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Serafrag
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Posted - 2007.10.15 16:11:00 -
[1]
Okay so I've been playing Eve for roughly 2 days. Fun game. I like the intense community and the seemingly methodical game-play. However it's taken me up to now to find a direction that I wanted to pursue and after reading through guides and forums etc. I have to say that Carriers and Drones and flying a large ship that releases smaller fighters / workers sounds tight. Reminds me of the Carrier from Star-Craft (best unit ever).
Can someone give me some advice, character creation wise and skill progression wise for that kind of direction?
Get all the learning skills! Been told that already. :P
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Kobushi
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Posted - 2007.10.15 16:20:00 -
[2]
Get evemon, ship browser>carrier. It should give you the time to have minimal skills just to fly the thing, usual people say get an alt just to go carrier and keep on playing with this toon to learn the game better. If you go straight to carrier it will be boring and you will miss many important skills as a player.
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Serafrag
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Posted - 2007.10.15 16:23:00 -
[3]
Good point. However- what if the coolest thing in the game is releasing a sprawl of little demon ships to do my bidding? Wouldn't it be wise to set that as my goal?
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2007.10.15 16:23:00 -
[4]
You should check few things before you decide to keep forever this 2 days old character :
-Are the stats good for what you want to learn? If you may change your mind on what to learn, are they balanced? (I got 8 in all but memory 7, best would be 8 in all but charisma 7 for jack of all trades characters) -Do you really like the character picture?
If those above are right, then keep it and learn.
Carriers are not the only drone ships. The gallente (mostly) and amarr (a little) have great small size droneships. Go in the item database (link on the left) and check of you like those ships : For gallente : tech 1 : Imicus (starter drone frigate) Vexor (most common drone cruiser) Myrmidon (battlecruiser relying on heavy tanking and drones) Dominix (it is the drone BS, great tank and drone firepower and flexibility)
tech 2 : (will take more time to learn, much more) Ishkur (assault frigate with lots of small drones) Ishtar (heavy assault cruiser with as much dronebay as the dominix, it's fast and fun compared to the dominix) Eos (command ship with a big dronebay as ishtar)
Amarr : tech 1 : Arbitrator (cruiser, much as the vexor, but a bit focussed on electronic warfare over guns for offense over the drones)
tech 2 : Pilgrim & Curse (the two amarr recon ships, they are specialized ships based on the arbitrator, using much electronic warfare to disrupt their target's guns and capacitor and slowly killing their defenseless targets with their drones) -- Pocket drone carriers (tm) enthousiast !
Say hello to my tiny friends ! |

Serafrag
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Posted - 2007.10.15 16:32:00 -
[5]
Edited by: Serafrag on 15/10/2007 16:32:40 Again. Great info. And to be honest, I'm not sure about this char. This one was mostly to goof around and try different things. I messed around with mining. Shot up some newbie ships. Docked at a bunch of different stations and just got a feel for the game.
I'm actually planning on rolling again now and putting some serious thought and planning into this new char. After messing around and researching the Drone Ship and Carrier ship features are what I ultimately was most interested in.
What stats would those kinds of operations require?
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Matalino
Gallente Ki Tech Industries
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Posted - 2007.10.15 16:43:00 -
[6]
Edited by: Matalino on 15/10/2007 16:43:55
Originally by: Serafrag What stats would those kinds of operations require?
You want to have balanced attributes: 8's before learning skills and implants. You will even need charisma for leadership skills to get the most out of a carrier.
A carrier is an excellent long term goal. It will allow you to set obtainable short and mid range goals along the way.
Expect that it will take a year or more before you are proficient in a carrier. Don't rush it. If you get into a carrier without the proper support skills, you won't be able to keep that ship in one piece.
Along the way you can still have plenty of fun in the other drone ships. This will also let you know for sure that you want to persue that goal to its conclusion, as you will be effectively flying mini-carriers.
Gallente Special Ops is problably the best starting carrer path as it will give you plenty of drone skills so that you can start mucking about in your mini-carriers right away.
************************** Datacore Harvesting IPO |

Serafrag
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Posted - 2007.10.15 16:46:00 -
[7]
Yep I was looking at Gallente (SP?) Special Ops or Executive Commander.
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Matalino
Gallente Ki Tech Industries
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Posted - 2007.10.15 17:03:00 -
[8]
Originally by: Serafrag Yep I was looking at Gallente (SP?) Special Ops or Executive Commander.
As I explained in your post in the skills forum, unless you want to give your character a background in Business for role playing purposes, and/or plan to be a CEO during your first month of playing, then you will be best to start with the Special Ops. You can easily train the Corporate Manangement skills later, when/if you plan to run your own corp.
************************** Datacore Harvesting IPO |

Thorke
Gallente Old Timers Guild Inc.
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Posted - 2007.10.15 17:07:00 -
[9]
Drones are great for any number of reasons. Not only are they fun in their own right, but they make any ship that carries them so much stronger. For instance, if you get into mining as a side line, your mining barge carries drones for protection and/or for mining and you will have the skills for them to be truely effective.
Of course they really shine in a specialized drone ship (e.g., Vexor) to the point where you can use your hi slots for items to help your drones or speed up missioning rather than for offense (e.g., remote armor repairers, drone link augmentors, or tractors and salvagers).
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Serafrag
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Posted - 2007.10.15 17:08:00 -
[10]
Scratch that one then. No roleplay purpose here. I was just lookin at the skill selection for the most part and was off I guess in the necessary skills provided. One thing I've found is that it's difficult in game to tell what skills are actually vital to your role and which ones can be picked up later based on the game description.
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Thorke
Gallente Old Timers Guild Inc.
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Posted - 2007.10.15 17:27:00 -
[11]
True.
Unless you plan to never venture out of a station and either trade or manufacture or have specific RP goals, you can't go wrong starting as a combat character with balanced stats and a face and name you can live with for years.
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Matalino
Gallente Ki Tech Industries
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Posted - 2007.10.15 17:27:00 -
[12]
Originally by: Serafrag One thing I've found is that it's difficult in game to tell what skills are actually vital to your role and which ones can be picked up later based on the game description.
I suppose the short answer to that question is that EVERY skill can be trained later. So they can all be picked up when you need them.
It just takes time. And the time that it would take to re-train the 800,000 SP that you start with would be less than a month.
The important things that you can't change later are your attributes and your name. Make sure you get those right and you will be good to go.
************************** Datacore Harvesting IPO |

Panch0Villa
Caldari AFK
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Posted - 2007.10.15 17:39:00 -
[13]
Edited by: Panch0Villa on 15/10/2007 17:41:12 It's definitely important to try things out before you really specialize. Carriers are capital ships, and thus require a large amount of time and capital to get into.
Carriers are the top notch ships (usually) in other games. They also require the most resources to make and run (usually). The scale is much larger in Eve, obviously. You will be spending a large amount of money (that's once you are able to acquire said money) and learning a lot of skills to get. If you like drones, it is certainly possible to get into ships that use drones without much time/effort. You should also remember that there are many other aspects of this game that are enjoyable. Many people ignore capital ships altogether, and fly tech2 frigates and cruisers and have just as much, if not more fun, than a cap ship pilot.
I've trained most racial frigates and plan to try them out before committing to a line of advanced ships in that race. You can get into cruisers/frigates for each race pretty easily. Besides that, many support skills and tech 2 requirements are common to all races, such as electronics, engineering, energy systems operations, and so on.
Not saying you shouldn't fly cap ships, but it is a "career" unto itself, that much is certain.
Re vera, potas bene. |
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