there are two pre-installed methods of positioning of probes - separated (probes cover a large space) and aimed (probes focused on the object). These methods are not intended to be the only and best, but it is assumed that they will become a solid basis for beginner researchers.
  • Probes immediately after launch will be next to your ship, but on the Solar System map they will be displayed with the Sun in the center and will not be shown on their current position until you press the scan button and the probes are repaid to the position you specified.
  • The method of movement of probes by default acts immediately to all probes. Pressing the SHIFT key, you can work with a separate probe. Climbing Alt, you can move probes closer to each other.
  • Probes also simultaneously change the scanning radius; Pressed SHIFT will allow changing the scanning radius of one probe. Changing the scan radius recent rectifies probes.
  • To control on the map of the solar system when scan: clamp the LKM and pull - the camera rotation. PCM and pull - moving the camera. Sloll - zoom.
  • Return and the end of the life of probes - the return instant and automatically occurs when docking or jumping into another system. The probes still have a life timer, but at its end, instead of death, the probes are automatically returned. The system now remembers the last used position of the probes with an automatic return, so that they are very easy to return to the previous place by activating the starting setting.
  • Scanner window - positioning methods setting buttons. These buttons will only work if eight probes will be launched, fewer is not supported.

In the Solar System map: PCM - context menu.
Touch the LKM and pull - the rotation of the camera.
Push PCM and pull - moving the camera.
Scroll - Zoom.

In the scanner window 7 buttons:

1.Analyze - start scan probes.

2.Recover Active Probes - Return the active probes on the ship,

after 1 second, they will have in the trunk and they can be used again.

3.RecConect to Lost Probes - Return control over probes

4.Destroy Active Probes - destroy active probes

5. Approaching spaced.

6.Prowing centered.

7. Carta

Also in the scan window on the left under the buttons, there is a white square PCM and you can create a special filter (the essence is similar to the OverView filter settings) to the results only those groups of signals that are interested in you. For Core traffic jams it is just the ability to filter Cosmic Anomaly and Cosmic Signature. And for ComBat, this is a living required option for without a filter, they throw all garbage on ships, drones, structures creating a gigantic list. So create and configure filters to taste.

Let's fit the plug so that all objects in the system in the system fall into its radius. Plexes are not further 4Agu from planets or sun. When the object falls into the plug action zone it is highlighted. The cork is thrown over the arrow or abroad. Hair for arrows, we move all the plugs at the same time.
Press the Analyze button in the scanner window. In this case, we pushed several signals. The plug is always flowing all the signals. If your result is emptiness in the list of signals, it means there is nothing else in this system, you can fly further.
If you press a signal in the scanner window (or with a squeezed encryption, you will see a red sphere in the zone of which the signal is presumably.

The essence of the scanning in the symmetric location of the probes, in centening the middle of the figure formed by the spheres on the signature and subsequently reducing the radius of the spheres - until a 100% signal is obtained.

The following has become possible in Odysse. When scanning 8 corks, you can run probes and leave their location relative to each other unchanged, using the positioning buttons and changing only the radius.

An example of scanning for 4 plugs is shown below (similar to another number.) This example is a familiarization, for the concept of scanning principles. The scanning method should choose himself.

1. Signal with number 714
2. Move the 4e corks ride symmetrically - we bring to the red sphere to overlap the boundaries of the sphere
Instead of sphere, there may be a circle or one, two points actions are similar
Analysis
3. Press the analysis
4. The screen turned into a point, move the plugs to the point and reduce the radius with 4a. to 2A.:
5. In all movements, do not forget the "height" offset:
6. Analysis:

7. The radius is moved.
8. Analysis, etc. with a decrease in the radius until we get 100%

100% green icon on the map - We can cook

Prim.Crain did to Odyssey, so they differ slightly from the fact that you will see in the game. But the basic scan principle is the same.

Depending on the power of scanning plugs (skills, riga, ship bonuses), you can start scanning as with 32A.E. and with a smaller diameter.
Sometimes a slurrant of one plug can get a 100% signal and many at this point begins a stupor due to the fact that the signal is 100%, and the can be wrapped. Answer: One sample is not enough.
Squang one plug and a small radius can be consistently obtained high%, with a high% signal you see what type of signal is here and even its name. Fully scatter signal to find out what is not necessary.

Space signature EVE.
Groups Signals
Space Singgrounds. Suma includes:

Wormhole - Wormhol (wormwort)

A peculiar "gates" leading to unknown solar systems are not marked on the map. Have limitations on the missing mass and lifetime. Information about florcholates and systems where they are led by see here.

Combat - nominal (rn with increased danger)
All sorts of combat complexes with a bunch of NPS and a delicious take-off accomplishment or expedition.

Expeditions are a chain of combat complexes in different systems, only the starting plox needs to be scattered, then all information about the following plexes will (or will not, as lucky) to display in your journal in accordance with you. tab. As a rule, in the first expeditionary complex, it is necessary to blow up some structure so that the coordinates are trail. complex.

This also includes "license number" plexes of type 1/10, 2/10, 3/10, 4/10, 6/10, 8/10, 9/10. These pages are randomically generated in systems and need to be scattered. The digit indicates both the complexity and permissible size of the ship.
1/10 FRIGATES.
2/10 FRIGATES, DESTROYERS
3/10 Cruisers, Frigates, Destroyers
4/10 BattleCruisers, Cruisers, Frigates, Destroyers
5 + / 10 Battleships, BattleCruisers, Cruisers, Strategic Cruiser, Frigates, Destroyers

The general meaning of all Combat plexes - you need to batte in red cross.

Gas Sites (rn gas production.)

Gas complexes. Owls You turn out to be in the middle of a heap of clouds that can be collected by a special "vacuum cleaner"

Gas Cloud Harvester i.

From the clouds in the famous space boosters are made (see Market in the game). During gas collection, the ship may damage, not much, the cruser copes.
In the wormhole-systems in Ladar Plexes containing gases necessary for the construction of T3 ships.

Relic Sites (Data Rhine)
These are archaeological complexes of which there are special containers that are opened by the Relic Analyzer module. In the salvag containers, sometimes books (skies), sometimes BPC on T2 Riga and if the memory does not change the BPC on fractional structures for the plant.

In these plexes, Riga will help you on the efficiency of Relic Analyzer: Emission SCOPE SHARPENER IISSION SCOPE SHARPENER II
and Implntants

  • -5% decrease in the operation time of the dismantling modules, hacking and archeology by 5%. (Connector 10)
  • Poteque "Prospector" Archaeology AC-905 + 5% to the chance of successful work Relic Analyzer (connector 9)

Data Sites (Data Rhine)
Hacking Complexes with containers opened by the Data Analyzer module. In the containers of Decryptor "S, Datacore" S, BPC on various Data Interface "S, special materials for the construction of interfaces. In the famous space of Data Sites - the source of materials for invention (INVENTION) Conversion T1 BPC Fita \\ Schipa in T2 FITA FITA \\ Schipa .

In the Wormhole Space Data Sites The source of materials for the reverse of engineering, i.e. Production of T3 ships.

Riga on Haking
Memetic Algorithm Bank I

Memetic Algorithm Bank II

Implantants

  • Poteque "Prospector" ENVIRONMENTAL ANALYSIS EY-1005-5% Reducing the time of operation of dismantling modules, hacking and archeology. (Connector 10)
  • Poteque "Prospector" Hacking HC-905+ 5% to the chance of successful Data Analyze (connector 9)
  • Read more about how to open the contacts by the Relic Analyzer and Data Analyze modules can be viewed here.
Approxide income (Green Rhombick) is immediately accomplished at once.
  • mining ore
  • combat anomalies - the destruction of the NPS, may fall out something interesting.
I hope this article will help you in the development of EVE.

Scanning is the art of searching for various signatures (objects and their complexes) in the limitless space of the new edema. After examining the scanning, you will be able to find the players' ships (as well as other objects belonging to them) in this starry system, expor sites (hidden places where you can get different bonuses), and Wormhol (worms) leading to the far unexplored space.

Scanning relies on the use of scan samples (on the jargon "plugs") controlled by the player. The position of the desired objects (hereinafter guide "signatures") is determined by simple trilateration. The success of scanning depends not only on the skills or fitness of the character, but also from the skill of the player to navigate in space, and the experience of the player in the preparation and positioning of the samples.

Equipment for the start of the process

Technically, scanning requires very little skills and equipment for the fundamental ability to deal with this case, but in practice there are a lot of ships, fitness, implants and skills that will allow you to catch goals much more efficiently.

Scan Probr

Without scan samples, you just can not start. Samples are three types:

  • Core Scanner Probe I Used only to search for anomalies and signatures, which are the main purpose when exploring. At the time of transfer, Hyde Anomaly is easier to find the onboard scanner without samples, and this type of scan samples in practice is needed exclusively for the search for expor sites. Core samples operate at distances from 0.25 to 32 AU.
  • COMBAT SCANNER PROBE I Can define anomalies, signatures, player ships, structures and drones. However, these samples can only be launched using a sufficient heavy (220 TF) for CPU Expanded Probe Launcher I. Sample data operate at distances from 0.5 to 64 AU.
  • Deep Space Scanner Probe I - Superior variant of the combat sample, operating at distances from 2 to 256 AU. It should be noted: the sample itself requires Astrometrics 5.

For those who perceived Scanner's career seriously, there are so-called "nursing" modifications produced by Sisters of EVE Corporation:

  • Sisters Core Scanner Probe - + 10% to the sample scan strength.
  • SISTERS COMBAT SCANNER PROBE - + 10% TO SECURITY SCANNING.
  • Sisters Deep Space Scanner Probe - + 10% to warp sample.

RSS-option (RSS Core Scanner Probe), available as one of the awards of the Matar epic-arches of the 4th level, gives + 12.5% \u200b\u200bto the sample scan strength, but has a very short time in space after launch.

Sample launchers

Sample launchers are devices that eat in high-slots. "Cannons" for scan samples. Also vital for scanning

  • Core Probe Launcher I shoots Core samples (and nothing but Core-samples), and requires only 20 CPUs for installation.
  • Expanded Probe Launcher I eats 220 CPUs, but is able to shoot with all types of samples.

In addition to standard options, easily accessible through the market, Sisters of EVE also offer their modifications available either through the LP-shop (for those who work for them), or through contracts - for all others.

  • Sisters Core Scan Probe Launcher - + 5% to sampling strength and 5 CPU savings (total 15 CPU).
  • Sisters Expanded Scan Probe Launcher - + 5% to sampling strength and saving 10 CPU. (Total 210 CPU).

Skilla

Some skills are necessary for successful scanning:

  • Astrometric. - Adjusts +1 sample in space for level. We are necessary at the first level for Core launcher and samples, on the 2nd - for Combat-samples and Expanded-launcher, on the 5th - for Deep Space-samples.
  • Astrometric Acquisition - Reduces the scanning time of each sample by 10% per level.
  • Astrometric Pinpointing. - improves scan accuracy. Reduces the maximum deviation from the target by 10% per level.
  • Astrometric Rangefinding. - Increases the power of scanning each sample by 10% per level.

Ships

Technically, the launcher's sample can be shifted in any free Hacelot, if enough CPU. But some T1-frigates and their T2-modifications (Covert-OPS), as well as certain configurations of T3 cruisers, have bonuses for the power of scanning, which helps the player to catch the goal.

Frigates

The following T1-frigates are + 5% to the sample scan strength for the level of racial frigate. They are very cheap and comfortable for beginners.

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

Covert-Ops ("Rugs")

Covert-Ops-Frigates have + 10% bonus to sample scanning for Silele level Covert OPS. In addition, it is possible to firm Covert Ops Cloaking Device II, which will seriously help the safety of movement in systems in hazardous areas of space. It is worth noting that if the skill rug is in less than 3 - this mat has a smaller force of scanning than racial frigate, since it is interrupted (necessary for studying skill) rug (racial frigate, calcined in 5) gives 25% bonus to the sample scanning force corresponding to the corresponding Roll frigate.

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

T3-cruisers

This special type of cruisers introduced in the expansion of EVE Online: Apocrypha also has a + 10% bonus to the strength of the plugs for the level of racial Electronic Systems, provided that in the configuration of such a ship there is Electronics - Emergent Locus Analyzer. Two things should be taken into account:
a) T3-cruiser relative to the road, and their destruction removes one rank skill in randomly taken sabsystems of the corresponding race,
b) The ability to install Covert Ops Cloaking Device II for T3 cruisers depends on the presence of another sabsystem, namely, Offensive - Covert Reconfiguration.

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

Riga

There are two Riga raising the strength of scanning-launcher.

  • Gravity Capacitor Upgrade I - + 10% to scan strength for 200 calibration units.
  • GRAVITY CAPACITOR UPGRADE II - + 15% to scan strength for 300 calibration units.
Since you cannot (by calibration), you will notice two T2-Riga, and even T1-RIG + T2-RIG - it is recommended to use 2 T1-Riga.

Implants

Low-Grade Virtue class implants give a sample scanning force bonus; Full set gives + 33.83%

  • LOW-GRADE VIRTUE ALPHA - 1% by itself and 1.1x fault factor.
  • LOW-GRADE VIRTUE BETA - 2% by itself and 1.1x fault multiplier.
  • LOW-GRADE VIRTUE GAMMA - 3% by itself and 1.1x fault multiplier.
  • LOW-GRADE VIRTUE DELTA - 4% by itself and 1.1x fault multiplier.
  • Low-Grade Virtue Epsilon - 5% by itself and 1.1x fault multiplier.
  • LOW-GRADE VIRTUE OMEGA - 1.25X set fault.

The following Hardvaring give bonuses to different sample attributes.

  • 6th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-0 - 2% reduction in maximum deviation from the target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-1 - 6% reduction of maximum deviation from the target.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPF-2 - 10% reduction of maximum deviation from the target.
  • 7th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-0 - 2% reduction in the duration of the scan cycle.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-1 - 6% decrease in the duration of the scan cycle.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPG-2 - 10% reduction in the duration of the scan cycle.
  • 8th slot
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-0 - + 2% to scan strength.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-1 - + 6% to scan strength.
    • Hardwiring - Poteque Pharmaceuticals "Prospector" PPH-2 - + 10% to scan strength.

Video tutorial.

For all newcomers, pilots who want to refresh memory, or even experienced pilots who would like to improve the technique, exist ( english). He not only quickly and clearly explains how to scan, but also allows (from observing the experience of another pilot) to learn a couple of ideas, even if you consider yourself an experienced.

Scanning system

That's what you should know:

  • Sample scan fields must overlap. Otherwise you will not be able to ward in the found point.
  • The sample scan radius can be changed on the fly. It is necessary to focus that you are looking for.
  • Samples can be called from space. Lost samples can be reconnectable, then saved. Then they return from space and put in your truma for further use.
  • Samples always see what they can see within their radius. The further target from the sample and the greater the scanning radius, the weaker the signal.
  • You do not have to move while you scan or shoot samples. It is enough to place the samples via the system card. Samples themselves are wager where it is necessary when you give the command to the scan.
  • The scan time itself is very small. The main time in the process of scan will be occupied by sample positioning. Therefore, it is extremely important orientation in the space of the scanning player, and this particular factor will determine how much time it will be needed to catch the signature.

Scanning procedure

The scanning procedure is based on trilaterations, where 3 samples are used to determine the point per 2D-plane, and the 4th sample is required to find a point in space. 4 samples must be placed within the site that is searched. These samples must be placed on different planes, then the signature to which you can cook.

To begin with, one or more samples define an approximately accurate position of the signature. As soon as we confidently know where it is - we can add more samples to calculate the exact position.

  • If confident knowledge has reached two samples - you will get a red ring, the goal is somewhere along the length of this ring.
  • Three samples give 2 points, the goal is about one or another point.
  • If a confident signal is reached by four samples - you will receive the result that you can cook if the sample scan forces are enough to focus on the signature (remind, the power scan force depends on their radius).

Example - below.

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

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

First, we will define whether there are any signature here in general. Run the sample by clicking on the charged probationer installed on your ship. Set the scanning radius to the maximum: either drag the border of the sphere, or make the right click on the sample, which appears in the list, and set the scanning radius through the drop-down list.

The example uses Core Scanner Probe I, but experienced scanners can use Deep Space Scanner Probe I to maximize the radius. To prompt the right moment when dragging the mouse, the border of the sphere will be illuminated when the mouse is there, where the sphere can be pulled. This is also visible in the picture below.

Now that the size of the sphere is increased to the maximum, it will be fixed in this state when you release the mouse. Make sure the sphere covers most of the system (ideally - the entire system) and click the Analysis button.

The result will appear within 10 seconds (or less depends on skills). There is some signature here. However, the strength of the signal is small, because at the moment the sample has a fairly large scan radius. So, the specified distance almost certainly extremely inaccurately ...

To determine more exactly where this site is located in the system, and get a stronger signal - wechize the sample size. In the example of the sample, it was bored to 8 AU and that's what happened (I do not forget to press the analysis button):

You can conclude - the site is located somewhere near the internal planets of the system. By virtue of the type of system here, approximately 3 positions for this signal. It is either about one of the external planets within the radius of the first sample, or it can be close in the group of planets next to the center of that sample with which we started. OK, place 3 samples to check all 3 cases.

We place on the 1st sample with a radius of 4 AU in each of the points:

And we look at the result showing us that you can forget about the external planets. By clicking on the signature, we can highlight the result that shows us exactly what kind of testing caught the signal.

We catch signature, approaching it. Gradually raise the signal strength, reducing the sample radius. To move the sample - just take and drag it for one of the arrings oriented in the directions around the sample center. When you move them all - click the "Analyze" button, they are joined to a new position and start scan.

In the example, one sample is used to check the volume around the inner group of the planets. Look at the signal strength indicator to get information about how close the sample is to the site. When the sample moves closer to the left neighbor (in the picture below) - the signal becomes stronger, but when it is promoting it even further, the signal is lost. This means that the site is probably higher or below the planets. Throw a second sample and place it "above." Here is 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 narrow the sample radius to catch a stronger signal, which is done in the example. As soon as the circle is narrowed, we connect the third sample, covering it a red circle. When all three samples receive a strong signal, 2 points will appear on the screen.

In fact, the site is in one of these two points, and we plug in the fourth sample, covering it one of two points. When the correct point of two is found, the signature will remain the only one:

Although we know the desired place in the system - we still need to further reduce the radius of the scan of our trials to catch a stronger signal. It should be simple enough (use Alt, displacing all samples relative to the center).

The signature point will pass through the red, yellow and finally the green phase, and on the green phase (100%) you can boil to the goal. Having received a green point, you can click on it, either on the corresponding line in the scanner, right-click to glow to it or forcing it. Here is what the finished scan looks like:

Now the signature is fully scanned and may be discouched or serve the purpose of the Warp. The result will remain visible so as long as you do not leave the system, do not squeeze or not disconnect.

If you still can't catch the signature of 100%, although you use the smallest possible radius - it may mean that your scan strength is not enough. Use the ship with bonuses on the scan, swing skills or buy the best fit.

Note: This example is just an example. Specific scanning mechanics remain at the discretion of each specific scanner and should only belong to him and his friends. There are more efficient scanning techniques, but this example teaches not so much _date_ scan, how much to understand what is happening from the point of view of mechanics when you make scan.

Scan interface.

The scanning interface can be divided into the upper and lower part, the upper part is used to control the samples, and the bottom - to display the scan results.

Types management

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

From left to right:

  • Analyze: Samples are booked to the positions you specified and start scan
  • Pick out active samples: Calls active samples to your TRUM, from where they can be released in the future.
  • Reconnect to lost samples: Corresponding to your ship's sensors to all your samples present in this system. Used when disconnect or return to the system you left, by mistake forgetting to collect samples.
  • Destroy active samples: The last button forever destroys the active samples. After that, they are lost forever. It can be useful if you need to quickly escape, or hide, hide your samples from strange eyes.

Separately taken samples can be allocated, disabled, returned or destroyed by right-clicking on them. Cryft can be moved all selected group of samples as an integer. Alt 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 analyzed:

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

As the signal becomes stronger, additional information is displayed in the "group" section, based on which frequencies are the signal emit. On a specific signal strength in the Type column, the exact name of the signature appears, as can be seen in the figure below.

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

Filter results

Filter results - a powerful tool that can be configured on the summer to work out unnecessary results. After scanning, you can upset the filter as you wish to see the necessary results. New scans are not needed, you can even rebuild filters with different settings. The filter applies to all that at least the edge of the eyes saw the samples at the time of the last scan.

To create a new filter, click on the corrugated rectangle (on an outdated screenshot in its place a triangle) on the left side of the field with the Scan Result Filter header, and select the "Create New Filter" option

A window will open, which will allow you to choose which Pilot groups want 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:

Tips

  • The greater the sample radius - the less accurate samples. Start with large radii, or even with Deep Space Scanner Probe to determine what is in the system in general, then narrow the radius. Gradually make the radius of the scan less as the goal approached. If you caught a goal in the lowest possible radius of your samples and still did not reach 100% - try using samples that allow the smaller radius.
  • It is best to move samples on one axis. Then in case you are mistaken if it is easier to return it to the place.
  • The smaller the signal strength to which the site corresponds is the less accuracy with which the distance is displayed before this site.
  • You do not need to boil on the system, you can be in complete safety on the Safety, while you are looking for a signature. Your samples will make all the necessary warmes on their own.
  • Samples are always reporting on all objects within its radius. The greater the sample radius and the farther the signal from its center, the lower the power of this signal.
  • When crossing results with multiple samples, they are combined into one result.
  • When the signature is selected from the list in the scan interface, the visual signal corresponding to it will be highlighted. Please note that sample has an error and their opinion may differ from reality.
  • Filters can be customized on the fly and do not require repeating scan.
  • Anomalies will always be 100% from one sample, so for them enough of this 1st sample (and in fact - 0, use the onboard scanner)
  • When you move the samples, you can use the group shift, and the alt - for mirror positioning relative to the conventional center.

Types of signals

Unknown.

This includes:

  • Unstable wormhole. Peculiar "gates" leading to unknown solar systems not marked on the map. Have limitations on the missing mass and lifetime.
  • Unknown - Named. All sorts of combat complexes with a bunch of NPS and a delicious take-off accomplishment or expedition.

Expeditions are a chain of combat complexes in different systems, only the starting plox needs to be scattered, then all information about the following plexes will (or will not, as lucky) to display in your journal in accordance with you. tab. As a rule, in the first expeditionary complex, it is necessary to blow up some structure so that the coordinates are trail. complex.

This also includes "license number" plexes of type 6/10, 8/10, 9/10, in distant-distant times these pages were marked by the beacons and stood forever on the same places, one day almost all of them were removed by leaving only 1/10 , 2/10, 3/10, 4/10 in the Empire (you can see on the map of the Galaxy by choosing in the Color Stars BY-\u003e Ded DeadSpace Report) and single high numbered numbers in zeros. Now these plexes are also randomly generated in systems and need to be scattered. The digit indicates both the complexity and permissible 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 wormholov) - you need to batte in red cross.

Ladar

There are two types:

  • Gas complexes. Owls you find yourself in the middle of several clouds that can be collected by a special "vacuum cleaner" Gas Cloud Harvester I From the clouds in the famous space boosters are made. During gas collection, the ship may damage, not much, the cruser copes. In the wormhole-systems in Ladar Plexes containing gases necessary for the construction of T3 ships. The cloud for half an hour of the dough never bitten.
  • Combat complexes with containers for opening which is needed Codebreaker I.. In the contacts of the BPC on boosters, reactions for boosters, books.

Gravimetric

The belt of asteroids can be the NPC, can later fly. Actually everything.

Magnetometric.

These are archaeological complexes in which there are special containers that are opened either by a module Analyzer either module Salvager.. There may be NPS, in High sects, such as university complexes without NPS. And in 0.0 systems, please set up. In the salvag containers, sometimes books (skies), sometimes BPC on T2 Riga and if the memory does not change the BPC on fractional structures for the plant.

In these plexes, Riga will help you on the effectiveness of Analyzer:

  • Emission SCOPE SHARPENER III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPW-1. The implant is + 5% to the chance of successful Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPY-1. The implant is + 5% to the chance of successful Salvager operation.

Radar

Hacking Complexes with containers opened by a module CodeBreaker.. Usually you have to shoot. In the Decryptor's containers, Datacore's, BPC on various Data Interface's, special materials for the construction of interfaces, as well as in Spec Radar there is a BOOTS on boosters. In the famous space of the radar - the source of materials for invention (Invention). In the Wormhole-space of the radar, the source of materials for engineering reverse, i.e. production of T3 ships.

Riga to hacking:

  • Memetic Algorithm Bank III.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPZ-1. Implant on -5% of Salvager, Codebreaker, Analyzer.
  • Hardwiring - Poteque Pharmaceuticals "Prospector" PPX-1. The implant is + 5% to the chance of successful work Codebreaker.

Cosmic Anomaly.

In the process of scan, you will probably stumble on the signals "Cosmic Anomaly" - these are unpretentious combat complexes of the accumulated one plug, as well as a built-in scanner. They do not have an entrance gate and so they can be passed on any ship. There is a small chance to see the Fractional NPS (Dread Guristas, True Sansha ...) or get an expedition. Combat complexes in fractional wars also refer to Cosmic Anomaly signals.

With the commissioning of the dominion, the Pirate Detection Array Apgreide appears for systems adding 4 anomalies per level. The level of annex also grows with the level. At the 5-level level, 20 anomalies are obtained in the 4-5 system of which top-end in income. Anomalies from the apgreys after disappearance are immediately restored.

© Clanty.
Section "Signal Types" © Yolkree.

Small (Small) ship - frigate.
Medium (medium) ship - cruiser.
Large (Large) ship is a linear cruiser.

Angel Sanctum. The first type of EVE-Online anomalies, Sanctum "with the base", the most difficult anomaly of all, contains more than five reps (the appearance of mobs). Everyone flies small, medium and large mobs, good load. Earnings about 30-35kk (millions), Tengu can pass this anomaly, it is better to pass on the TANATOS (carrier ship) and VarGur (linear ship of the second technology). The second type "with rings", the difficulty is slightly lighter than the most difficult Hesen. Contains the mobs of all types, reps there are five, can fly and six. Earnings of 20-25 million, you can pass on Tengu, preferably vargur. May include all types in Diz and scrambler, only small mobs. Expands very good expand, but very rare

Angel Hub. The first type is very similar to the second, contain at the beginning of small and medium-sized mobs, and in the last repage they arrive large. Earnings 5-7kk. Unable to anomaly. May include all types in Diz and scrambler, only small mobs. There will be better four next.

Angel Forsaken Hub. Almost the same, earnings 15kk, not bad lie (cargo). Very favorable anomaly. There are all kinds of mobs. Small NPS arrive only in the second pocket (second rep). It takes place very quickly, it may fall out a good expand that is quickly done and brings normal income.

Angel Forsaken Ralli Point. Types like brothers, pass very easily and quickly, bring an income of 10 - 15 million. Mobs of all kinds. Not bad lie. Also falls a good expedition.

Angel Yard. The remarkable expand falls out, the anomaly brings a very small income, but also very quickly. Although small income, but the expite will pay off. Low bad, only small and medium-sized vehicle.

Angel Haven. The difficult type in the second place of complexity, brings a very good income of 25kk and also goes quickly. Mobs of all kinds. Lut normal, you can collect. The expedition is wonderful, the maximum earnings from it is 2,150kkk (two billion, one hundred fifty million). The most profitable anomaly of all. The second type, which is easier, consists of the same mobs, but only with each republic they fly less. Income is the same, though mobs are less. It is done on all pumping ships, except for freigities and the first cruisers technology.

(This is not Heben).

Angel Ralli Point. Very easy anomaly, brings very small earnings. Not the same as Yard, I did not fall exppauer, but I fell to my sokorpovtsam, it seems to be not bad. Unable to anomaly. Contains middle and small NPS ships.

Angel Port. Not a bad anomaly, a profit is several times more than a rally, it seems an expedition falls. Large mobs will only fly in the last rep. Lie bad.

Angel Hidden Ralli Point. Only with small and medium mobs, the expuations itself did not knocked out and I think it will not be there. Very uncomfortable anomaly, because I advise you not to pass.

Angel Hidden Den. Good anomaly, but there are only small and medium mobs. There are a lot of reps, but I know for sure that the expaus falls, fell out to my Sokorpovtsu. Earnings are not big, you can only do for the sake of the expedition.

Angel Forsaken Den. I do not know for sure, there seems to be only medium and small mobs. Unable to anomaly, an expedition falls hardly. The income is small and lie bad.

Angel Foron Hub. Large mobs in the last two beings, minor only in several beings, will only be arrogants with medium mobs. Difficulty expedition 9/10 falls.

Angel Foron Den. There is no big mobs, only medium and small, I advise you not to pass, only an extra spending time for any nonsense. Not profitable Anamalia, the expand also does not seem to fall, therefore it looks more like the worst anomaly.