Eve Solo

Eve Solo




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Eve Solo
So ill start by saying i freaking love paying this game. However in the time i have played it seems like i have the worst luck in finding a good corporation to roll with. Youll see ymy employment history that Ive been in numerous corps trying to find the best fit and not really staying in long....As a newer player i failed to realize that this would undoutedly raise red flags to my recruitment into other corps so im taking a break from that and rolling solo. So back to the point, what direction should a solo player take if they want to continue keeping the game fresh and exciting? I play roughly 12 hrs a week just to give an amount.The most ive ever done was running missions and an occasional wormhole but that about it...Any advice would be appreciated.
Roll alts and try to infiltrate bad corps and take their things or blow up their shinies.
eve really is not solo friendly . but apart from the already suggested ideas. you could always try the often hilarious ninja looting / salvaging. Its always great to scan someone down warp in on their wrecks . Maybe shoot some of their targets be sure to exclaim in local loudly. HANG ON BUDDY ILL GET THOSE BUGGERS OFF YA !!!! Be sure to shoot some random stuff in the room and in the event you "accidentally " trigger something exclaim again. WOW NOW YOU REALLY GONE AND DONE IT . Be sure to cloak and follow through with a play by play giving em a "ATTABOY" and "THAT"LL SHOWEM" every now and then. In the unfortunate event they get destroyed be sure to exclaim loudly . RATS THAT TO BAD BUB, I WAS REALLY ROOTIN FOR YA , HERE LET ME GET YOUR STUFF FOR YA .
The best way to play Eve solo is to go it alone.
That made me laugh right there. I've been a solo player ever since I started in 2005. Corps never really ammount to anything much apart from getting wardec and then your ships being blown up. I'm not much of a pvp player and I don't like robbing people of their stuff. So I don't do that. But what I do do is everything else. I mine, use the ore for my factory, during times of hulkagadon I then missin run level 3 mostly for the loot which I refine with scrap mettle 5 for more minerals for my factory. I also manage planets as well. Got them set to dailey cycles. So I have to pop into them every day to keep them ticking over. As a solo player I just created my own company which only I'm in it. But hopefully I might be able to build it up later souly for mission runners and mining ops. But I play this game as I like to call it. On the cusp. I play it to keep my skills trained. I like to set things in motion so that I'm making isk whilst I'm not there. So I can go off and do other things. Just come on now and again to set skill training, manage planets, set off new install jobs, or if I need some isk ASAP like to buy the next skill book, ship or materials then I'll do a quick spot of level 3 mission running or mining.

#10
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2012-02-08 08:21:31 UTC

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Edited by: Akirei Scytale

So ill start by saying i freaking love paying this game. However in the time i have played it seems like i have the worst luck in finding a good corporation to roll with. Youll see ymy employment history that Ive been in numerous corps trying to find the best fit and not really staying in long....As a newer player i failed to realize that this would undoutedly raise red flags to my recruitment into other corps so im taking a break from that and rolling solo. So back to the point, what direction should a solo player take if they want to continue keeping the game fresh and exciting? I play roughly 12 hrs a week just to give an amount.The most ive ever done was running missions and an occasional wormhole but that about it...Any advice would be appreciated.
Rifters, man. You gotta get some Rifters! Given your 12 hour playtime per week, if you're after PvP I'd suggest (as others have) a stack of T1 frigs. You can hit spots like Hevrice (Tuskers), Helid (Black Rebel Rifter Club), or Amamake (everyone and their mother, generally at the same time). Most of the time you'll be fighting flashies, so with just a little bit of care you won't lose sec status. It's probably the cheapest adrenalin rush to be found.
I feel you on the long corp history. I have the same problem finding corps that I feel comfortable hanging around for longer than a few months due to my limited play time now. My solution was similar to a few others above. I keep a tall stack of Rifters fitted and ready to go in a few key lowsec systems in the event i feel like a bit of piracy and drinking cause that's how I lived when I did the corp thing. Most times though I live with my alt in null sec doing exploration sites and occasional WH expeditions. With both alts in Tengus, one combat and one combat / tackle / data salvage, I can make several hundred mill in a few hours on a good night. This works for me and keeps things from getting stale as you never know what you are going to run into, good or bad, out in the black. -Tau
That made me laugh right there. I've been a solo player ever since I started in 2005. Corps never really ammount to anything much apart from getting wardec and then your ships being blown up. I'm not much of a pvp player and I don't like robbing people of their stuff. So I don't do that. But what I do do is everything else. I mine, use the ore for my factory, during times of hulkagadon I then missin run level 3 mostly for the loot which I refine with scrap mettle 5 for more minerals for my factory. I also manage planets as well. Got them set to dailey cycles. So I have to pop into them every day to keep them ticking over. As a solo player I just created my own company which only I'm in it. But hopefully I might be able to build it up later souly for mission runners and mining ops. But I play this game as I like to call it. On the cusp. I play it to keep my skills trained. I like to set things in motion so that I'm making isk whilst I'm not there. So I can go off and do other things. Just come on now and again to set skill training, manage planets, set off new install jobs, or if I need some isk ASAP like to buy the next skill book, ship or materials then I'll do a quick spot of level 3 mission running or mining.
If you want to play solo then you're going to require alts to do it. I find that the more "solo" players usually have between 3 and 8 alts (accounts) to suit their needs. Many people are going to disagree that one requires more accounts to play solo. They would be correct to an extent. WIthout an army of alts and depending on which area of the game you're interested in, your efficacy will be extremely limited.

#18
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2012-02-08 19:52:44 UTC

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Edited by: Doc Severide

That made me laugh right there. I've been a solo player ever since I started in 2005. Corps never really ammount to anything much apart from getting wardec and then your ships being blown up. I'm not much of a pvp player and I don't like robbing people of their stuff. So I don't do that. But what I do do is everything else. I mine, use the ore for my factory, during times of hulkagadon I then missin run level 3 mostly for the loot which I refine with scrap mettle 5 for more minerals for my factory. I also manage planets as well. Got them set to dailey cycles. So I have to pop into them every day to keep them ticking over. As a solo player I just created my own company which only I'm in it. But hopefully I might be able to build it up later souly for mission runners and mining ops. But I play this game as I like to call it. On the cusp. I play it to keep my skills trained. I like to set things in motion so that I'm making isk whilst I'm not there. So I can go off and do other things. Just come on now and again to set skill training, manage planets, set off new install jobs, or if I need some isk ASAP like to buy the next skill book, ship or materials then I'll do a quick spot of level 3 mission running or mining.
If you want to play solo then you're going to require alts to do it. I find that the more "solo" players usually have between 3 and 8 alts (accounts) to suit their needs. Many people are going to disagree that one requires more accounts to play solo. They would be correct to an extent. WIthout an army of alts and depending on which area of the game you're interested in, your efficacy will be extremely limited.
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Fighting in a fleet is lots of fun, and is, in many ways, the classic EVE experience.

However, fighting solo, or in a small "microgang" of 2 or 3 people can be just as fun, much easier to get set up, and develops all-round skills: flying solo, you must perform all the functions of a PvP fleet, and so it offers an intense education in all aspects of combat at once. Skills such as scouting, target calling and general fleet command all transfer well from solo/microgang PvP up to fleets. In EVE, many of the best fleet commanders started out flying solo or small-gang, and many of them still roam solo when not leading fleets.

Solo PvP is a vast topic exceeding the scope of a single wiki article, but this page covers some general principles and offers advice on one common starting-point for solo flying, small-ship PvP in lowsec space.

EVE Online is a massively multiplayer online game: most combat pilots fly in groups, and, outside of some Proving Grounds formats, no rule prevents other players from ganging up on you. Be prepared for solo PvP to be hard, and understand that sometimes a group will overwhelm you and even the most carefully-fitted and well-flown ship will die. On the plus side, this makes every kill that much more satisfying.

A key point to grasp for fitting your ship is that a solo PvP ship in any kind of space must perform all three of the key combat functions of a PvP fleet: damage-dealing, tanking, and control. You must also be your own scout and navigator so, wherever you fly, prepare to get acquainted with geographical and intel tools such as Dotlan and zKillboard .

A further point to grasp is that, despite the game's reputation, it is quite hard to force PvP on another player in EVE. While ambush attacks are possible, especially in Pochven and wormhole space, in much of the game alert use of Local chat and the directional scanner allows most players to see you coming. Your ship choice conditions the kind of fights you will find: you certainly can hunt in a relatively costly and highly-effective ship such as a Vedmak , but doing so guarantees that you will mostly fight the foolish, the unlucky, and those with serious backup hidden nearby. It can be worth exploring cheap options which can surprise enemies with counterintuitive fits.

Because different types of space play by different rules, pilots typically fit and prepare their ships for combat in a particular type. It is worth knowing the differences.

Bubbles and bombs cannot be used in lowsec, making it relatively safer space in which to move around. Since you do not need a MWD to burn out of bubbles, it is much safer to take an afterburner as your only propulsion module in lowsec than in other types of space. Since bubbles cannot be used to trap your pod after the loss of your ship, you have a higher chance of preserving your pod in lowsec than in more dangerous types of space.

Aggressing a pilot not flagged as a criminal , war target, or suspect in lowsec will cause a small loss of security status and will flag you yourself with a 15-minute suspect timer, letting others engage you. Podding someone will cause a significantly larger loss of security status. Security status can be regained by killing NPC pirates or by handing in criminal tags.

Aggressing a non-criminal, non-suspect pilot on-grid with a gate or a station will also draw down the wrath of the local sentry guns , which can be tanked by larger ships but present a serious threat to smaller ships.

Lowsec is also the location for Faction Warfare ("FW"). FW complexes have unique mechanics which allow you to limit the hull size and tech level (but not raw number) of ships engaging you, and you do not have to be involved in FW to take advantage of these mechanics.

Fighting other players is one of only a few reasons people go to lowsec, so you stand a high chance of finding combat there; on the other hand, you also stand a higher chance of finding well-prepared, experienced and well-equipped opponents.

Lowsec FW complex PvP is a traditional starting-point for new solo PvP players, though it has its drawbacks as well as its advantages.

In nullsec, there are no gate or station guns, and no security status implications from any kind of combat.

Bubbles can be used to trap people at gates or to suck targets out of warp. Since a MWD is necessary for most ships to get out of a bubble quickly, MWDs are much more commonly fitted for travel and combat in nullsec; this in turn makes many ships more vulnerable to warp scramblers, which can shut off a MWD but not an afterburner.

In nullsec, especially sovereign nullsec owned by players, there are far fewer NPC stations, and therefore fewer opportunities to dock up for safety or repairs.

There are more non-combat reasons to be in space in nullsec than in lowsec, so you are likely to find more targets in PvE ships or with limited combat preparation; on the other hand, you are likely to find fewer fights overall.

Mechanically Pochven space is very like nullsec: bubbles and bombs can be used, and there are no security status implications to combat. However, cynos cannot be lit in Pochven, so hotdropping is not a danger.

Pochven, like wormhole space, has delayed Local chat, so you cannot easily tell who is in a system with you. Pochven has a fixed, mappable geography, but the systems are arranged in a triangle, and most systems only have two gates, so it is particularly good space for gate camps and player movements are relatively predictable. Filaments and relatively-reliable wormhole connections link Pochven to the rest of the game and make entry and exit surprisingly easy.

There are NPC stations in many Pochven systems, but you won't be able to use most of their services without good Triglavian standings.

Gangs of potentially-hostile NPCs roam each Pochven system. If they are hostile to you, they will engage you, and they are capable of destroying player ships. They will pod you if they can. It is possible to get positive standing with the EDENCOM and Triglavian NPCs in Pochven; the Drifters, Rogue Drones and Sleepers will always be hostile.

Wormhole space has delayed Local chat, like Pochven. Also similarly to Pochven, wormholes have normal nullsec mechanics with bubbles and bombs, but with no cynos.

The geography of wormhole space is constantly shifting. Groups can manipulate their wormhole connections by "rolling" wormholes, something which is normally too much complex work for one solo PvP ship.

The delayed Local and shifting geography put a strong emphasis on d-scan, stealth and surprise, so combat ships in wormhole space lean towards those able to fit a covert ops cloak and warp while cloaked. Almost everything of interest in wormhole space must be probed down, and leaving from wormhole space often requires probing, so many ships fit at least a core probe launcher.

There are no NPC stations in wormhole space, except in Thera .

Much small-scale PvP happens in Faction Warfare ("FW") lowsec.

FW space contains FW Complexes (commonly known as "plexes", not to be confused with PLEX ), which are effectively PvP arenas.

These appear on your overview and probe scanner window as beacons which all players can warp to with names such as “Gallente Novice Outpost” or “Caldari Large Installation”. All available plexes appear in the probe scanner window, but a plex only appears on the overview once someone has entered it .

The key factor to note is the "size" of the plex, indicated by the middle word in its name. Size tells you which hulls can enter the plex.

When you initially warp to any Novice, Small, or Medium plex, you will encounter an acceleration gate. The gate will only let appropriate ships warp into the plex itself. Large plexes have no gate and allow any ships in.

Plexes provide a fixed point for fights. The size limitations mean that you can, to some extent, control the fights you take: if you are in a Novice plex, you will not have to fight a T3 cruiser.

The gate limits ship sizes , but not numbers . You can still be overpowered by a gang of ships if you don't stay alert.

When you activate the acceleration gate and “slide” into a Novice, Small or Medium plex, you arrive within 2.5 km of a "beacon" in space. This beacon should be visible on your overview as you land. If not, adjust your overview settings to display all brackets (items in space): the beacon's placement is key.

Any ship entering the plex will also next to this beacon; there is no way to warp in at range.

This mechanic means that once you are inside a plex, you know almost exactly where an enemy ship will enter. Likewise, when entering an occupied plex, the opponent(s) within will have positioned themselves knowing where you will appear. The occupant of the plex always has this tactical advantage in initial positioning.

FW plexes are deadspace . You cannot warp to a fleetmate who is over 150 km from you inside a FW plex. Nor can you warp to a wreck or to a tactical bookmark that is over 150 km away from you. A fleet mate who warps to you when you are inside a plex will land from warp outside the plex, at the acceleration gate.

As a result, it is sometimes possible to string out and separate a group within a plex.

A lot of PvP happens before you land on grid, and revolves around picking fights and having tactics in place before you start. For this, you need intel.

The most basic form of intel you need is whether a plex contains a ship already, and if so, what kind. Or, if you are already inside, what ships are coming your way. The tool for this will be your Directional Scanner, or D-Scan.

The Wiki Directional Scanner Guide is already an excellent and detailed resource on using this tool and should be read in detail. For scanning use in and around plexes in particular:

Many ships can be used solo in lowsec, but this section covers some of the ones most likely to be open to new characters, and most likely to be encountered in FW complexes.

Any player flying T1 frigates in lowsec should not expect to get many fights against similarly-fitted players, and should expect to also take challenging fights against faction/pirate or T1 destroyers, and prepare accordingly.

T1 fits which work effectively tend to
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