Professions in EVE Online are your own path to wealth. EVE: Globular Justice in a Vacuum Range of Combat Professions in EVE Online

Things to do?

You can achieve fame in the EVE universe different ways using different styles of play, but the choice is ultimately yours. EVE is an open-ended game to the extreme, where levels matter less than know-how, and quests are less important than goals pursued. Setting these goals can be difficult initial stage however, they will help you with choosing a profession.

These professions are not like the traditional "Classes" of other MMOs, and nothing prevents you from jumping from one activity to another during one evening. There is only one "Class" in EVE - the pilot (officially called "capsuleer"). And our goal is to help you find a way to make a living ...

There are two views from which we can look at occupations: specializations and professions. They overlap to a great extent, but generally you can treat professions as subcategories of a particular specialization. For example, piracy, mercenary and bounty hunting are different professions, but they are all subcategories of the PvP specialization, if you add agent running, the specialization expands to combat.

Specializations

Player versus Player (PvP)
Player versus Environment (PvE)
Not fighting

Mining
Research
Production (Production aka Manufacturing)
Trade

Professions

Specialization: Combat or non-combat
Level: Each profession is described by level. The beginner level means that any newbie can try it (with the caveat that an experienced player does the same more effectively, hopefully this did not come as a big surprise to you). Medium means you have to spend several weeks, even a month or more, learning some of the essential skills and experience in the EVE universe before you should (or can) try it. The advanced level hints at a few months before you can start practicing this profession. Note, again, that some professions can take years to master.
Related to: Basic concepts in the game
Key Skills: Required for basic activities in this profession
Allied professions: This profession is often mixed with those, or the characters in this profession often interact with those.
Description of the profession: The actual description of the profession.

Unlike some other MMORPGs that restrict you from developing certain skills from character creation, in EVE your character can potentially learn any skill in the game at its maximum level. However, a jack of all trades is not really a master in any profession, in order to effectively compete with other players in EVE you must specialize in one or more professions (or groups of related skills). Professions are basically a concentration of skills and skill points. Roughly speaking, this system is roughly similar to the concept of a character class in other MMORPGs, but there are no hard-coded restrictions, you can do everything with any character - but, keep in mind, learning any skill takes time, and deep learning takes even more time.

Your choice during character creation does not in any way limit further specialization (pilots of different races differ only in portrait and some initial skills that do not affect the game). The old guides for character creation are outdated, there is no point in creating a character from templates, there are no templates pre-specialized for certain professions.

Please note that many players have several additional characters (alts) created to practice one or more of these professions. Some players enjoy owning many specialized alts on multiple accounts, while others follow the jack of all trades route.

Agentrunner

Specialization: Combat
Level: Beginner
Applies to: Agents, Missions, PvE
Key skills: Combat skills and the "Social" branch
Related professions: -
Description of profession: In EVE there are many factional NPC corporations (not owned by players) and they all have their own interests in space. When their own forces are busy elsewhere, or when it is necessary to do work that clearly requires an outsider, they employ representatives of the capsule community through their agents and pay well for the result.

Agent missions form the majority of PvE combat in EVE and are a good way to shoot spaceships at will. Agents also offer courier missions (a transport ship may be needed), and some do research, with the ultimate goal of giving out valuable blueprints for production.

Agency running

How to get started: Open the star map with the "my agents" filter. Pick a close green system with a corporation agent you like, go back to the station and start a conversation with the agent. The relations of agents towards you improve with each completed mission.

Income: Mission reward, fast completion bonus, NPC kill reward, and loot sale / processing income.
Further development: Important "Storyline" missions (every 16th, marked with the "Important Storyline mission" marker) act on factional relations, by completing missions you improve the attitude of the factions you work for, but also worsen the attitude of those against whom you carry out missions ... To work with agents of different levels, remember this simple list: level 1 missions can be done on a frigate, 2 on a cruiser, 3 on a bet cruiser and 4 on a bet ship (the list rather gives general views about possible enemies, there are ways of passing level 4 missions even on a frigate, but such tactics can be carried out by a person who is well familiar with both the mission and the capabilities of his ship). In addition to a deep study of combat skills for your ship, you will also need skills from the "Social" branch (they will allow you to increase the reward for completing missions and improve the attitude of agents and corporations towards you, and with better relations you will get access to agents of a higher level).

Solo or in a group: Any mission can be completed alone, but remember, the more ships, the faster the passage.

Pros of the profession: Fast fights, good stable income, good offers in LP shops (factional items with a meta level of 8-9, with improved characteristics).

Cons: It takes a lot of skill to be effective, changing standings can affect your game.

Anti-Pirate / Bounty Hunter

Specialization: Combat
Level: Possible to do with entry level however intermediate or advanced skills are highly appreciated
Is related to: Pirates, PvP
Key Skills: All Combat Skills, PvP Specialization
Related Professions: Bounty Hunter, Pirate
Profession Description: A bounty hunter is someone who hunts down and kills players with a big bounty on their heads. The reward is obtained after the destruction of the egg (pod) of the player with the declared reward for the kill (in most cases, you will have to destroy his ship first).

Unfortunately, when a bounty on someone's head exceeds the price of their new clone, often asking one of their friends to kill them, take the bounty and split the money, this makes the bounty system almost meaningless in EVE. In addition, the costs associated with hunting dangerous criminals will most likely never be covered by the occasional bounty on their heads. Bounty hunters doing this all the time are rare in EVE because the profession is extremely dangerous compared to higher paying missions, but not very profitable. However, the reward system works in the fact that if the character does not take money for himself, others will be more interested in working more to catch or destroy him than someone without a bounty on his head.

A bounty hunter's career can be low-paying, but the adrenaline rush gained during the job outweighs the disadvantages. None of the other “jobs” require so much cunning in tracking down prey. In addition, ridding the world of villains and receiving rewards for it is a very enviable task, you will be hated by criminals and adored by law-abiding players.

As mentioned above, headhunting as the only activity is extremely rare.

Some anti-pirates see themselves as following the ideology of the anti-piracy code rather than pursuing a reward. This is the difference between the two professions. The text below briefly talks about this ideology, and describes the anti-piracy code.

The anti-pirate profession carries enormous risks. Doing the right thing is always so damn hard! Why do so few of us find the courage to fight the unpunished injustices of our universe? If I do not fulfill my task, the tragedy will not only be in my own death, but in the fact that my prey will continue its miserable, despicable existence.

Antipiracy Code

The pirate is a common enemy;
The pirate is the one who shoots first;
Once fired, the pirate is considered a threat to all those who agree with the anti-pirate code.

Anti-pirates who agree with this code can open fire first only if:

The contents of the container have been stolen;
War has been declared and the state of war is "battle resolved";
Someone shot first at the rookie pilot and is flagged as a global criminal;
Someone has repeatedly engaged in criminal activities, and has a security status below -5.0.

Under no other circumstances should you or any of your newbie friends go against these rules.

Archaeologist

Specialization: Non-combat
Level: Medium difficulty
Related to: Intelligence, COSMOS
Key Skills: Archeology
Related Professions: Hacker, Scout
Profession description: Archeology is a new occupation that was introduced, but not fully finalized. At the moment, only two systems out of thousands of constellations in Eve can support this occupation. This is, of course, the COSMOS constellation. Archeology will be used more in the next "Revelations" expansion. The Archaeologist's Roadmap provides unique access to high-tech manufacturing components (very lucrative market position). The skill requirements for archeology are very high; archeology requires a high scientific and industrial specialization and more than advanced combat skills, since the places of interest of archaeologists are often located in disputed or dangerous areas.

The skills in this profession are used exclusively in the COSMOS constellations to open certain containers and obtain information specific to each mission. This is not an often sought-after activity, and may not be the best idea if you want to make a lot of money.

POS owner (player owned structure)

Specialization: Non-combat
Level: Intermediate

Key Skills: Anchoring
Related professions: Manager, investor
Profession Description: Player Owned Station (POS) owner who manages dock fees and grants POS permissions. POSs are needed in both highsec and lowsec, in highsec with always busy stations, POSs offer additional research capacity, and in lowsec, where there are very few stations, POSs play a very important role in alliance wars.

Mineral Thief / Ninja Salvager

Specialization: Something in the middle
Level: Beginner
Applies to: Miners, Pirates, Agent Runners
Key skills: -
Related professions: -
Profession Description: Mineral Thief is a criminal who uses the asteroid digging system to his advantage. In EVE, most miners store the excavated minerals in containers for subsequent pick-up by the carrier ship (after the introduction of the Orca, it is possible to immediately ship the excavated to the Orca's corporate hangar, so it will not be possible to steal minerals from the team with the orkovod). Such a system makes it possible to rob the miner, the thief can simply transfer the contents of the container to his hold, please note that after the theft, the owner of the container and members of his corporation (unless of course he is in the NPC corporation) can attack the thief for 15 minutes.

The theft of minerals is a controversial issue, many people believe that without thieves there would be no risks of digging in systems protected by Concorde at all, and miners digging in these systems believe that this is dishonest, since they have no way to protect against thieves without prejudice to main activity. The best way to deal with it is to find an empty system, or a carrier that picks up the minerals right away.

Investor

Specialization: Non-combat

Relevant to: Economics EVE
Key skills: "trade" groups
Related professions: Merchant, POS owner, Manager
Description of profession: Money makes money. Invest, sponsor, hire. While not everyone realizes this, there is financial market, and there are financial PvP players. If the stock market is your game, consider this profession. Keep in mind that a serious game will require billions of ISKs, and investors who cannot invest at least 100 million in the project will be out of work. For more information, read the Market Discussions sub-forum on the official EVE website.

Researcher

Specialization: Non-combat
Level: Intermediate
Related to: Research, COSMOS
Key Skills: Hacking
Related Professions: Archaeologist, Scout
Description of the profession: The skills of this profession are used exclusively in the COSMOS constellations to open certain containers and obtain information specific to each mission.

Cartographer

Specialization: Something in between
Level: Intermediate or advanced skills recommended
Related to: Bookmarks
Key skills: ?
Related professions: Scout

Profession description: Cartographer specializes in creating safe spots and other bookmarks. Cartography is a time-consuming career, but does not require a lot of skills (although knowing exactly where to put the bookmark and why it is necessary is extremely necessary).

Old patches greatly changed the career of a cartographer, but even now you can create safe spots and other bookmarks and sell them (or give them out for free inside your corp or alliance), they are still useful.

Specialization: Non-combat
Level: Beginner
Related to: Courier contracts, mining, trading
Key Skills: Spaceship Control, Navigation
Related professions: Miner, merchant
Profession description: English-language transportation guide

Transporting goods or other things of interest (modules, minerals, etc.) from one part of the galaxy to another in search of profit.

In general, a courier is a carrier. Your character may specialize in piloting industrial ships, but at some point in your career, you will want to upgrade your skills as carriers.

Note that some couriers who specialize in carrying small, expensive items will often use frigates and interceptors rather than Indians.

Specialization: Combat
Level: Intermediate to Advanced
In relation to: PvP, gangs, navy
Key Skills: Leadership Groups
Allied professions: All combat
Profession Description: Player Owned Station (POS) owner who manages dock fees and grants POS permissions. POSs are needed in both highsec and lowsec, in highsec with always busy stations, POSs offer additional research capacity, and in lowsec, where there are very few stations, POSs play a very important role in alliance wars.

With the Revelations expansion, player-based skills were introduced, affecting group fights and loot.

In choosing this career, you should be a helpful guide for a combat or mining group. A player on a command ship studded with bonus links is limited in the ability to shoot or dig himself, but can significantly increase the gang's productivity, and from this increase receive a share of the profit. Remember, improving the technical or protective characteristics of the ship should not go to the detriment of its basic functions. Miner leaders must have the skill of managing gang time (this skill must be trained in your head, not in the character's skilllist). Competent leaders with the equipment and skills to work with are rare, of great value to a group of miners due to the tangible improvement in mining. Please note that the skills of a leader are of no value for solo play, a high initial investment in hardware is required, which will pay off only if you start mining.

In a battle group, the leader distributes bonuses for different combat characteristics to his comrades-in-arms. Please note that the successful distribution of bonuses depends on the skills of your character, however, the successful leadership of the fleet is much more dependent on your personal qualities and skills.

Specialization: Combat Level: Intermediate
In relation to: Corporations, Alliances, PvP
Key Skills: All Combat
Allied professions: all combat
Description of the profession: Mercenaries serve for assassination, mainly in the role of employers, other corporations or alliances that have significant weight in alliance politics.

Everyone knows mercenaries, there are few of them, they are the elite and they are afraid of them. The mercenary is paid for his cruel services. The quiet disappearance of a political enemy or the annihilation of a station with a thousand inhabitants, all this is subject to mercenaries.

Successful mercenary corporations are a motley bunch of tacklers: suicidal speed freaks whose only goal is to detain enemy ships before allies appear, there are assassins and damage dealers: players skilled in combat who destroy ships in their path, often with the help of tacklers. there are also pilots of electronic warfare ships: busy turning the enemy ship into an incompetent heap of metal without destroying the latter. Electronic warfare is often used when more subtle tactics are needed, such as kidnapping, extortion or theft.

Hired corporations play a huge role, often delivering the final blow that kills entire alliances. Or, at least, they are introducing unrest into the defense of the alliance.

Militia

Specialization: Combat
Level: Intermediate
Is related to: PvP, Factional Wars
Key skills: All combat skills, PvP specialization, some agent runner elements
Related professions: no
Description of profession: With the addition of "Empyrean Age", a system of faction wars was introduced to promote PvP to the masses. Now you can join the militia and participate in PvP even in highsecs, feeling even more role-playing than in alliance clashes in zero. Ammar and Caldari militias fight Gallente and Minmatars, complete special missions, receive rewards for this, and participate in many PvP battles for control of border systems.

Specialization: Combat
Level: Beginner to Advanced
Related to: PvP
Key Skills: Combat Skills,
Related Professions: Anti-Pirate, Bounty Hunter, Mercenary, Agent Runner, Miner
Description of the profession: Every community has its own criminals. This slice of society in EVE is represented by pirates. A pirate is a pilot who hunts (and / or ambushes) other pilots in low sec (Security Status 0.4 and below) and attacks them for fun and / or profit. Some pirates operate in zeros as well, although defining raids in zeros as "piracy" is controversial. Some pirates look for other players in asteroid belts, others use probes to find agent runners or ambush stargates. Systems with two gates (bottle necks), through which a large stream of pilots pass, is a favorite place for such ambushes.

Like historical piracy, piracy in EVE is different from other types of PvP, it has no political motivation, piracy is not sanctioned by the owners of the systems, it is not subject to commissions or business agreements.

In other words, piracy is PvP without much choice.

Some pirates hunt for income, demanding ransom and / or killing and looting their victims, others do it because of their love of PvP, and some just like the role of "bad guy from lowsec".

Most pirates have a low security status, in many cases below -5.0, which marks them as criminals (blinking red in the overview), while some try to maintain a high status in order to create a deceptive sense of security among other players.

Piracy

How to Get Started: Find a legitimate specialty to provide the facilities for your initial forays as a space thug. Learn to fit the ship and the basics of PvP. The lure of robbery and profit is one of the most attractive features of piracy.

Income: Destroyed ships leave wreckage full of modules and cargo, which, after being sold or processed, will turn into tidy sums in your account.

Further development: Concentrate on combat skills, thoroughly learn your ship.

Solo or in a party: Life beyond the laws can be lonely, however, there are many pirate groups that work as a team (a lot of combat tactics appear in a team that are not available to a solo player).

Pros of the profession: Large potential income. You create your own game. Fan. Rare repetitive or boring situations.

Cons: The need for a large initial capital, eternal battles can lead to tangible losses, at some point, low security status can severely limit your travel opportunities.

Production worker

Specialization: Non-combat
Level: Intermediate to Advanced
Related to: Manufacturing and Science
Key skills: Groups "Industry, Science"
Related professions: Investor, Scientist

The universe is a volatile place, and more and more pilots are included in the capsule community. The demand for industrial goods, ranging from a single scout drone to the largest Titans and outposts, is constantly increasing. Manufacturing is everywhere.

The daily manufacture of small objects, ammunition, modules and small ships, mainly takes place at stations, under short-term lease agreements. Capitals and permanent structures, on the other hand, are usually built in space, using the opportunities provided by POSs. Manufacturers operate by these methods and are often also responsible for the main supply chain of raw materials and distribution of finished products.

Many combat pilots with no interest in serial production are learning the basics of the process in order to achieve some degree of self-sufficiency in small ammunition from recycled materials, or to build a single betship as a hobby project.

Production

How to start: Get the blueprints (preferably researched), find a free plant, determine the list of ingredients required to complete the task. Prepare the necessary materials at the station and use the factory to complete the task.

Income: You will receive income from the sale of manufactured equipment and ships, minus the cost of materials and drawings.

Further development: Various industrial skills will help to reduce production time, reduce waste of materials and allow you to run multiple jobs at the same time. Social skills can help with standings, reducing further costs. Shipping and / or market skills will make it easier to transport raw materials to one place, and will also help you get better prices for the finished product.

Solo or in a group: In fact, production is a one-man job, but additional ships to help with supplies are always helpful, and many small and medium-sized corporations keep factories running smoothly and the market with essential goods on a daily basis.

Advantages of the profession: The optional nature of your presence at the plant allows you to do other things as well. Manufacturing is a good way to get more money for unnecessary loot.

Cons: The need for long and expensive transportation, also consider that in the production of T1 modules

T2 production

A much more advanced and more involved profession branch, the production of T2 modules and ships requires access to rare blueprints with a very limited edition, as well as specific sub-components produced as the end result of complex interactions between Moon mining, POS reactor production, ice mining and etc. This is somewhat impractical for all but the wealthiest players, and operations tend to require corporate or even alliance involvement.

However, if we assume that the production worker has access to rare T2 blueprints, and has the necessary skills to produce T2 modules or ships, the process of producing T2 itself is almost the same as producing T1.

Scout / Scout

Specialization: Combat
Level: Intermediate
Is related to: PvP, Exploration
Key Skills: Combat
Related professions: -
Profession Description: With the addition of "Revelations", a scout career has become necessary. With the help of the launcher scan probes and the probes themselves, you can find many new objects in space. Scout skills can help in both PvP and PvE.

Scanning guide with eve-wiki translation
Learning to look for Cosmic signature In the realities of Apocrypha

Also called a scout is the rearguard scout, paving the way for the group. Such scouts drive ships equipped with a shred and are the first to pass the stargate, reporting to the group what awaits them on the other side.

Dealer

Specialization: Non-combat
Level: Beginner, intermediate recommended
Relevant to: Trade, EE Economics
Key Skills: Trade Groups
Related professions: Investor, Courier
Description of the profession: Knowing the market in different regions of EE is difficult, but also an excellent source of income for those who understand it. Thousands of worlds, each with its own supply and demand, and in each of them both supply and demand form capsuleers living there, naturally for money.

Trading in EVE works with three markets: the market for NPC goods, in which there is a small but predictable profit, the market for equipment for players, where there is huge competition, but also the corresponding profits, and the market for contracts ("Escrow" in the past), where you can find almost everything ... To simplify it very much, trading is buying something cheap at one station, taking it to where this “something” can be sold at a higher price, but later on it turns into a complex game of long-term planning, three-month purchase orders and organizing logistics.

Trade

How to get started: Check the market, find a product that is below the regional average, buy it and take it to a station where it is bought at a price above the regional average.

Income: The difference in price will make up your income.

Further development: Concentrate on skills from the "Trade" group for a more flexible work with the market. Learn to drive industrial ships and freighters, this will increase the amount of goods transported at a time. Time is money, so download navigation (increases the speed of ships). Always keep a certain minimum account balance as operating capital.

Solo or in a group: Trading is a solo activity, although transport subcontracts may be a good idea. Trade with zeroes needs combat escorts and scouts (otherwise, you need to fly on a shredded ship, or have allies in the regions where your path lies).

Pros of the profession: Huge final income, a relatively safe way to increase income.

Cons: Shipping is time-consuming, requires secure delivery routes, and money is required to make money.

Here are some good sources of information for traders to assess supply and demand for different products in different regions:
Eve central
EvE market data
EvE tools

The differences should be understood between those who transport NPC goods from vendors to buyers, and those who trade on the players' open market.
Trade in NPC goods

NPC goods are mostly useless for players (the only benefit is that they can be earned). For a complete list, open the marketplace and browse the "trade goods" category. Trading them can be an occupation for the solo player. You just need to find a station where some of the goods are sold cheaply, find another station where the same goods are bought more expensive, transport, sell. This means: find a trade route and drive along it several dozen times on autopilot (be careful, there is a category of suicidal players who will not be stopped by the presence of Concorde in highsec, they can destroy your ship to get the contents of your hold). So if you are transporting expensive goods, use the scout to ambush the stargate).

The larger the hold of the ship on which you fly, the more your income. Note that even the NPC market has a rudimentary supply and demand system. When an NPC buys a product at a station, its price rises, and when it sells, it falls. These changes are reset to zero after DT, which gave rise to a special group of players who compiled the tables of the most profitable trade routes, and try to fly over them immediately after the diesel fuel.

Sometimes NPC goods are offered by agents as a reward for completing a mission, or as part of a courier mission.

Some NPC goods (for example "nexus chips", industrial and radioactive goods) are used for production or are needed to maintain a POS. Others (tokens and badges) are needed to complete some missions, or for LP shops.

In theory, you do not need skills to trade NPC goods, however, in practice you need to fly at least an Indian (the larger the hold, the better), and if this is impossible (it is impossible to study the Indians on a trial account) choose a frigate or cruiser with a large hold.
Trading with players

You can trade with players in two ways: the first way, when you are at the same station, right-click on the player's portrait and you can trade directly, the second way, using buy and sell orders, trade on the market (being at the station is not necessary).

While the demand for many NPC goods is generated only by NPC corporations, the demand for many other goods (minerals, ships, ship equipment, rigs, ammunition, drones, original blueprints, skills, etc.) is created by the players themselves. These goods, however, are not evenly distributed throughout the EVE universe, some of them can be bought from NPCs, some can be obtained on missions, some are made by players, some are mined in zero. Buying, transporting and selling can be a lucrative activity, but it requires even more knowledge of the game.

When trading in low-sec or zero, in addition to the above-mentioned dangers, new ones appear in high-sec, and the risks increase radically. Hindus and similar ships are tasty prey for pirates, and if you think about trading in zeros but don't know how to avoid bagels (mobile ambushes that prevent uvarp), you are just a flying corpse.

You don't need to learn a lot of skills to manage multiple orders, however, if you plan to trade deeper, you will need them to manage hundreds of orders and manipulate orders from afar. The ability to manage an Indian will be useful, and for low-cut or zero operations you may need more advanced skills, up to managing your own fleet of carriers.

  • Both supply and demand in zeros are very low. In zeros, you can sell a little product, but with a high income;
  • Each region has its own NPC pirates, pirates of each NPC factions drop certain types of modules, not all possible ones. So in each region there is a type of cheap (they are dropped there from the NPC) and expensive goods (not dropped);
  • Most of the products are sold in shopping hubs. Competition in the hubs tends to lower prices. The merchant decides for himself what he needs: to sell in a trading hub quickly but cheaply, or to try to sell in a less habitable place at a higher price;
  • The lower the security status of the place where you trade, the smaller and faster your ship should be (or the larger and well-armed the escort group should be);
  • Buy orders are your friends if they are yours, and your enemies if they are not yours. Thoroughly study the price of each module before selling it, noobs can lose a lot of claims by happily clicking on the "sell" button for each piece they get, sometimes not realizing that they are selling goods for 0.001% of its actual value;
  • Click on "View Market Details" before EACH transaction.

Manager

Specialization: Non-combat
Level: Intermediate to Advanced
Is related to: Corporations
Key Skills: Corporation Management Groups
Related professions: Investor
Description of the profession: This profession requires skills to create and manage corporations.

CEO is undeniably one of the most powerful and demanding professions in EVE. As chief executive, the player is responsible for the growth of the corporation into a prosperous community by moving the corporation up the hierarchy until an alliance is formed around it. Such powerful alliances are usually represented by the leaders of the most powerful corporations in the alliance. Even without an alliance, the CEO has incredible power over other members of the corporation. Executive Director can grant roles, grant access to a corporate hangar, levy taxes, and lead corporate governance. A corporation is nothing without a dynamic and helpful CEO, so choose wisely who to follow or how to manage.

Specialization: Non-combat
Level: Intermediate
Relevant to: R Agents, Manufacturing & Science
Key Skills: Science Groups
Related professions: Production worker
Description of the profession: The technologies used in the design, construction and operation of ships, to put it mildly, are perplexing. But even the most complex and advanced capital ship began life as a sketch on someone's drawing board, and such sketches are not often perfect from the very first version.

There are two types of scientists. Some try to invent, creating new blueprints from old ones (these are researchers, having the skills to work with Ragents, they buy copies of the blueprints of T1 modules for research and obtaining T2 blueprints from them), others improve existing blueprints by reducing the time required for production and the loss of minerals. They also make copies of blueprints, allowing others to produce a limited amount of the original product.

How to get started: Buy an inexpensive original blueprint on the market (you can start with ammo. Take the blueprint to a station with free labs, and use the "production and research" tabs to start the corresponding work there.

Income: Income you will receive from the sale of well-designed copies or original drawings through contracts (elaborate originals and copies cannot be sold on the regular market).

Further development: Concentrate your attention on scientific skills associated with working in the laboratory. Keep in mind that original blueprints are usually expensive and you will need additional investment funds(complete missions, trade, mine ore, etc.).

Solo or in a group: Only one person can research one blueprint at a time, corporations can benefit from working with a specialist scientist, but this position requires a lot of trust.

Pros of the profession: Great demand for blueprints of many modules, this style of play does not require minute attention, no raw materials are required.

Cons: The need for a large initial investment, occupied laboratories at stations, the profession is more suited to the role of an auxiliary occupation than the main one

Specialization: Non-combat
Level: Beginner
Related to: Mining
Key Skills: Mining
Related professions: Production worker, carrier
Description of the profession: Even your first frigate is made of metal and is about the size of the Eiffel Tower, thousands of such ships are destroyed in a day. All this metal has to get to the market from somewhere, and it is the miners who provide the main supply of raw materials to the market. Mining is both a lone frigate, digging in the asteroid belt in the 1.0 system, and an organized group excavating the entire belt cleanly, with a clear definition of the roles of a miner, carrier and guard, and even an alliance expedition for rare minerals with well-established bypass routes for minerals entering the market.

All that is needed to start a mining career is to equip the ship with a special mining laser, find an asteroid, dig it up, and return to the station to process the excavated minerals. You will receive income from the sale of minerals. If you decide to continue practicing this profession, learn skills for special mining ships, barges and miners. Digging and refining skills, as well as having a leader with digging bonuses, also increase the final income. Keep in mind that you can mine ore alone, but a group with distributed roles will do it much more efficiently. The advantages of the profession are a low threshold of entry, good access to minerals, a high demand for minerals, it is great for players who just want to hang out and talk. Cons in a slow pace of the game, difficulties with the extraction of valuable minerals, the profession is not for the impatient.

Salvager

With the addition of Revelations, two subcategories have been introduced in this profession. While they do not require mining skills, their use and methodology clearly define them as a branch of the mining profession.

Salvager is engaged in the processing of the remains of destroyed ships, from which the so-called "Salvag" is obtained, which is necessary for the production of expensive rigs for ships.

Gas producer

The gases are used to make war drugs. Gas production itself is the second subcategory. It is not like salvag and mining in that not everyone can easily do it. This is mainly due to the location of gas clouds only in systems with zero security status, the main clouds are located in the following constellations: E-8CSQ, 09-4XV, 9HXQ-G, OK-FEM, Pegasus, Assilot, I-3ODK and 760-9C. There is a small chance of a gas cloud appearing in other zeros, or a low quality cloud appearing in a lowsec. The following skills are required for gas production: Gas Cloud Harvesting, Drug Manufacturing. Please note that gas production modules, Neurotoxin Recovery and Nanite Control skills can only be obtained in the aforementioned regions, most of them are under the strictest control of the alliances.

The presentation section of the new EVE-online add-on greets us with a slogan that instantly attracted the attention of the MMOscientific department of our resource: "Justice for everyone: if not according to their laws, then according to ours." The presence of some mythical force, "others", testifies to the early stage of paranoid schizophrenia, the prevention of which consists in a simple explanation of the basic axioms of the world order, as well as cause-and-effect relationships. Let's get started.

Let's start with a simple quote from the developers, which reveals the philosophy of the main innovation:

CCP believes that it is necessary to let the gaming community make its own decisions about what is acceptable and what is not in the dark space world. EVE is too complex a social game, so we cannot dictate to others who is bad here.

Wait, CONCORD has already been canceled? Is the entire empire protected by laws, unshakable axioms about who is bad, and immediate execution of sentences being abolished? Let's. Nobody can decide what is "good" and what is "bad". It's so complicated here social structure games. Let's abolish the empire with its laws. Let's give the players the opportunity to decide for themselves.

The most interesting thing is that I'm not kidding. The existence of a secure empire, the most "non-sand" element of this space sandbox, a territory in which all civilized actions can be carried out, is the main reason for the savagery of its outskirts. Any villain, no matter what he does, himself or through intermediaries can easily acquire everything he needs. Sit out, lie down, catch your breath. Anything. And this whole idyll is based, I repeat, on the strict automatic observance of the laws established from above.

So let's smile and hope that this is just marketing frenzy and not a suspected disease. But we will make an appointment for the patient's next appointment.


However, removing the sarcasm and realizing that no developer can change the foundation of the game, consider what CCP offers us in the new addition, which is unambiguously called "Retribution". That is, it will be mainly devoted to just a set of measures, the tasks of which, one way or another, include an attempt to change the system of relationships between players.

Despite the fact that all the details of the innovations have not yet been covered in detail, there are several known key positions that really radically change and expand the impact of destruction rewards.

First, the system is clearly changing its ultimate goal. If earlier the absurdity of the reward for the murder was understandable, since, by the inertia of human thinking, it was directed to the pilot's life, which, in fact, is worthless, now the blow is aimed at the most painful, if not the only significant place: the pilot's wallet.

Let me explain the problem for a wide audience. Obviously, in games without permanent death, death itself is just an annoying hindrance, nothing more. Any of us in such a world is immortal. The pilot in EVE is represented by a capsule that contains his fragile body. This capsule can be moved between ships. But in fact, a pilot in EVE is a ship. The previous system ignored this fact. Because of which, any reward for a murder was easily taken into your pocket in an uncomplicated way. The one for whom the award was assigned left the ship and flew in the capsule, after which the capsule was destroyed, not the ship. And the pilot was revived again. I will not bother you with the cloning system, just believe that a potential victim could easily take the money offered for her capture with the help of friends or alts. As a result, the entire system was completely discredited and had been in this state for many years.


But back to the innovations. Second, now the bounty for the head can be set for any pilot safety status. No matter how pleasant and law-abiding from the point of view of the Empire this citizen is, anyone else can assign a reward for inflicting pain and suffering on him in the form of the systematic destruction of part of his property. This means that, for example, it becomes unsafe to be rude in the chat. But to the same extent, it becomes unsafe for any other inhabitant of the empire. What will come of this - we'll see.

Third: the reward can be set not only for a specific person, but for the whole community, formally united within the framework of the game. It is a corporation or an alliance. Now what your comrade does is not his personal problems... Ideology, norms of behavior, general image are becoming more important attributes of the game. It will be interesting to see what rewards now fall on the Goonswarm pilots who have terrorized the empire with their shares for several years now.

In EVE, there is such a thing: "the right to kill" or "killright". It is issued to the victim after a successful attack on her, in order to give an opportunity to get even without having problems with the police. So, fourth, killright can now be transferred. There will be a whole market, as I understand it. As a result, an inexperienced victim will be able to delegate revenge to a more professional friend.

How it all usually ends became known from the old real story about Hetfields and McCoy... Justice based on revenge and inflicting "similar suffering" has never brought balance. Only to unwind the spiral of violence. But you always want to feel everything on your own skin. That's why games exist. And then, maybe this was the idea?

Professions in EVE Online - one of the features of the game, which gives it a special charm. Real sandbox the project allows each player to do what they love and be a full-fledged participant in the gameplay. This post describes the most lucrative earning opportunities for a capsuleer.

Open world, freedom of choice and ample opportunities

First, you need to clarify that the concept of a profession in EVE Online is different from its counterparts in WoW, Lineage and other popular games. You do not choose a specific class from an NPC, to which a clearly limited list of skills is attached. Each capsuleer can teach absolutely every skill in the game. A profession is a range of combinations that allows you to successfully carry out certain kind activities: get, produce, destroy enemies, etc.

Professions in EVE can be divided into two broad categories - those related to industry and those related to the military. The main activities for each segment are described below. All this can only be realized in practice - try to play EVE Online and find your own way.

Peaceful professions in the world of EVE Online: the sure path to success

The professions of industrial capsuleers include the following:

  • Miner - Barge / Exhumer Specialist from Corporation Outer Ring Excavation (ORE), extracts resources from asteroid rings;
  • The planetologist is a capsuleer who has connected his activities with planetary construction. On and below the surface, rich deposits of expensive minerals can be found;
  • Manufacturer - they turn raw materials into a finished product: modules, rigs, ships, infrastructure facilities;
  • Transport are speculators (in the good sense of the word) and logisticians of large corporations. Freighters and jump freighter’S to transport large loads between distant corners New Eden;
  • Salvager- "the orderly of space", collects debris from the smashed ships. Despite its unsightly role, this type of activity is no less profitable than the above listed professions in the world of EVE Online.

The spectrum of combat professions in EVE Online

The specializations of "fighters" can be as follows:

  • PvE- are engaged in shooting Npc for the sake of loot and for agency tasks;
  • PvP- destroy ships of other players;
  • Logist - support on the battlefield, restoring shields and energy reserves, repairing the hulls of battle cruisers, dreadnoughts, marauders, titans and other strategically important ships.

EVE Online Professions related to the military sphere assume the presence of not only material resources, but also the real skills of the player. The capsuleer, who has linked his life with space battles, must know the characteristics of all classes of weapons, understand the electronic "stuffing" of the ship. Being able to navigate outer space and make decisions in a split second is vital to survival.

Depending on the goals in the game, capsuleers who have chosen a combat profession in EVE Online can be:

  • Corporate fleet pilots - any large organization relies primarily on its power bloc in resolving controversial issues. " Zeros"Is" wild west " New Eden and the power here belongs to the strongest;
  • Pirates - nothing new in distant space. There will always be those willing to profit from the peaceful capsuleers. Rogue attacks on merchant transport ships, the requirement to transfer money to an account under threat of destroying a barge are common occurrences in the EVE world;
  • Pirate hunters - for every action there is a reaction. For the head of an ill-wisher, an attacked capsuleer can assign a reward - tens of billions are promised for the destruction of the worst offenders ISK'S.
15 2012

Hello capsuleers! You've probably already heard that the title of the new update coming in December is Retribution. The Super Friends were delighted to be part of this hilarious mixture of vengeance, anger, retribution, and a hymn to victors. We have prepared a delicious dish - revenge (which, as you know, is served cold) - and are ready to tell everything we know about it.

A revolution in the system of tracing and punishing criminals

Let's open little secret: the system of tracing and punishing criminals is broken! Are you surprised? All this is connected with the upcoming changes. We're going to eliminate all advertisers, poker stars, and spotters, remove the rotten system and add some grease to the squeaky mechanism so that real players can crush each other's sides as destined for them.

Why do people appoint a reward for someone's head and are ready to give hard-earned money for it? Because they want their victim to suffer and cry.

Also, we want to expand the connections between actions and their consequences, so that you are not indifferent to who you are cooperating with. Finally, we want to give bounty hunters a career opportunity as real as never before. All of these changes will appear in Retribution, but we are ready to implement some of them right now. I will explain this a little later.

Reward 2.0 - Less Opportunity to Cheat!

The basic idea is to pay the bounty in installments, not pay off the whole jackpot for a one-time kill. Here are the highlights of the new system:

  1. The reward is given in proportion to the damage caused;
  2. Now it is planned to give out at a time 20% of the total bounty for the head;
  3. So, players with a large bounty on the head will be targeted many times before the bounty for them ceases to work;
  4. The reward is now given for killing a capsule. We are planning to expand the reward system and pay part of it for killing a ship as well;
  5. The killing system in the fleet does not change - all participants will receive the reward;
  6. Also, the system with a minimum bet and the ability to place a reward for any player does not change;
  7. The list of the most dangerous criminals will also undergo some improvement;
  8. Bounty hunter stats will be added;
  9. Bigboards and space posters will not disappear from the game anywhere;
  10. Important: after the new system is put into effect, all old unclaimed awards will be canceled - a kind of amnesty.

Bad corporation

Our main focus is on improving the performance of the individual reward system, but we also believe that developing such a system for corporations and alliances will be an excellent addition. So we are working on that as well.

Setting a bounty will work in much the same way as setting a bounty. Each corporation and alliance has its own prize account / bounty amount. And as soon as the pilot of this organization is destroyed, part of the total amount will be transferred to the hunter's account. Thus, the award can be paid from three sources: individual, corporate and alliance. However, next to the pilot icon, you will see only one amount - the result of their addition.

Please note that payment will also be given for the destruction of any corporate or individual property- POSov, for example.

The size of the minimum remuneration rate: for a corporation - 50 million ISK; for the alliance - 500 million ISK.

The corresponding categories will also be added: "most wanted corporation" and "most wanted alliance".

Transfer of the right to destruction

Hello, my name is Inigo Montoya. You killed my father, and I will kill you by right of blood vengeance. Get ready to die!

We want to expand the scope of the bounty system. True, some innovations will be available only in the next updates. So, one of them is the ability to buy killing rights from other players. Of course, this does not directly relate to the system of tracing criminals, but complements the general trend. For example, it will allow you to hunt criminals even in high security systems.

The right to kill is an integral part of the underworld. So we are working with Team Five O to improve it. We plan to develop it in two directions:

  • The right to destroy will not appear in all cases when the player becomes a criminal - only in cases when the intruder illegally attacks ships in high-security space, or destroys capsules in low-security space. Providing assistance to a criminal (in the form of pumping out his shield or armor) will not lead to the fact that such an assistant will have the right to destroy, although he will still receive the mark of the criminal in this case.
  • The new rules for the use of rights to destroy violators will be very different from the previous ones. For example, if you have the right to destroy a criminal, you can activate it in such a way that any player will have the right to kill him (the victim will be set to the "Suspect Flag" flag, as described in devblog on the system of recording offenses).

Additionally, you can sell the right to kill. To do this, you set the price for which you are ready to sell this right (any amount, even zero), and anyone can buy it by simply clicking on the criminal's icon). When using this opportunity, the victim will become "outlawed" for 15 minutes and can be destroyed. In case the criminal escapes, his status will return to its original state. And so on until the right to kill is reactivated. This right is valid for 30 days.

Further work

A little about modules

The new modules have received little attention this time around, but there is news on that front as well.

  • The Ancillary Shield Booster modules will be slightly rebalanced.
  • Modules "Micro Jump Drive" allow you to "flicker" here and there across the battlefield (with certain restrictions, of course). We will try to put them on a test server for a few weeks so that players can get to know them.
  • Demolition drones (aka salvage drones). These are drones. They will be able to dismantle. If we go from the obvious things to the detailed description, we can say that these drones will be light-sized, and their performance will be slightly worse than that of the corresponding modules, which, however, will be compensated by their ability to move closer to the object being dismantled. They will soon also be found on the test server.