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Archive for the ‘EVE Online Missions’ Category

Mar
12

Agent Missions Secrets

Posted under EVE Online Missions

Skills (approximately 3 months - ouch):

  • Science 5
  • Laboratory Operations 5
  • Research 5
  • Research Project Management (RPM) 5
  • Special Science Skill(s), depending on the type of research to 4 or 5 (e.g. Electromagnetic Physics, Electronic Engineering, Graviton Physics, Nuclear Physics, Race-specific Starship Engineering…)
  • Connection (helps to get a your standing higher up to deal with the serious agents)

You don’t make tremendous eve online isk from the start, though you wont be making much later if you are not planned. Upside of the skills is that you will be able to research up to 6 BPOs at a time - nice for the lab rats . Theoretically you can also do this with minimum skills, but that also means that you can sit and wait for a year without seeing any real results.

You can start multiple reserach projects in the same field with different agents (even though you can only have one project per agent) - this way you only have to train one specific skill and save a little bit of time (e.g. if you are eager for the Crow BPO - go for Caldari Starship Engineering)

 

Research corporations

Amarr

  • Carthum Conglomerate
  • Viziam
  • Khanid Innovations

Caldari

  • Ishukone Corporation
  • Kaalakiota Corporation
  • Lai Dai Corporation

Gallante

  • Creodron
  • Duvolle Laboratories
  • Roden Shipyards

Minmatar

  • Boundless Creation
  • Core Complexion
  • Thukker Mix

Unless you go for T2 ship BPOs, you won’t find a difference in the research corporation you join. For Hulk BPOs you have to go with Gallante. These things can buy your way to a lifetime of freeplay and you’ll end up selling your isk to online isk shops very soon.

Study Field Hints

  • Get the highest level agent available. If you are still working on standing with the research corp, but can access the lvl 3 R&D agents, then you can get that first agent.
  • RPs are generated on a daily basis so they increase each day by a set amount. Increasing this amount is essential to get a ton of RPs, which again result in a higher chance for a big hit. Some fields have modificators for RPs (e.g. Starship Engineering). Since everyone gets those though, you do not get a real advantage out of it. 300+ pts from one agent look nice though.
  • Look for a decent field with few competitors. Everyone and their mom has starship engineering going, so chances here are rather small. Of the less competited ones a lot are like this for a reasons. But manage to get that Cargo Expander II BPO and you are a made man.
  • Risky gambling: Go for fields that currently are marked with “nothing predictable” in the info box of the research agent. This means that there are currently no rewards and most players will skip it out of principle. However, if something is being added in the future and you bet on the right horse - you are looking at some nice profit.
  • If you use a level 3 agent to research a specific field, you will also need to have the science skill in that field trained to 3 (lvl 4 agent - lvl 4 science skill…). Since you want to maximize your daily RP amount, go for the level 4 agents - the significant RP difference is worth the extra days it takes.
  • Look at the top agents in your research corp and their fields - then decide what to research. If you want a level 4 electronic engineering agent, don’t start a project in starship engineering with the only level 4 agent that offers electronic engineering.

RPs and how to increase them

  • Science skill, agent level and effective quality of the agent determine the RPs you gain. Exact formula: RP/day = Field multiplier*(1+EQ of agent/100)*(My skill+AgentLvl^2)
  • Running missions for your R&D agent doubles the RPs you receive for that day and can be done once a day. They are about as boring as the game gets and usually end up costing you additional bit of cheap ISK, but every bit helps.
Mar
03

Line up for warp instantly

Posted under EVE Online Missions

If you have a big ship that takes forever to line up to warp, and don’t want to chance ’stopping ship’ to get lined up (you can sometimes not stop in time or are still not aligned properly) Buy cheap isk.

An easy way to get lined up, equip a cargo expander, fill your hull fuller than you could get it without the expander, then turn the eve online expander off ( so your over full ) at this point you can select your destination, hit warp, and you’ll line up perfectly but not warp as your over full, then just turn back on your expander and if anyone comes into the system you don’t like, just hit warp and your gone!

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Feb
04

How to escape camped gates

Posted under Buy EVE Online ISK, EVE Online Missions

Gates camps in EVE Online Lowsecs and Nosec areas have their unique characteristic. Below is how to escape and avoid them.

LowSec:

First off, low secs gate will often firing at a campers. This will make it easy to spot one. Low Sec camped gates are fairly easy to escape by any ship if you are fitted properly. This is doe to the fact that there are no dictor bubble around. That means whatever you want to hold, you will have to lock manually. The mod you will need in Low Secs is Inertiastablizers, this will allows your ship to turn and jump quickly wihtout much hassles make sure you put them into every slot you could. Things like warp core stabilizers works also but you might ended up getting killed by a single missile volley instead of being scrambled.

The 0.0:

The easier way would take more people, having a scout in the interceptor checking gates ahead of you is prolly the safest way to make it through 0.0 in a slow ship. In case you just want to get yourself through, frigates with WMDs are ideal for this and cruisers are so-so.
The idea behind this is not about running away and warp to the next gate. Even T2 interceptor still have a chance to get fragged trying to run out of the bubble. Instead, after you’ve found out that the gate is camped, wait until 30 seconds into the gate cloak and WMDs back to the gate ASAP.
The trick behind this is to add waypoint and execute auto-pilot, this will ensure that you will be warped out as soon as you get in range. The 30secs wait for uncloak is to eliminate the chance that you will get sesson change denial.

Getting a hauler through 0.0 is almost impossble without a scout. However the best bet would be taking T2 Haulers out with 3 Warp Core Stabilizers. And the most important thing is consider if you are making EVE ISK price worth the risk of traveling through.

- Buy Cheap EVE ISK -

Jan
21

Basic guide to invention.

Posted under EVE Online Missions

Invention Guide
Invention is the only approach toward original tier 2 blueprints which are mainstream EVE ISK making items.

* Overview
* Skills
* Stuff needed
* Steps to inventing

Overview
Invention is the new system that came with Kali 1.5 which now allows every day people to produce tech 2 goods. Well, almost. It takes numerous specialized skills and expensive items to build. It takes a significant (by most player’s standards) investment to undertake, but the potential profit makes it worth at least looking at.

Skills
The skills that you need fall in the science category. The invention specific skills are as follows (as well as the requirements).

* Electronics II
* Engineering II
* Electronics Upgrades V
* Science V
* Hacking II
* Racial Encryption Methods

The racial encryption skills are named obviously, Caldari Encryption Methods etc. The only problem is at current these skills are 75-250 mil a piece and you need all four if you want to keep your options open. These are just the skills for invention; you also need the skills for manufacturing of the tech 2 good if you want to build it yourself. Those are listed under the manufacturing tab on the blueprint

Unfortunately these are not the only skills you need. In addition specialized science skills are required. For this guide the Ballistic Control System I will be used throughout. This require the skills Electronic Engineering and Mechanical Engineering, not a coincidence that these are the same types as the datacores needed.

I should mention at this point that the higher the skills related to the invention the better your chances at a successful job. How much better is a guess, but getting the skills to 4 is probably a good idea before you start blasting away. Note this includes the science skills that the datacores need. When in doubt, check your blueprint for what it needs, the datacores each have a corresponding skill they require.
Materials

The first major item you need is an interface. There are three of each for each race, meaning twelve total. One type handles ship equipment, one is for ships themselves and the last is for rigs. You only need one of each type maximum, they last an infinite number of runs and can be used in all simultaneous jobs. Prices range from 25-300 mil depending.
Race: Amarr
Name Used on
Occult Ship Data Interface Ships
Occult Data Interface Ship Equipment
Occult Tuner Data Card Rigs
Race: Caldari
Name Used on
Esoteric Ship Data Interface Ships
Esoteric Data Interface Ship Equipment
Esoteric Tuner Data Interface Rigs
Race: Gallente
Name Used on
Incognito Data Interface Ships
Incognito Data Interface Ship Equipment
Inognito Tuner Data Interface Rigs
Race: Minmatar
Name Used on
Cryptic Ship Data Interface Ships
Cryptic Data Interface Ship Equipment
Cryptic Tuner Data Interface Rigs

Once you have the skills and the interface you need a bpc of the tech 1 good you want to invent. If the blueprint does not have an invention tab, like ammo at the moment, then you can’t invent it. Also while you can invent tech 2 warp core stabilizers they are impossible to build so I would recommend against using your datacores in this manner.

A blueprint copy is a limited run version of a blueprint and you can’t research them to improve the stats. For EVE Online invention the only stat that matters is how many runs a bpc is. The material and production efficiency of the tech 1 bpc have NO effect on the final invented blueprint. The number of runs however does, so use max run bpc’s for invention. This can be determined by looking at the production limit on the tech 1 bpc.

Each invention job will require two different datacores; the number of each will be different depending on the job. Some items only take 1 of each all the way up to tech 2 battlecruisers at 16 each. Ship equipment is between 1 and 3. Here is a list of all datacores that are in game. The related skill should be fairly obvious, i.e. Quantum Physics for Datacore - Quantum Physics and the like.

* Datacore - Amarrian Starship Engineering
* Datacore - Caldari Starship Engineering
* Datacore - Electromagnetic Physics
* Datacore - Electronic Engineering
* Datacore - Gallentean Starship Engineering
* Datacore - Graviton Physics
* Datacore - High Energy Physics
* Datacore - Hydromagnetic Physics
* Datacore - Laser Physics
* Datacore - Mechanical Engineering
* Datacore - Minmatar Starship Engineering
* Datacore - Molecular Engineering
* Datacore - Nanite Engineering
* Datacore - Nuclear Physics
* Datacore - Plasma Physics
* Datacore - Quantum Physics
* Datacore - Rocket Science

Steps

The first step after learning all the skills is to get a blueprint copy of the tech 1 version of the good you want to invent. The higher the run count the better. For all my jobs on ship equipment 300 is the norm. Then you check the invention tab on the bpc to get what datacores you need, which is under the material tab.

Now is the time to think of any optional components you may want to use. See the advanced page for more details on how they can affect the job. After you have all the stuff gathered it is time to start the job.

Starting the job is just like starting any other build job except for a few extra fields. The fields on the invention tab are as follows.

* Installation - Which queue you install the job in. Doesn’t really matter which one, just choose an open one.
* Blueprint - What blueprint you are using. This should be fairly obvious.
* Input/Output - Where to get parts from for the job (blueprint must be in the same location I believe) and where to put the tech 2 bpc if the job succeeds.
* Base Item (optional) - Tech 1 item that can boost the odds of success. S
* Decryptor (optional) - Decryptor that can affect quality of blueprint and/or success rate.

It is worth mentioning that in the cases where multiple tech 2 items exist, such as ships, then it picks randomly between them. You can tell which it picked shortly after starting the job as it is listed in the job queue.

As an example we will use the Ballistic Control System I.

1. Create a 1000 run blueprint copy off of a Ballistic Control System I blueprint original.
2. Read the invention tab off of the blueprint. Required items: Esoteric Data Interface, 2 Datacore - Electronic Engineering, 2 Datacore - Mechanical Engineering.
3. Either get the datacores from a R&D agent or purchase them off the market.
4. Bring up the invention job and choose a queue to use. Choose the input/output and blueprint. Add any optional items that you feel might help. I added a Ballistic Control System I, because it is pretty much always worth it to add at least the tech 1 item. No decryptor was used.
5. Start the job and wait.
6. After the job finishes and you complete it you get a message. There are several messages but the one you are looking for is research successful. This message tells you the stats of your new tech 2 bpc. Congratulations, you can now join the ranks of tech 2 manufacturing!

Tech 2 building is exactly the same as tech 1, except it requires more skills, a copy of the tech 1 good it is based on and R.A.M. modules. That is beyond the scope of this guide at the moment. Optional components are now covered in the EVE Online ISK Guide.

Written by Ittey