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The Munchkin Thread

 
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Heretic
Chief WO4
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Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Sat Oct 02, 2004 2:01 am    Post subject: The Munchkin Thread Reply with quote



easy, make sure you get the space captain career that gives you level3 frigate. your only requirement is to have a buddy willing to give you a juicy ship.

Now, your other skills suck so how can we overcome this and go wasting AI monsters with yer n00b gear? what gear and skills can we get on the cheap without waiting along time for training (and expensive skills)
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BaadF00d
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Joined: 01 Feb 2002
Posts: 273

PostPosted: Sat Oct 02, 2004 9:43 am    Post subject: Reply with quote

Getting Gear
Join a PC corporation. UMEC, and most empire space corps at least generally have a corp hangar filled with low level scrap looted from rats. Scrap to players with battleships at least, theres a lot of fun to be had investigating ship modules by trolling through the "to be refined" hangar to see what configurations you can find.

Critical Skills for spaceship fitting
Combat vs NPC rats. (rat is short for "pirate").
When trying to put big guns on a ship, you generally never have enough powergrid or capacitor:-

Engineering I- boosts your ships Powergrid.
Energy Systems Operation I - boosts your ships Capacitor.

Shield Operation I - To equip proper shield boosters.

Navigation I
Afterburner I - to equip Afterburners

Mechanic I - Some hull mods (cargo expanders)
Hull Upgrades I - The rest of the hull mods (Overdrives)
Repair Systems I - To equip Armor Repair Systems.

Engineering III
Energy Management I - Capacitor Recharge
Science I
Energy Grid Upgrades II - To equip Cap Relays, Cap Rechargers, and Power Diagnostic Units

Navigation IV
Afterburner IV
High Speed Manuvering I - to Equip Microwarp drives.

This skill progression gets you to MWD as fast as possible, with stops along the way to ensure you can equip all the modules you *need* to equip to make a combat capable craft. The skill I didnt list there that I should have: Electronics - boosts your CPU. You will need this for CPU intensive setups - which are usually mining setups. If you find you need to equip and allow for high CPU components :-

Electronics I - Increase Ships CPU

Electronics II
Enginerinng II
Electronics Upgrades I - The ability to equip Co-Processors.
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Heretic
Chief WO4
Chief WO4


Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Sat Oct 02, 2004 11:24 am    Post subject: GALLENTE R TEH WIN!!!!!!ELEVEN Reply with quote

that's alot of cash, mate. i'm thinking not of the most efficient route to MWD, but the cheapest, dirtiest way to get what you need AFTER the initial ship that was given to you by a corp.

STARTER
Okay, priority is getting level3 frigate skill. nothing else matters! I'll do some research into each race and see what is best to pick along this route. As for Attributes your priorities are
  1. Intelligence
  2. Memory
  3. Perception
  4. Willpower
  5. Charisma
...put as much as you possibly can into Intelligence. Why? Because it's the primary attribute for mechanical, engineering, electronic, navigation and science skills which are cheap and you'll need to buy quick and learn even quicker. (missile and gunnery class are going to be hit hard though if your lowest attribute is perception)
    so, yeah. the trick is to pick a race that gives you this...And that's Gallente-gallente with +3 INT, +2 MEM






SHIP
You simply must get a level3 ship given to you with drone and missile and gun capacity....maybe even a slot for a pulse weapon. (but pulsers require level 2 skills)
    will need to r&d which ships of which races fit the munchkin bill...hmmmm. you know what? Only the Gallente Tristan fits the bill for best frigate with drones/guns/missiles.



SKILLS
Drones, Standard missiles & Default gunnery of your race 1st priority (and also dirt cheap as far as skills go)
  • Civilian Shield Booster @ 250-750 (hey! cheap and no skill requirement!)
  • Drones 20,000
  • Scout Drone operation 44,000
  • Hobgoblin drone @ 1,900
  • Missile launcher 21,000
  • Standard missiles 21,000
  • Standard Missile Lnchr @ 4,000-12,000
  • Sabretooth ECM missiles @ 65 isk
  • Default racial gunnery skill comes free
  • guns should relatively decent range & armor damage with priority on capacitor impact: Ultraviolet crystal @ 100-500 isk; Lead charges @ 1.9 isk; Nuclear ammo @ 1.7 isk (lead/nuclear prices for penirgman 7)
Research whatever your race doesn't cover. Then it's off to the races while you equip stuff like 'civilian shield booster' and buy whatever you can cram on your ship as far as guns go.
    skip step if your character already has the skill from startup
  1. Mechanic 22,000
  2. Basic Overdrive Injector @ 7,000-10,000 [Hull Upgrades market section]
  3. Basic Nanofiber Internal @ 250-750 isk [Ditto]
  4. Basic Cargo Expander @ 2750 [Ditto]
  5. Repair Systems 32,000
  6. Small Armor Repairer @ 10,000 [Armor Subsystems market section]
  7. Small Hull Repairer @ 15,000-45,000 [Ditto]
  8. Hull Upgrades 64,000
  9. Overdrive Injector 1 @ 28,000
  10. Nanofiber Internal 1 @ 15,000-20,000
  11. Cargo Expander 1 @ 55,000
  12. 200mm Steel plates @ 65,000 [Armor Upgrades market section]
  13. Navigation 21,000
  14. Afterburner 24,000
  15. 1mw Afterburner @ 5000 [Propulsion Subsystems market section]
  16. Engineering 20,000
  17. Micro Shield Extender 1 @ 1,000-2,000 [Shield Upgrades market section]
  18. Shield Operation 36,000
  19. Small Shield Booster 1 @ 5,000-15,000 [Shield Subsystems market section]
  20. Energy systems ops 44,000
  21. Small Cap. Booster @ 2,000-10,000 [energy subsystems market section]
  22. Electronics 20,000
  23. Basic Co-processor @ 4,000-8,000 [Electronics Upgrades market section]
  24. Targeting 102,000
  25. Science 21,000 {{ also research to Engineering 2}}
  26. Shield Upgrades 87,000
  27. Small Shield Extender @ 2,000
  28. Energy Grid Upgrades 83,000
  29. Various shield/capacitor/power juggling items
      Cap Recharger @ 19,000 (+15% cap recharge)
      Cap Flux Coil @ 19,500 (+25% cap recharge/-15% max cap charge)
      Cap Power Relay @ 13,500 (+20% cap recharge/-10% max shielding)
      Auxiliary Power @ 150,000 (+10 max power)
      MicroCap Battery @ ~ 1000 isk (+30 max capacitor charge)
      Power Diagnostics @ 16,000 (various bonuses to systems)
      Reactor Control @ 15,000 (+10% max power)
      Small Cap Battery @ 10,000 (+60 max capacitor charge)
      i must admit this particular section of the market has always been bewildering, especially if you add in the uniques
  30. Learning 36,000
  31. All the attribute skills @ 53,000 (priority being int, mem, per, wil, cha -- in that order)
  32. Social 22,000
  33. Negotiation 66,000
  34. Connections 200,000
At this point you've past the beginning hurdle and can concentrate on getting that MWD that BaadF00d was talking about, especially the skills and gear that require level2 skills...Anyways, enough with me blathering. have fun.
:2c:

you'll notice i differ from BaadF00d's rush for afterburners...light ships fine, but on lvl3 frigates?


Last edited by Heretic on Mon Dec 27, 2004 12:35 pm; edited 8 times in total
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BaadF00d
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PostPosted: Mon Oct 04, 2004 5:27 pm    Post subject: Reply with quote

Getting a functional MWD is, for most people, an
OMG I dont know how I survived before" moment. That said, because our target new player doesnt have one yet, they wont know what theyre missing by following your plan :P
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Heretic
Chief WO4
Chief WO4


Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Mon Oct 04, 2004 6:05 pm    Post subject: Reply with quote

axe
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BaadF00d
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Joined: 01 Feb 2002
Posts: 273

PostPosted: Tue Oct 12, 2004 8:20 am    Post subject: Reply with quote

I dont know if it counts as true munchkinning :) but

A really cheap way to stock up your low level skillportfolio is to do missions for a university corp! If you can find and do missions for one of these corps:

School of Applied Knowledge
Science and Trade Institute
Royal Amarr Institute
University of Caille
Hedion University
Imperial Academy
State War Academy
Federal Navy Academy
Center for Advanced Studies
Republic Military School
Republic University
Pator Tech School

(These are the 12 schools that characters get to choose the game to start in)

As the agents of each corp often give out as a bonus reward for an item the corp makes instead of cash, you will frequently find skillbooks - the primary product of schools - as bonus mission rewards.
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