Eve Online – Comments & Reviews
Eve Online has five factions. The Amarr, a militantly theocratic empire, is fully armed with the newest technologies and the strength of their faith in their god, the Amarr expanded their empire by conquering and enslaving several races. Generations later, after the intense culture shock of encountering the Gallente Federation, and in the wake of a disastrous attempted invasion of Jovian space, many Minmatar took the opportunity to rebel and successfully overthrew their enslavers, forming their own government. However, much of their population remain enslaved by the Amarr. The Gallente and the Caldari homeworlds are situated in the same star system. The Gallente became a high-functioning technological society some hundred years before the Caldari, building the first lastingly democratic republic of the new era in the form of the Gallente Federation. Originally the Caldari were members of the Federation, though cultural animosity between the two peoples spiralled into a war during which the Caldari seceded from the Federation to found their own Caldari State.The war lasted 93 years, with neither nation able to overwhelm the other. Both the Gallente Federation and Caldari State are economical and trade oriented nations. However, the Gallente favour liberal economic policies, encourage individual entrepreneurship and social democracy and Caldari State is organised as a form of statist corporatocracy, where the State itself is owned by and operated on behalf of a few trust-like megaconglomerates. Due to their multiculturalism the Gallente Federation attracts many immigrants maintaining a high-rate population growth. The Caldari State originally existed at a relative population deficit, this was rectified instead by a State-wide programme of artificial reproduction. Finally, The Jovians (a non-playable race) were colonists, too. They expanded outward and eventually turned to genetic engineering in order to mold themselves into a species more suited for deep-space life and long-range interstellar exploration. Genetic experimentation, however, eventually led to the deadly “Jovian Disease”, a heritable psychiatric disorder which, despite their best efforts to reverse it, crippled their civilization. They now inhabit a region of space supposedly inaccessible to outsiders.
Each of the races have characteristic philosophies of starship design. Minmatar ships tend to be quite fast but fragile, and rely on their high speed maneuvrability to evade the tracking systems of heavier weapons. Amarr ships are ponderous, densely armored, and pack batteries of powerful laser-based energy weaponry. Gallente ships are sleek, well designed and armored, and specialize in deploying fleets of robotic drones while mounting hybrid weapons that operate using superconducting magnets to accelerate mass toward targets at extreme speeds. Finally, Caldari ships are typically poorly armored and not specially fast but utilise powerful energy shields, and make extensive use of torpedo/missile launchers.
Ships in Eve Online are organized into classes. Each of the four races has their own unique ship design preferences and varied 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. Also, According to the ever-changing nature of Eve Online there is no guarantee that the best ship for a task today will continue to be the best ship tomorrow. Ships in Eve Online come in four size classes. Small starships include frigates and destroyers. Medium starships include cruisers and battlecruisers. Battleships make up the large size class. Capital starships include carriers, dreadnoughts, supercarriers and titans. Each spaceship has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. 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. Examples of high slot modules include weapons such as turrets and missile launchers, cloaking devices, tractor beams, and other tools for mining and salvaging. Mid 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. Low slot items include armor enhancements and repair, increased cargo space, and improved speed, agility, computers, or power supply. Different-sized ships have different numbers of module slots. A ship may also have one or more slots for rigs, 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 three sizes: small, medium, and large, 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 certain aspect of the ship; for example armor rigs reduce the maximum velocity of the ship.
All ships in the game are also classed according to Tech level, from Tech I to Tech III. Tech I (or T1) ships are general purpose. Tech II (T2) ships are based on T1 designs that have been modified to perform specific roles using specialized technology. T2 ships are harder to manufacture and also require significantly greater skills to fly than their T1 variants. The Apocrypha patch introduced into Eve Online a new type of ship: the Tech III (T3) strategic cruiser. These highly advanced starships gain their unique qualities by being manufactured from material recovered from beyond wormholes, another new feature introduced by Apocrypha. Strategic cruisers are quite rare and expensive, and require unique skillsets on the part of manufacturers that allow the reverse engineering and integration of highly advanced technologies recovered from dead or dormant ancient civilizations. They differ from other ships in that the actual hull is modular. Players customize a hull to the specifications they want, and then add the modules separately as they would to any other ship. Only the strategic cruiser hulls can be modified in this way; other ships’ hulls are set. Strategic cruiser hulls are not equipped with a default layout of low, medium, and high slots but possess five subsystem slots that can be populated with subsystem modules that affect ship characteristics more dramatically than normal modules or rigs, such as altering the number of standard module slots that are available.
Character creation in Eve Online includes many customizations which makes the character more personalized, it is a good start however some players might get confused or frustrated as the game advances because of the many different controls it contain. It is recomended to follow up the tutorial (including missions) to advance quickly and safely before trying to achieve certain independence to continue advancing in the game.Apart from enhancing the ship, characters are training skills continuously. Unlike other massively multiplayer online games, player characters in Eve Online advance their training also thorugh a passive process that occurs in real world time so that the learning process continues even if the player is not logged in. Skills can take anywhere from a few minutes to several months to train.
In Eve Online the amount of money or materials in the universe is not fixed and, as such, the economy operates under supply and demand. Market manipulation is possible on a large scale, particular examples being ramping and bear raids. CCP does not issue refunds on in-game purchases. This causes scamming to become an ever-present risk. To earn money some characters operate primarily as traders, buying, selling and transporting goods to earn profits. Others operate primarily as producers, miners, collecters or crafters purchasing components or raw materials and transforming them into useful items wanted by players. Some other characters operate as mercenaries or pirates.
In-game currency is not freely convertible with real world currency. Players may only pay real world currency to CCP for in-game items (specifically the Pilot License Extension (PLEX), a token for renewing one’s game subscription that can be traded in-game for virtual currency). The reverse, turning in-game currency or items into real-world money, is prohibited. Due to the game’s focus on freedom, consequence, and autonomy, many behaviours that are considered griefing in most MMOs are allowed in Eve, such as stealing from other players, extorting, and causing other players to be killed by large groups of NPCs. Only malicious, prolonged and concentrated harassment where no material gain is involved and a few other actions are considered to be illicit griefing by the game’s developer.