Revision history for PickYourPoison3ammi


Revision [21163]

Last edited on 2015-09-29 03:05:24 by JoannaDoe
Additions:
No standing loss from killing ships in pocket 2.
Deletions:
No standing loss from killing Ships in pocket 2.


Revision [21162]

Edited on 2015-09-29 03:05:05 by JoannaDoe [no standing loss]
Additions:
==Standing==
No standing loss from killing Ships in pocket 2.


Revision [21161]

Edited on 2015-09-26 09:09:40 by SolaAesir [Added note about lack of standings losses]
Additions:
No faction standings losses are incurred for completing this mission for either full clear or blitz.


Revision [21156]

Edited on 2015-09-17 05:52:47 by Techhead7890 [Tidy and reinterpret contradicting/confusing info]
Additions:
Faction: optional Minmatar or Amarr, depending on your choices in Pocket 1.
Hull restriction: Cruiser size or smaller.
There are 2 parts to this mission, the first part is in the first pocket and restricts the size of ship that can be used to a cruiser or smaller, but there are no hostiles. You need only grab the cargo using a MWD frig or shuttle. Once you have the diplomat in cargo, you must warp back to the entrance and deposit it in a can. This can be accomplished in the fast ship, but if desired this part may be completed in any combat ship as no gate is required. This allows you to engage the navy ships present.
===Warp-in===
Initially at the warp-in there is an acceleration gate and a stationary SOE Rescue Vessel. There are no hostiles.
Pocket One consists of no hostiles two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.
Pick up the embassy staff from one of the housing cans, and the other blows up. Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present at the destination of the second gate (ie, the mission entrance) following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
There is an acceleration gate here that returns to the warp-in/mission entrance and it will place you at 50km from the container, but if you prefer it is possible to warp out and then warp back to the mission.
====Second Gate (Mission Entrance)====
In addition to the SOE Rescue Vessel present when you first warped-in, you now have faction ships of the faction you didn't save out for your blood (See list below), but you do not have to kill them to complete the mission. Ships will vary depending on which empire space you are in.
There is no reason to take the gate as it will simply return you to P1. The mission is complete once the diplomatic staff are placed inside the SoE ship.
==Method==
'''Blitz''':Use a fast frigate or interceptor. Pick up the diplomat in P1. Return to the warp in, drop them off, and warp away. Mission is complete.
'''Eliminating the Navy Ships''': Instead of returning to the entrance start point immediately, you can go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you transfer
the rescued diplomat into your combat ship's cargohold. Upon returning to the warp-in/mission entrance you can kill everything with your large ship and deposit the diplomat.
===Amarr===
Bounty:
Loot: ~ **7.7M Isk** in Insignias and other drops
===Minmatar===
Unknown (Minmatar?) loot = approx 11.9 Mil ISK if you salvage everything
Deletions:
Faction: either Minmatar or Amarr depending on your choices in Pocket 1
Note: You can use a large ship for the second part, the first part requires only a small frig or shuttle (the cargo is only 1m³).
**How to complete this mission with a large ship.**
There are 2 parts to this mission, the first part restricts the size of ship that can be used, simply grab the cargo using a shuttle or frig, once
you have the cargo in your hold you are supposed to warp back to the mission entrance and deposit the diplomat in the can, the acceleration gate within the pocket takes you there. **Do not do this**.
Instead of returning to the entrance start point, go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you place
the rescued diplomat in your cargohold. Upon returning to the warp-in entrance you can kill everything with your large ship and deposit diplomat.
Pocket One consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.
Pick up the embassy staff from one of the housing cans, and the other blows up.
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present in the second pocket following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
Initially in pocket 2 you will be left with an acceleration gate and a SOE Rescue Vessel (non-hostile) once all hostile ships have been killed
There is no reason now to enter the pocket via the acceleration gate.
====Pocket 2====
In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (See list below),(you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out). Ships will vary as to which empire space you are in.
Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.
Bounty (Amarr) :
Loot (Amarr) : ~ **7.7M Isk** in Insignias and other drops
loot = approx 11.9 Mil ISK if you salvage everything


Revision [20712]

Edited on 2014-11-27 16:41:03 by NiraMeru [Tidy and reinterpret contradicting/confusing info]
Additions:
Minimatar Loot + Salvage
12.6 M Jita Buy.


Revision [19948]

Edited on 2014-05-01 19:00:15 by ShintuFelper [Tidy and reinterpret contradicting/confusing info]
Additions:
Faction: either Minmatar or Amarr depending on your choices in Pocket 1
Deletions:
Faction: either Minmatar or Amarr depending on your choices in Pocket 2


Revision [19947]

Edited on 2014-05-01 18:59:31 by ShintuFelper [Tidy and reinterpret contradicting/confusing info]
Additions:
Pocket One consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present in the second pocket following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
Initially in pocket 2 you will be left with an acceleration gate and a SOE Rescue Vessel (non-hostile) once all hostile ships have been killed
====Pocket 2====
4x Frigate (Republic Baldur/Takan)
3x Cruiser (Republic Tribal Ormur/Rodul)
2x Battleship (Republic Jotun/Sigur)
Deletions:
Pocket One consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate back to Pocket 1. Shortly after warping in you are given a message that you can only save one.
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present in the first pocket following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
Initially in pocket 1 you will be left with an acceleration gate and a SOE Rescue Vessel (non-hostile) once all hostile ships have been killed
====Warp in point after Rescue====
4x Frigate (Republic Baldur)
3x Cruiser (Republic Tribal Rodul)
2x Battleship (Republic Jotun)


Revision [19946]

Edited on 2014-05-01 18:51:31 by ShintuFelper [Tidy and reinterpret contradicting/confusing info]
Additions:
Note: You can use a large ship for the second part, the first part requires only a small frig or shuttle (the cargo is only 1m³).
Deletions:
Note: ++You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary++ (the cargo is only 1m³).****
You can use a large ship for the second part, the first part requires only a small frig or shuttle.


Revision [19945]

Edited on 2014-05-01 18:49:15 by ShintuFelper [Tidy and reinterpret contradicting/confusing info]
Additions:
There is no reason now to enter the pocket via the acceleration gate.
3x Frigate (Imperial Felix)
4x Cruiser (Imperial Templar Agatho)
2x Battleship (Imperial Tanakh)
4x Frigate (Republic Baldur)
3x Cruiser (Republic Tribal Rodul)
2x Battleship (Republic Jotun)
Deletions:
There
is no reason now to enter the pocket via the acceleration gate.
3x Imperial Felix (frigates)
4x Imperial Templar Agatho (cruisers)
2x Imperial Tanakh (battleships)
4x Rupublic Baldur (frigate)
3x Republic Tribal Rodul (cruiser)
2x Republic Jotun (battleship)


Revision [19029]

Edited on 2013-12-17 11:18:17 by DragonOfOne [Bounty & loot]
Additions:
==Isk==
Bounty (Amarr) :
Loot (Amarr) : ~ **7.7M Isk** in Insignias and other drops
Deletions:
-----


Revision [18801]

Edited on 2013-08-22 17:08:25 by CuttleBug [Bounty & loot]
Additions:
you have the cargo in your hold you are supposed to warp back to the mission entrance and deposit the diplomat in the can, the acceleration gate within the pocket takes you there. **Do not do this**.
There
is no reason now to enter the pocket via the acceleration gate.
====Warp in point after Rescue====
In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (See list below),(you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out). Ships will vary as to which empire space you are in.
loot = approx 11.9 Mil ISK if you salvage everything
Deletions:
you have the cargo in your hold you are supposed to warp back to the mission entrance and deposit the diplomat in the can. Do not do this.
====Pocket 2====
(you will be returning here later)
Battleships and other Large ships used to clear up and considered restricted by the ship restrictions can wait at this gate.
====Pocket 1 (redux)====
In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out). Ships will vary as to which empire space you are in.
loot = approx 11.9 Mil ISK if you can be bothered to salvage everything


Revision [18800]

Edited on 2013-08-22 16:59:31 by CuttleBug [Bounty & loot]
Additions:
In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out). Ships will vary as to which empire space you are in.
-----
loot = approx 11.9 Mil ISK if you can be bothered to salvage everything
Deletions:
In addition to the SOE Rescue Vessel, you now have faction ships of the faction you didn't save out for your blood (you do not have to kill them to complete the mission, just return the staff to the SOE rescue vessel and warp out).


Revision [18799]

Edited on 2013-08-22 16:49:38 by CuttleBug [Bounty & loot]
Additions:
Initially in pocket 1 you will be left with an acceleration gate and a SOE Rescue Vessel (non-hostile) once all hostile ships have been killed
Deletions:
Initially in pocket 1 you will have an acceleration gate and a SOE Rescue Vessel (non-hostile)once all hostile ships have been killed


Revision [18798]

Edited on 2013-08-22 16:32:08 by CuttleBug [Bounty & loot]
Additions:
Initially in pocket 1 you will have an acceleration gate and a SOE Rescue Vessel (non-hostile)once all hostile ships have been killed
Battleships and other Large ships used to clear up and considered restricted by the ship restrictions can wait at this gate.
Deletions:
Initially in pocket 1 you will have an acceleration gate and a SOE Rescue Vessel (non-hostile)
Battleships and other ships considered restricted by the ship restrictions can wait at this gate.


Revision [18797]

Edited on 2013-08-22 14:41:41 by CuttleBug [Bounty & loot]
Additions:
Pocket One consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate back to Pocket 1. Shortly after warping in you are given a message that you can only save one.
Deletions:
Pocket two consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate back to Pocket 1. Shortly after warping in you are given a message that you can only save one.


Revision [10912]

Edited on 2012-07-14 07:58:19 by DesmontMcCallock [Bounty & loot]
Additions:
----
CategoryMissions


Revision [10247]

Edited on 2012-06-13 00:40:03 by CommanderA9 [You CAN rescue both diplomats; my 3-man fleet did!]
Additions:
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present in the first pocket following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
Deletions:
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes. Either way, an opposing fleet will be present in the first pocket following your rescue. Athird pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.


Revision [10246]

Edited on 2012-06-13 00:28:05 by CommanderA9 [You CAN rescue both diplomats...my fleet just did.]
Additions:
Battleships and other ships considered restricted by the ship restrictions can wait at this gate.
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes. Either way, an opposing fleet will be present in the first pocket following your rescue. Athird pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.
Deletions:
Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind.


Revision [9323]

Edited on 2011-10-02 09:16:37 by TtoraiEve [Corrected the cubic meter sign ^^]
Additions:
Note: ++You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary++ (the cargo is only 1m³).****
Deletions:
Note: ++You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary++ (the cargo is only 1m3).****


Revision [8699]

Edited on 2011-06-07 15:07:38 by MaurriK [added mini-guide to large ship.]
Additions:
Note: ++You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary++ (the cargo is only 1m3).****
You can use a large ship for the second part, the first part requires only a small frig or shuttle.
**How to complete this mission with a large ship.**
There are 2 parts to this mission, the first part restricts the size of ship that can be used, simply grab the cargo using a shuttle or frig, once
you have the cargo in your hold you are supposed to warp back to the mission entrance and deposit the diplomat in the can. Do not do this.
Instead of returning to the entrance start point, go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you place
the rescued diplomat in your cargohold. Upon returning to the warp-in entrance you can kill everything with your large ship and deposit diplomat.
Deletions:
Note: You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary (the cargo is only 1m3).


Revision [8678]

Edited on 2011-06-04 13:29:41 by CypheredS [ship types]
Additions:
3x Imperial Felix (frigates)
4x Imperial Templar Agatho (cruisers)
Deletions:
3x Imperial Felix (frigates or destroyers?)
4x Imperial Templar Agatho (cruisers or battlecruisers?)


Revision [7803]

Edited on 2011-02-03 11:17:12 by HoshiIsamu [+CategoryLevel3]
Additions:
CategoryLevel3


Revision [7408]

Edited on 2011-01-27 13:04:55 by NycTef [update with Minmatar spawn and some details]
Additions:
Note: You cannot take a battlecruiser into this mission! A well-tanked cruiser or fast frigate is necessary (the cargo is only 1m3).
Pocket two consists of two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate back to Pocket 1. Shortly after warping in you are given a message that you can only save one.
Example Amarr spawn:
Example Minmatar spawn:
4x Rupublic Baldur (frigate)
3x Republic Tribal Rodul (cruiser)
2x Republic Jotun (battleship)
Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind.
Deletions:
Pocket two consists of two cans one labled Minmatar Embassy Housing, one labled Amarr Embassy Housing and an Acceleration Gate back to Pocket 1. Shortly after warpin you are given a message that you can only save one.
When I saved the minmatar, I got the following Spawn:
Not sure what the spawn is for choosing Amarr.
Contrary to the mission advice, if you do not shoot the faction ships, you do not loose faction standing.


Revision [7333]

The oldest known version of this page was created on 2011-01-23 11:59:18 by AelanaAnais [update with Minmatar spawn and some details]
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