Development of ranks was split into two major steps. One was easy and we shall call that "Stuff Game Design did" and then we had another much bigger and difficult task which we shall entitle "Trying to figure out names for the bastards", and I would like to take a little time to explain each. Stuff Game Design did Here is what I originally planned to put in this section: "Twiddle their thumbs" But apparently I actually have to make it seem like everyone did something so, basically, we had the grand vision. This was having medals and ranks as one big design and implementing the whole lot.

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Learn how and when to remove this template message Ships in Eve Online are organized into classes, from tiny frigates only a few dozen meters in length to gigantic capital ships up to 17 kilometers long as large as whole cities. Ships fill different roles and vary in size, speed, hull strength, and firepower; smaller ships are generally faster and capable of disabling their targets, but lack the damage output necessary to destroy larger ships, while capital ships do very high amounts of damage but have difficulty striking smaller, mobile targets.

Each of the four races has its own unique ship design preferences and strengths and weaknesses, although all races have ships that are meant for the same basic roles and are balanced for play against each other. This means that there is no "best ship" in Eve Online. Furthermore, unlike many online games, Eve Online does not feature racial bonuses; that is, characters of different races do not gain intrinsic advantages for flying ships designed by their own races.

Thus, players are encouraged to use starships that meet their preferred style of play, and the game does not provide incentives for playing as one race rather than another.

However, the ships of different races receive unique bonuses to certain things. Ships have a wide variety of characteristics, including power grid, CPU, capacitor size and recharge rate, energy shields, armor, maximum velocity, agility, locking range, and maximum number of lockable targets. These bonuses usually correspond to the role the ship has been designed for, and thus vary widely. For instance, the Caldari "Caracal" cruiser has a bonus to the rate of fire of certain missile launcher types, while the Gallente "Vexor" cruiser has a bonus to the damage and hitpoints of certain types of combat drones.

One important characteristic of a ship is the slots it has available for modules. Slots and modules come in three variants—high-, mid-, and low-power. High-power slot modules include weapons such as turrets and missile launchers , cloaking devices , and tractor beams and other tools for mining and salvaging. Mid-power slot items include modules to improve shields or propulsion, repair hull damage, engage in electronic warfare , and "tackle" other ships to slow or stop movement and prevent escape.

Low-power slot items include armor enhancements and repair, increased cargo space, and improved speed, agility, computers, or power supply. Ships of different sizes have different numbers and ratios of module slots. A ship may also have two to three slots for rigs, which are modules that require no power grid or CPU, but instead require a ship resource called calibration. Installing a rig is a semi-permanent action, as a rig cannot be removed from the ship without being destroyed.

Rigs come in four sizes, small, medium, large, and capital, which roughly correspond to the size of the ship, and are used to affect other aspects of the ship such as maximum speed or cargo capacity, or to augment the capabilities of other modules installed in the ship.

Most rigs also incur a penalty to a certain aspect of the ship; for example, armor rigs reduce the maximum velocity of the ship. Tech I or T1 ships are general purpose, easily manufactured models that perform simple, straightforward functions in an obvious way; faction ships, which are usually very expensive and very proficient at their intended tasks, are also T1.

Tech II T2 ships are based on T1 designs, but have been modified to perform specific roles using specialized technology. T2 ships are harder to manufacture and are only produced by certain corporations, and are priced well above the T1 variants. They also require significantly greater skills to fly than their T1 variants.

These highly advanced starships are manufactured from material recovered from beyond wormholes , another new feature introduced by Apocrypha; this gives them unique qualities. Strategic cruisers are rare and expensive, and require manufacturers to have unique skillsets that allow the reverse engineering and integration of highly advanced technologies recovered from dead or dormant ancient civilizations.

The T3 ships introduced by Apocrypha differ from other ships in that they are modular. While these lack the modular nature of their strategic cruiser big brothers, they can dynamically swap between three "modes", augmenting their offensive, defensive, or propulsion capabilities, respectively, as needed by the pilot, even in the midst of combat.

This gives these tactical destroyers substantially superior offensive, defensive, or evasive capabilities than other lower-tech destroyers, though they can only utilize one of the three capabilities at a time. Players and communities Players have several interaction options when playing Eve Online.

Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, such as pirate clans or corporations. Corporations and alliances Players can organize themselves into corporations similar to guilds or clans in other MMOs.

The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors.

Alliances can control enough star systems that their territory can be plotted on the Eve Online game map. These power blocs are typically referred to as "coalitions". Corporations take up numerous business models such as mining, manufacturing or "ratting" hunting NPC pirates for their bounties and loot.

Many corporations offer a variety of benefits to their members, such as free or discounted ships, equipment, formal training, and organized corporate group operations.

Among the many activities that corporations can organize is piracy. Actions considered piracy generally involve breaking the in-game law, and can come in a variety of forms. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate characters often will have low security status and may even be branded as outlaws by CONCORD.

Likewise, victims of overt piracy may retaliate without intervention from CONCORD, often via an expressed right to destroy the pirate ship i. Although piracy activities are "illegal" within the game universe, they are not against the rules of the game, i. There are, however, legal ways to attack other players in high-security space. Whole corporations and whole alliances can officially declare war on or "war-dec" other corporations or alliances for a weekly fee, permitting all members of the involved corporations or alliances to attack each other without loss of security status or the intervention of CONCORD.

Demographics N. Closed alpha testing was held on a small cluster for some time, with about 3, players chosen from an initial pool of 50, The average weekly playtime was 17 hours, or just under 2. EVE Online" to Japan in the fall.

Localized services for Japanese players would enable them to access the game in their native language through the Tranquility server, which currently hosts over , subscribers from around the world in three languages: English, German and Russian.

This record was set on the eve of Eve Online 10 year birthday and topped the previous record of 63, set January 23, Eve Online typically experiences the highest number of users on Sundays and the peak player records have almost exclusively been broken on Sundays.

The tournament pitted three-man teams from the top alliances against each other. Eve TV provided live in-game footage of the battles along with expert commentary. Analysis of the teams and strategies, interviews with CCP staff and behind-the-scenes specials were also aired between battles. A total of 95 matches were scheduled, with the Band of Brothers [66] alliance emerging the winner. This was once again broadcast via live streaming video by Eve TV [65] The tournament saw 40 Alliances [68] pitting five-man teams against each other.

Once again, the Band of Brothers [66] alliance emerged as the winner. Of particular note in this tournament was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate. A total of 64 teams took part in the qualifying rounds on opening weekend. While the final weekend was broadcast live via Eve TV, the qualifying rounds were broadcast through various Eve Online radio channels.

A number of changes were made to the tournament rules. A number of changes were made to the format of matches, which included increasing the maximum number of pilots from 10 to The Alliance stunned everyone beating top teams to claim the title of Champions. Eve combined concepts from Elite with the multi player chat and player-versus-player aspects of Ultima Online.

Both the server and the client software for Eve Online are developed in Stackless Python , a variant of the Python programming language. Stackless Python allows a relatively large number of players to perform tasks without the overhead of using the call stack used in the standard Python distribution.

This frees the game developers from performing some routine work and allows them to apply changes to the game universe without resetting the server.

In February CCP announced that they planned to discontinue the official Linux client with the next major patch, [95] and advised on using third-party programs to run the Windows version of the client under Linux namely Wine.

Some of these, such as automated applications designed to claim publicly available contracts accidentally put up without an associated cost, can result in a ban if discovered,[ citation needed ] while others are endorsed, tacitly or explicitly, by CCP.

EVEMon, a. NET application that monitors and forecasts skill training times, is one example of an explicitly authorized external application. It also introduced the newly rebalanced frigates, destroyers, cruisers, and battlecruisers. Apocrypha included an overhauled probing system, wormholes, a smarter and tougher AI and customizable Tech 3 ships as its major features.

It also included a redesign of the UI and in-game mailing system. Tyrannis added new features, such as the ability to exploit planetary resources, a social networking program called EVE Gate, new technology for ships, and graphical updates.

Rapid release cycle On May 6, at their yearly Fanfest convention, CCP announced the move from the current development cycle of two expansions per year, to ten feature-releases per year on a rapid release cycle. Senior Producer of EVE Online Andie Nordgren CCP Seagull stated that the move was to necessary for future developments to have a more flexible release cycle, rather than the deadline imposed on the previous system, allowing smaller patches and changes to be deployed more rapidly and large projects not having to be rushed due to the expansion deadline.

She described the new release cycle as a "hybrid form", where expansions would be "a set of big, connected features" with no fixed number per year, while the feature-releases would continue to bring "quality of life changes, ship balance changes, visual upgrades" and other smaller additions.

Planned future developments The developers have been working on a game feature to allow players to exit pods and interact with other player avatars in the communal setting of a station interior. The "Future Vision" trailer portrays Dreadnaught-class ships performing planetary orbital bombardments on Dust battlefields.

The first glimpse trailer of Dust ended with a ship exploding in the atmosphere. However, the interaction between Dust and Eve has not been fully defined and no official confirmation has yet been provided. At Eve Fanfest , a working prototype was demonstrated in which a Caldari Crow interceptor could be seen navigating a makeshift landscape superimposed on a nebula. However, this effort was later abandoned. CCP has stated that full-scale integration of such features requires an enormous effort and is only planned for post-Revelations expansion production phases, According to developers, players hired by Eve Online alliances would fight over planets.


EVE Fiction

To view it, click here. Game fiction is often not exactly at the top of the list of quality books, but this one sets new records in terms of horridness. Please note that I am an avid EVE player and love the game. The following was written for an EVE community site, so might take some knowledge about the game for granted, but it should be accessible to others just as well.


EVE: The Empyrean Age

Non-flagged players cannot gain access to these channels. Players enlisted into Factional Warfare may receive role-playing and military mails sent from their faction entity. Miscellaneous 5 songs have been added to the jukebox for your in-flight listening pleasure. Changes Edit Ships Heron : capacity increased to m3 to match the other astrometrics frigates. Volume increased to 18,m3, maximum targeting range decreased to 37,m and gravimetric strength decreased to


Empyrean Age




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