Standing boosts: Every last mission an agent offers is an important storyline mission. It boosts standings with a faction, including derived standings. Storyline blueprint copies: Agents often give blueprint copies as reward. While these modules often have weaker or equal stats to tech 2, they have considerably lesser fitting requirements. The production of the modules is very costly. This also includes named NPCs that drop items needed for agent missions, keycards for warpgates and items found in hacking or archaeology cans used for the production of storyline items.
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Standing boosts: Every last mission an agent offers is an important storyline mission. It boosts standings with a faction, including derived standings. Storyline blueprint copies: Agents often give blueprint copies as reward. While these modules often have weaker or equal stats to tech 2, they have considerably lesser fitting requirements. The production of the modules is very costly.
This also includes named NPCs that drop items needed for agent missions, keycards for warpgates and items found in hacking or archaeology cans used for the production of storyline items. While they always give you a hint where to find the item to finish the mission, you have to search for it. Sometimes you even have to scan down the place where you find it, bring a keycard to access the place or need to hack or analyze a can to loot it.
The missions also offer a good amount of lore about New Eden. Faction ship blueprints: There are agents in the constellations that offer faction ship blueprints. You need a very high faction standing and you have to bring pirate tags, but you can obtain 2 run blueprints for faction frigate, cruiser and battleship.
The setback is that all the missions can be completed only once. Though the static complexes can be farmed forever. These sites appear as static complexes with warpable beacons in space, located by using the star map and coloring the map by "DED deadspace reports", as scannable combat signatures or as unmarked sites on a celestial.
Not all static DED sites are combat sites, some of them are landmarks or epic mission agent locations. They are mostly independent from each other but some may require items from other missions.
These missions can be completed only once, failing to complete the mission after starting it will forever block this agent. The last mission in each chain will usually reward faction standing bonus. Many of the missions also reward blueprint copies for storyline modules.
If you want to boost your standings with an Empire, pick agents from this empire and work for them. If you are looking for lore, just pick any agent you have access to and do his missions. Once you figured out for whom you want to work, the time has come to hopp into a ship with a fitting that will help you to successfully complete the mission.
This section shall provide the reader with some basic guidelines on ship classes and fittings suitable for the COSMOS missions. Please note that this section is a personal view from a dedicated Minmatar pilot with some crosstrain into Caldari ships to be able to fly the Drake. Depending on what you are able to fly the experience may change. The guidelines are dedicated to relatively new pilots that only fly T1 ships until now.
COSMOS agents only accept faction standings so you can not take any of the missions with corp standings. Additionally the L2 agents require 2. L1 agents do not require any standings. Failing the mission or letting it to expire will prevent you from ever doing that mission or any mission that is in the same chain. Do not even talk to the agent unless you are going to run the mission, as soon as you talk to the agent you get a mission offer that expires in seven days.
However, quite some missions will send you into lowsec. The ability to fly a CovOps or interceptor ship helps a lot for those. Courier missions can be done with your own items. For example if the mission is to take Oxygen from A to B you can just take your own oxygen to B and complete the mission.
This can be especially useful when the drop off location is by the agent allowing you to complete the mission instantly. Of course this can only be done with items that are available outside of these missions.
I used a Hurricane or Drake for all these missions, which usually was more than enough tank and firepower. They are, however, pretty slow ships. Some agents offer you missions where you have to travel more than km to the next warpgate, sometimes more than once.
The agents offering those missions will tell you to bring a fast ship, so listen to them and bring a frigate with MWD. For L4 encounter missions a battleship is recommended. There are visible COSMOS complexes that have a beacon and are shown on the ingame map, hidden complexes you have to scan down first to warp to the entrance and complexes that are not marked anywhere but are visible when you warp to a celestial object such as planet or asteroid belt If you need to go to a hidden location, bring a ship with a Core Probe Launcher fitted, preferably a scanning frigate like the Minmatar Probe.
Note that all these are static locations that never move so you need to scan and bookmark them only once. Almost all gated complexes and landmarks have a DED rating that tells you what ship hulls can use the acceleration gate. Please refer to the more detailed descriptions of the various sites.
I strongly recommend that you have some experience with at least level 3 security missions before you venture into the COSMOS complexes. You also should be familiar with the concepts of aligning, kiting and drone aggro. You must be able to fit a very good tank preferably tech II on your ships, especially when you are alone.
While there are large groups of NPCs in the pockets to begin with, they also have a very short respawn timer. Due to the low respawn rates I also recommend to bring tech II or high meta armaments to clear the rats fast. While most of the NPC rats you will find in the complexes and landmarks are from the local pirate faction, there are also some other factions present, even from empire factions. Please refer to the detailed site descriptions to learn about the opposing factions and try to fit your tank accordingly.
However, sometimes it is not that easy to tell what exact faction you are facing and thus fitting your tank against the expected damage type can be difficult. As the complexes can be quite big, I recommend to bring propulsion mods on any ships you use. Preferably a MWD, as they work in all the complexes and landmarks. If you are interested in the hacking and archaelogy cans in some complex pockets you obviously have to bring a relic or data analyzer module.
It is a good idea to visit the complex or other landmark location and acquire the necessary items before accepting the mission from the agent. If you are unable to secure some of the parts in time, your mission may expire. Sometimes items can also be purchased from the market or in contracts if you are unable to secure the items and need to complete a mission. One for each empire. The various areas with COSMOS content can be roughly grouped by factions but almost all of them contain agents for multiple factions.
Close proximity to Dodixie allows easy item buying. Sporting several spectacular natural phenomena of breath-taking splendor, it was once one of the main tourist attractions in the Federation. But being situated on the border of the Federation and Republic has made Algintal a prime location for smugglers, which have entrenched themselves in many of the resorts, driving the tourists out. To top it all of the Caldari mega-corporation Wiyrkomi bought the mining rights in the constellation and massive construction plans are underway. The environmentally minded Gallenteans are not about to let some foreign capitalists corrupt and damage their precious nature and are flocking to the constellation to oppose Wiyrkomi anyway they know how. You should bring a fast hauling ship with at least m3 cargo bay.
Caldari COSMOS Guide
Gaining faction standings fast