PvE Guide

Standings and agents


Standings set by the game are indicators of your stature towards NPC entities: agents, corporations and factions. All NPC
corporations also have standings between themselves as well as with player corporations.



Personal standing - your standing with the agent - gained by doing missions for an agent.

Corporation standing - your standing with the agent's corporation - gained by doing missions for agents in that
corporation.

Faction standing - your standing with the faction to which the agent's corporation is loyal - gained by doing
Important/Storyline missions.



Your standing with a particular agent affects the quality of his missions. The higher it goes, the more rewarding and less
time-consuming your missions will be.


Your standing with a particular corporation currently dictates the availability of its agents to you. A high standing
makes the better, higher-level agents want to do business with you.


Your standing with a particular faction (such as the Amarr Empire, the Minmatar Republic, and so on) determines whether
entire NPC corporations allied with that faction are available to you. Once it gets high enough, you can access every
agent of every such NPC corporation so long as the agent's minimum requirement is lower than your faction standing.

If it gets too low, however, you ruin the risk of being attacked by that faction's Navy, much like low security status can
get you in trouble.


Note that if any one of these three standings drops below -2.0, you may find yourself unable to get work from agents.


A faction rating of -2.0 or below would thus eliminate you from working for any agent from any corporation belonging to
that faction. If your faction standing has dropped below -2.0 and you want to get it back up to get agent work, train the
Diplomacy skill. If that skill's bonuses do not suffice to bring you back up above -2.0, though, you are going to have a
hard time raising the standing. It can still be done, by doing important missions for allies of that faction or by
intentionally declining/quitting/failing important missions for that faction's enemies, but it's going to take quite a bit
of work and time.


If it's your standing towards the NPC corporation, or the NPC agent himself, however, you cannot raise it at all - so if
Diplomacy doesn't work, we suggest you move on to some other corporation or faction.


A player corporation standing's towards other NPC factions/corps is calculated in this way:



You take the standing of each member (towards the NPC entity in question), add them all up and then divide by the number
of members that have the standing already in their charactersheet. The ones who do not have a standing towards the entity
are not taken into account.


Also, the standings increase / decrease gradually, so if a member joins and he has a +10 standing towards an NPC corp that
no other member has standings towards, then the corp standing does not increase to +10 overnight. It will take several
days for the standing to reach that status.



Agent Missions:


Agents can offer six types of missions:

  • Courier
  • Kill
  • Mining
  • Trade
  • scenario
  • Important Missions


Running missions for an NPC agent can be very profitable, especially at level 3 and 4.

NPC agents and their corporations also provide an optional background for role-playing and have the added advantage of introducing players to all aspects of EVE.

Requirements:
Ship(s) capable of operating as cargo hauler, fighter and possibly miner.

Charisma is the primary attribute for Social skills and most Trade skills. Social skills are vital to dedicated agent mission runners, and to improve standings for such things as refine percentages. Trade skills are more important to those who play on the market as anything more than a casual purchaser/seller. It is of limited use to combat or production- oriented characters, and may be a good choice to leave at its original level unless you are a trader or mission-runner. Social, Connections, Negotiations, and Fast Talk are all important to dedicated agent runners.

Recommended Skills:
Social 4
Negotiation 4 - requires Social 1
Connections 4 - requires Social 3
Fast Talk - requires Social 4
Normal missions:

The same mission always gives the same standing increase to the agent, whatever the level or quality of the agent. This increase to the agent's standing is modified by the social skill.

Agent Standing Increase = Base Mission Increase * ( 1 + 0.05 * Social Skill );
Agent Standing Decrease:
Declining a (normal) mission beforehand:
Agent Standing Decrease = Base Mission Increase * ( -1 + 0.05 * Social Skill )

Aborting mission:
Agent Standing Decrease = 1.125 * Base Mission Increase * ( -1 + 0.05 * Social Skill )

Failing a mission within the set time-limit:
Agent Standing Decrease = 1.5 * Base Mission Increase * ( -1 + 0.05 * Social Skill )

The formula for corp standing remains the same, as it uses the Agent standing as one of it's parameters.
Base Mission Increase:
A Case of Kidnapping (Kill): 0.76
A Friend In Need Of Minerals: 0.64
Ally Commodity Supply: 0.6
Ally equipment supply: 0.52
Ally in need - Minerals: 0.64
Ammo Supply Run: 1
Ammo Transportation: 1.16
An ally in need - Food: 0.72
An ally in need - General: 0.64
An ally in need - Military Equipment: 0.52
Blunder in the sales department: 0.76
Bring back much needed minerals: 0.48
Cargo run Ammo (Courier): 0.36
Cargo run Biohazard (Courier): 0.48
Corporate commodity supply: 0.6
Corporate commodity supply - General: 0.36
Courier Job: 0.48
Delivery of hydrogen batteries: 0.52
Disgruntled ex-employee strikes back: 0.28
False Accusations: 0.8
Foundation stone needed: 0.84
Get supplies for local security forces: 1.04
Get the military some supplies: 0.96
In Demand: 0.92
Large Cargo Transport: 0.64
Large food delivery: 0.72
Locals in need: 1
Long Haul: 0.92
Naming ceremony gone awry: 0.76
Out of Ammo: 1.04
Redistribution: 0.64
Reports for the CEO: 0.84
Reports must be savely delivered: 0.56
Retirement party: 1.12
Shipment for an ally: 1.12
Shopping spree (Courier): 1.12
Show no mercy: 0.4
Spacelane Bonanza!: 0.96
Spirited Away (Courier): 0.52
Standard Food Delivery: 1.08
Standard Garbage Delivery: 0.76
Stop the Thief! (Kill): 0.88
Supply run: 0.64
Tiny little favor for a friend: 0.52
Transfer Commodity Mission: 0.6
Transportation service: 0.56
Vagabond Deportation: 0.52
Weapon Run: 0.52
Corporation standing increase:
Corporation Standing Increase = Agent Standing Increase * Agent Efficiency / Corporation Modifier;

Where:
Agent Efficiency = 0.01 * ( 8 * Agent Level + 0.1 * Agent Quality - 4 );

Corporation Modifier:
Carthum Conglomerate 0.8
Theology Council 0.7
Amarr Constructions 0.7
Ministry of War 0.6
Ducia Foundry 0.5
Kador Family 0.5

Can derive this modifier from the corporation info window:
Medium: 0.5
Large: 0.6 or 0.7 (have to find out which is being used)
Huge: 0.8

Tiny:
Republic University
Republic Military School
Pator Tech School

Small:
Eifyr & Co
The Leisure Group

Medium:
Vherokior Tribe
Urban Management
Six Kin Development
Sebiestor Tribe
Native Freshfood
Krusual Tribe
Brutor Tribe
Boundless Creation

Large:
Republic Security Services
Republic Parliament
Republic Justice Department

Huge:
Republic Fleet
Minmatar Mining Corporation
Freedom Extension
Core Complexion Inc.
Important missions:
Faction Standing Increase = 6 * ( 1 + 0.05 * Social Skill ) * Agent Efficiency;
Corporation Standing Increase = 2 * Faction Standing Increase / Corporation Modifier;

Standing changes are applied as:
New Standing = Current Standing + ( 10 - Current Standing ) * Standing Increase * 0.01;

E.g:
Social 3, Roden Shipyards (0.5 corporation modifier) Agent Level 1, Quality 19;
Mission: "Disgruntled ex-employee strikes back" = 0.28 base increase

Gives:
Agent increase = 0.28 * ( 1 + 0.05 * 3 ) = .322 %
Agent efficiency = 0.01 * ( 8 * 1 + 19 * .1 - 4 ) = 0.059
Corporation increase = 0.322 * 0.059 / 0.5 = 0.037996 %

Would need to do 4 of these missions to equal the standing gained from a shopping spree mission (1.12 base) which yields 0.151984 %


Standing Ratings:

Superb 9.6 -> 10.0
Excellent 8.6 -> 9.5
Exemplary 7.5 -> 8.5
Great 6.6 -> 7.4
Very Good 5.6 -> 6.5
Good 4.5 -> 5.5
Decent 3.6 -> 4.4
Fine 2.6 -> 3.5
Fair 1.5 -> 2.5
Satisfactory 0.5 -> 1.4
Neutral -0.4 -> 0.4
Nominal -1.4 -> -0.5
Poor -2.5 -> -1.5
Very Poor -3.5 -> -2.6
Bad -4.4 -> -3.6
Very Bad -5.5 -> -4.5
Lousy -6.5 -> -5.6
Immoral -7.4 -> -6.6
Awfull -8.5 -> -7.5
Appalling -9.5 -> -8.6
Terrible -10.0 -> -9.6

Loyality points (LP)

For each mission you complete you will get a set number of LPs with the agent that you are doing the mission for. The amount of points is basically a level-specific constant, modified by:
  • agent quality
  • mission "difficulty factor"
  • agent solar system security rating
  • your skill level in any appropriate connection skill

Loyalty Points are in addition to your standings.

Loyalty Points are gained on a per-agent basis and are non-transferrable as such. (Effectively you can generally cash-out your loyalty points if you want to move).

Once you have acquired a personal standing equal to your agent's level, the agent will start making you offers on a regular basis. You should be getting an agent offer once every 0-5 days per agent. You can only have one outstanding offer at any given time with any single agent.

You can remotely accept or reject an offer. An offer will generally consist of an item-exchange taking place at the agent's station however, so accepting remotely isn't that likely to happen. There is no downside to rejecting an offer.

Each agent offer has a defined loyalty point cost. The agent will choose an offer for you that is close to the upper limits of your loyalty points, thus your offers should improve continuously as you keep on working for your agent. When you accept an offer, you spend the loyalty points associated with the offer and you're further down the offer ladder. Time to work your way back up.

The agent makes you an offer via evemail. You can view the offer remotely via your journal. Accepting or declining an offer is performed via agent conversational options. An offer is valid for 7 days after it has been made. Accepting the offer effectively auto-completes it. You may have outstanding offers with any number of agents simultaneously, but only one per agent.
Agent LP reward Offers:
1500 +1 Attribute Implants
9000 +2 Attribute Implants
10,000 +3 Attribute Implants
15,000 Special Connections Skill Books