Newbee Survival School
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Newbee Survival School
Welcome to the New bee Survival School. Think of this place as "Everything 101" when it comes to getting yourself oriented to EVE Online. We understand this can be a lot of information so feel free to navigate to whatever fits your interest. The main goal presented to the new player is to explain skill training, navigating around space, station services, and starting out on a path towards a career field.
EVE Online is hard. EVE Online is overwhelming. EVE Online is fun once you... (insert objective here). The real truth is that EVE Online is what you make it. There is no progression in a sense that most massively multiplayer online games "have progression." IF a player's goal is "to gank as many miners in High Security space as possible," that's an attainable goal that does not require a ton of skill points to pull off. There are a multitude of other goals. It's not realistic to look at "flying a capital ship" as an endgame. While they are the biggest and scariest ships, most of your time piloting will be spent in something else.
This is a part of the Gooniversity special interest group that exists (mostly) as an ingame channel "Little_Bees" (leave out the quotes when looking for the channel ingame). Little Bees is a help channel to connect veteran players with new players or returning players that have found all of a sudden everything they own is in Lowsec. From this channel, ships can be requested and handed out in addition to taking advantage of other programs that Gooniversity offers like the free PI command center package.
Imperium New-Player Training Corps
Karmafleet University is an off shoot of Karmafleet, which a new player focussed corporation in Goonswarm Federation, and was founded as a place to train new players in the safety of Highsec. Whereas Karmafleet is part of a big and scary nullsec alliance, Karmafleet University is not. Pilots do not receive blue standings with Goonswarm Federation or anyone in the Imperium but are free to fly alongside GSF members and other dignitaries that come to teach classes. KFU and Gooniversity both use the resources of the Gooniversity Wiki and often share similar resources (like faculty) but they are two separate entities. If you'd like to learn more about Karmafleet University visit their website.
To remain neutral, we are not part of Goonswarm but instead are an independent corporation that works closely with Ascendance members and their friends
There are no requirements for joining Ascendance Rising and we welcome new players or veterans alike. So if you are just starting your journey in Eve Online as an Alpha account holder or have played for years, we will have a place for you.
The goal of any skill guide/training plan is to relay the essential skills a pilot needs to perform a task in EVE Online. It is still highly recommended to read and learn what the skills do. There are many skill 'holes' in EVE Online's ship profiles that may not seem obvious. Having Gallente Battlecruiser might be well and good but without decent engineering and capacitor related skills, fitting the ship might prove difficult.
Training progression for almost every combat ship in EVE Online usually looks something like this:
Ship Fitting Skills >>> Weapon Platform Skills >>> Weapon Platform Support Skills >>> The Actual Ship Hull Skill.
Alpha vs. Omega skill Plans Gooniversity will cater as much as it can to Alpha pilots interested in diving further in EVE Online, however, CCP has put a variety of well tailored skill plans for Alpha characters into the game in the Skills menu option so Gooniversity will no longer offer player-curated Alpha plans. Instead, Gooniversity will provide plans to get a committed Omega pilot into ships and career types via a Core skill pathway that will then allow the pilot to branch out based on what their preferences may be.
Magic 14 >>> Core Ship Type >>> Specialty Ship Type >>> Hulls
New Bee Skill Plan
NewBeeSkillplan is designed to get a brand new character into ships useful to fleets over a period of roughly 45 days (depending on remap and implants). The skillplan can be accessed through the in-game channel GooniversitySkillplans
- The GSF Magic 14 skill plan is the basis for which all ships operate on. These are primary "fitting" specific skills that apply to anything in space.
GSF Magic 14 Skill Plan
Magic 14 skillplan covers skills that will affect all ships. Its highly recommended to train all the skills in the Magic 14 skillplan, but if you are a NewBee don’t rush to train all skills in the plan to V. The goal should always be to max out the skills in Magic 14 plan, but this can be spread over a longer period of time between other important skills.
K-ModularSkillPlans in-game channel is the master channel for the K-MSP network of skill plans that can cover all GSF doctrine ships. Skills are grouped by ship types
General skill plans
- Magic 14 - already explained
- Boosters/Drugs - skills that extend duration of drugs and boosters, and allow use of advanced implants
- General Armor Tanking - support skills for all armor tanked ships
- General Shield Tanking - support skills for all shield tanked ships
- General Gunnery Support - support skills for all guns (hybrid, projectile and energy weapons)
- General Missiles Support - support skills for all missiles
- General Drone Support - support skills for drones
- General Targeting - targeting support skills (always train this)
- General Navigation - MWD and AB usage, fuel (cap) conservation (always train this)
- General Fitting - all fitting related skills, reduce power and cpu usage for fitting (always train this)
- Ship skillplans - skill plans for all doctrine ships including rigging skills needed for the fit. These skillplans don’t include weapons or other skills needed for the doctrine fit
- DPS skill plans - Skill plans for weapons, grouped by long/short range, and ship size (frigate,cruiser/battlecruiser,battleship)
- Logi skill plans - skills required for Logi ships, armor/hull/shield repair skills
- Ewar skill plans - skill plans for tacklers, jammers, target painters, etc …
- Boosts - everything needed for command destroyers/battlecruisers
- PVE - PVE related skill plans, not necessarily doctrine
- Capital Ships skill plans
Important note - all skillplans were created with the highest recommended skill levels in mind. Some of the more advanced skills training can be delayed. Just use common sense and revisit the skill plans at a later time.
System Sec Status
A star system's Security Level refers to the presence of NPC security forces such as faction police and CONCORD. It is a number ranging from -1 to 1. In the game, it's displayed as rounded to the first decimal point. Star systems are also grouped into security classes which define several game mechanics most importantly of player versus player engagements:
- High security space (also highsec, high-sec, high) refers to space with a security level between 0.5 and 1.
- Low security space (also lowsec, low-sec, low) refers to 0.1 to 0.4.
- Null security space (also nullsec, null-sec, null) refers to -1 to 0.
- Wormhole space and Pochven have the security level of -1.
Various game mechanics are affected or limited by system security. These include:
- Asteroid types found in asteroid belts. More lucrative asteroids are generally found in lower-security systems.
- General difficulty of rat spawns, including belt and gate rats. More difficult rats are generally found in lower-security systems.
- General difficulty of cosmic anomalies and cosmic signatures. More difficult sites are generally found in lower-security systems.
- Reward level of missions. Greater LP rewards for the same mission are given by agents in lower-security systems.
- Specific types of wormholes will only form in specific classes of space.
- In 0.5 space and below the moons can be mined with refineries.
- Extracting raw resources for Planetary Industry. Greater resource abundance is generally found in lower-security systems.
NPC Pilot Sec Status
Security status is a measure of how law abiding a capsuleer pilot has been recently according to NPC groups. Your NPC security status can in theory drop as low as -10 and rise up to a theoretical max of +10, but with a more practical max around +/-5.0.
Nul Sec or SOV Security Status
- Security Status of players are based off of the capsuleer group they are a part of in Nul Sec or SOV.
- Friendly players will be in Green, Blue, or Light Blue displayed next to their name or portrait in local and have a Security Status of +5 to +10 viewable from their in-game profile. Friendly Structures will also display Blue, or Light Blue in a players overview. Players can typically dock and tether at friendly structures.
- Nuetral Players will have grey displayed next to their name or portrait in local and have a Security Status of 0 viewable from their in-game profile.
- Hostile Players will have an orange or red color displayed next to their name or portrait in local and have a Security Status of -5 to -10 viewable from their in-game profile.
This Guide How to Setup your Overview will detail How to have your overview set up correctly so that you don't shoot your buddies.
What is the overview?
The overview is your quick access window to everything you are surrounded by while out in space. There are many ways to create filters to your liking but too much or too little information can render it useless in emergencies. Most people make do with the defaults but they live in high sec and don't know any better. We need a bit more granularity to make it easier and quicker to respond, but first, we need to set a default overview which can act as our base to build further filters from. Getting used to your overviews can be the difference between getting accurate information and asking why you've just woken up in your home station.
Getting in Fleet 101: FC What do?
Haulers are T1 cargo ships which can be divided into three subgroups:
- Fast transports, which are used to move low-volume, high-value goods quickly and safely.
- Bulk transports, which have a much higher capacity than the fast transports, but are slower and have less tank.
- Specialized transports, which are similar to bulk transports in terms of tank and agility but have an extra, specialized, very large, hold that can carry only one type of item (such as ammunition or minerals)
Blockade runners are Tech 2 haulers. They are the fastest and most agile hauling ship by quite a margin. They can align as quickly as a frigate, are some of the fastest ships in EVE at warp speeds, and even at sub-light speeds they can fly as quickly as a fast cruiser. Additionally, they can fit covert ops cloaking devices allowing them to warp while cloaked. Blockade Runners can also fit Interdiction Nullifiers allowing them to also dodge Bubbles.
Deep Space Transports (DSTs) are tech 2 haulers with larger cargo capacities than their tech 1 equivalents and fleet hangars that hold 50,000m3 (increased by skills). They have bonuses to active tanking, either shield resistances or armor resistances, helping them to fit substantial buffer tanks. With unique role bonus of 100% to overheating benefits of Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules and +2 warp strength. The added warp strength means they can't be tackled by just one warp disruptor or non-faction warp scrambler. Lastly Deep Space Transports can fit Interdiction Nullifiers allowing them to also dodge Bubbles.
Where blockade runners are meant to rely on speed and stealth to slip by the enemy, deep space transports are designed to bust their way through the enemy, relying on their warp strength and tanking abilities to escape.
Freighters require the use of a Titian to bridge to a cyno. Due to their very slow align and warp times are not considered to be a good choice for Low or Nul Sec.
The Tech 2 versions of freighters, jump freighters, have a reduced cargo capacity but are capable of using cynosural fields to jump long distances. They are also able to use stargates like normal ships. (Since cynosural fields cannot be lit in highsec, jump freighters traveling in highsec have to use stargates.) This makes them ideal supply ships for people who live in nullsec. Jump Freighters are used to carry cargo from the high/low sec border to wherever it is needed in null sec and back again. Caldari freighters are the largest, closely followed by Gallente, then Amarr and lastly Minmatar, which is partially compensated for by lower fuel use. The difference is not large though.
Upwell Structures aka Stations
Jump clones may seem complex at first, but you don't have to understand them completely to reap their benefits. It only takes a few minutes to set one up, and gives significant benefits in terms of convenience and implant insurance, even allows using multiple sets of implants.
Upwell Structures are large player-made structures. They provide services and docking facilities which in many ways mirror those provided by NPC stations, but they differ somewhat in their mechanics. In high- and low-security space, Upwell structures are useful tools for corporations; in null-security space and even more so in wormholes, they can be essential bases and semi-permanent homes for players.
Types of Stations and player-built structures
Citadels are Upwell Structures meant to be used as operation bases. They receive bonuses to combat rig effectiveness, market service fuel usage and cloning bay fuel usage. Citadels also have the shortest vulnerability durations and strongest combat options making them easier to defend. They have exactly same structure bonuses so the difference is only how many things they can have fitted and how much of a status symbol they are.
- Astrahus (medium)
- Fortizar (large)
- Keepstar (extra large)
Refineries are structures of choice for refining materials, reactions and moon mining. These are the only structures that can do reactions or moon mining and also receive innate bonuses to refining yields and both reprocessing and refining service module fuel consumption. The Athanor docking is limited to only subcapitals while Tatara also allows Rorquals to dock.
- Athanor (medium)
- Tatara (large)
Engineering complexes are the structures of choice for research and manufacturing. Research and manufacturing services installed in engineering complexes consume less fuel. In addition the engineering complexes have innate bonuses to manufacturing material usage, manufacturing and science job durations and manufacturing and science job installation fees.
- Raitaru can only build and dock subcapitals.
- Azbel can build up to capitals, but it can only dock subcapitals, so once a built capital leaves, it cannot go back in.
- Sotiyo can dock up to capitals, but it can also build supercapitals. However, built supercapitals cannot reenter a Sotiyo after they undock.
Types of Services
Services always available:
- Tethering (If structure is not in "Abandoned" state, and has a core)
- Ship fitting (Core required)
- Repair shop (Core required)
- Contracts, direct trading and deliveries
- Corporation offices
Services available as service modules. These services all require fuel to stay online.
- Clone bay
- Blueprint research
- Capital ship manufacturing
- Super-capital ship manufacturing
- Booster reactions
- Composite reactions
- Hybrid reactions
- Moon mining
EVE University: Structure permissions
Access rights to an Upwell Structure are organized through the Access Lists UI through the Neocom menu. Access Lists contain profiles which grants access to the list of people who are within said profile. Because Upwell Structures can only be deployed by members of player owned corporations, that corporation will have a default access list that other capsuleers cannot be added to. There are four levels of rights that can be given to users: Administrator (can add or remove members of any level), Manager (can add individual members, corporations or alliances), Member and Blocked. Administrators and managers of a list are the only ones who have access to view and modify their respective lists.
To grant a capsuleer rights to an Upwell Structure they must be added to the access list via the "Add Members" button. Although characters, corporations and alliances may be added through this method, if the capsuleer is part of an NPC corporation of faction then they must be added individually.
Upwell structures can also be set to grant public access. In the case that any capsuleer may access the structure the access list may also be effectively used as a deny list. To deny access rights of an Upwell Structure to a capsuleer they must be added to the access list, and set to "blocked".
ISK 101 - How to be Less Poor
You will need isk for a variety of reasons; covering ship loss, buying skill books, buying new ships, etc. Check out the different schools available from Gooniveristy to find out more on those topics and how start making isk.
Things to consider in picking your isk making endeavor:
What is the current skill set on your character(s)?
- Is there an area you have already placed a good amount of Skill Points into?
How much or how comfortable are you in moving ships through the area you will need to in order to profit?
- Are there other ways, that are not reliant on you, to move your materials to market?
- What is the cost?
- Is the "loss" otherwise known as cost of doing business to do this worth it?
Do you have access to ship fittings that you trust and can fly to perform your chosen isk making?
- If not, what is the minimum you need and can you afford to learn by losing these ships?
If you desire a different isk making method; what do you need to change over to this?
- How much isk do you need to save for Skill Books?
- How much isk do you need on hand for learning losses?
Where can you interact with others who are interested in the same topic?
- Does your corp do these types of activities?
- Is there a Special Interest Group (S.I.G.) or Squad? The Recruitment Center
- Is there a class offered by Gooniveristy? [GUIDE] WTF Class Series - Explained
The main market for Goons and Delve is in 1DQ1-A Imperial Place. Goonfleet.com has a variety of different topics and locations to find information in regard to selling various products. EVE University Trading
Things to be aware of when selling products to help you navigate the forum posts (not an all-inclusive list):
- Did you buy it in Delve or a staging system?
- What type of product is it? (sub capital parts, raw materials, capital parts)
- Is there a buyback program (that will pick it up from where it is)?
Fitting Your Ship
Some words about fitting.
- High slots are a category of module slot found on ships in EVE. Generally, high slots contain the weapon systems of a ship, but there are plenty of other types of modules that use high slots, from mining lasers to drone upgrades.
- Mid or medium slots or are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.
- Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ.
- Rigs are permanent ship modifications that fit into the rigging slots of a ship. Once fit, in most ships they must be destroyed in order to be removed (unlike regular modules). The exceptions are T3 Strategic Cruisers which feature removable rigs. Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill. However, if you're willing to face the full downside, you can fit any rig with no skills whatsoever.
PYFA (Python Fitting Assistant) is a cross-platform fitting application that can be used natively on any platform where python and wxwidgets are available, including Windows, Mac and Linux.
It provides many advanced features such as graphs and full calculations of any possible combination of modules, fits, etc.
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