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Eve Online - Ed's journal
Eve Online
OK, I'm now thoroughly hooked.
Bit of a bugger, cos it means I have someting to 'fill' evenings with, and not go to the gym :/.
Never mind. I'll cope.

As ever MMORPGs are good by virtue of their freedom. This really is the way 'elite' should have developed - I'm doing pretty good runnning missions, however of the people I know, one's been bounty hunting, one has been trading, and another has been mining. (Not to exclusion mind, but just primarily).

I'm starting to look at market trading - at a basic level you can buy or sell stuff in your current station, and set buy/sell orders if the thing you're selling (or buying) isn't there. There are a bunch of skills to extend this, to increase the number of orders you can have pending, to increase the 'range' at which you can buy and sell, to alter your orders remotely, and to propagate your orders across systems. The economy is very nicely done, although it does suffer from rather brutal inflation, due to a large amount of cash generation potential by PCs - there's NPC buyers and sellers for 'basic' items (like ordinary skill books) however they tend to buy and sell at the 'average' market price.

It means, that outfitting a 'basic' ship with 'basic' hardware will cost around 100-300k ISK - the NPC factories produce enough of these that the price remains low - although in some cases, the price is lower even than the insurance pay out when you get it destroyed. But 'non basic' eg. better kit is going for more than that per item. (A standard 150mm railgun sells for about 10k ISK. A 'named' 150mm railgun will sell for around 300-600k ISK.). Oh, and the trade skill 'average' price seems to be around the 4million ISK mark, which given you can start with it on a character, seems somewhat excessive - then again, it's a skill that is very much worth having for everyone, so demand stays high.

It would seem to be quite feasible to remotely buy, set up a 'courier' mission, where by you pay another player to shift the cargo, and then set a remote 'sell' order. This strikes me as being very cool indeed.

This is all well and good. The place where it start's getting fun though, is when you start doing teamed operations... like ... well almost all of the above (trading doesn't work quite so well, but the rest do).

Eve have even gone as far as adding 'leadership' skills so that people in a group gain a bonus to various things.

I'm also competing with girl_working for 'most ships lost'. I'm up to 3 now. I still hold though, that losing a ship on a mission where you get paid enough to pay for it, and all the stuff on it, and make a profit doesn't count :). (provided you do actually complete the mission). And anyway, they were just frigates, nothing larger :).

I'm gaining an appreciation for the 'ship fitting' system. It's suitably straightforward, with 'high' 'mid' and 'low' slots - how many of each you get, depends on the ship. And each thing you can fit is simply a question of how much power and processor it uses. There's never enough of either for a 'perfect' load out. In theory, you can fit battleship guns to a frigate, but the power demands are just so high, that you'll never be able to use them. Cruiser weaponry on the other hand...

But between there being several different 'types' of turret - Hybrid (basically railguns), Ballistic (artillery), Laser. And of course missile launchers, there's really a horse for every course.

Then you add in the fact that you have a colossal amount of choice for mid and low slots, it's untrue.
Afterburners for extra speed, shield boosters for those sticky moments, hull/armour reparirers for when they've knobbled your shield, various kinds of armour/shield enhancments, 'webifiers' which slow your opponent right down, warp jammers to stop them jumping out, and then you get into the various kinds of sensor boosters and sensor jammers.

And then there's simple things like enhancements to recharge rates, fire rates, fire power, speed etc...

The Electronic warfare stuff I like too, although that's due for an overhaul so I'll wait and see on that one (not like I can really use it yet anyway).

Can't fit 'em all, because you don't have enough slots. Can't even fit the 'best' in every category, because you simply don't have enough power or cpu. So you have to choose what you're after in this ship loadout. If you know your target, you can pick something that will allow you to be very effective, but somewhat vulnerable to anything else - weapons have damage types, and you can 'harden' against specific ones. And you can tool up with either close range mauling weaponry, or long range sniping weaponry - which you go for really depends on your ship and their ship.

The skill training I'm starting to like too. No XP. No 'powerleveling'. Just straight time based training (stat modified). Real time too, not online time. OK, so it means the 'older' characters are basically always harder. Because the exponential nature of the skills though (level 1 takes 250 skill points, level 5 256,000 for a 'rank 1' skill) the difference isn't so much that with a bit of planning or tactics, you can't beat them. Assuming you're not so far behind them that you're flying a little ship vs their battleship - whilst _in theory_ that's winnable, the odds are pretty low - they have a hard time tracking and locking you, but they only have to hit once... Get a bunch of you though, and whilst you'll lose a few ships, you'll probably win.
High rank/high level skills take a long time to train, but basically all the skills are worth having to some degree - it's not so much a choice of whether you'll bother or not, it's whether you want to fly a cruiser, or be effective trading on the markets first.

And then of course, you get corporations, corporate politics etc. Start off as a member of 'newbie corp' but can join (or create) one of your choice. And get involved in alliances, and corp wars, which is cool.

Oh and if anyone is interested, 14 day trials are 'freely' available (as in, you don't even have to key in a card number). Actual signup is a whole 19.95 euros, and costs about 12 euros a month. (a little less if you pay over a year or six months)
6 comments or Leave a comment
girl_working From: girl_working Date: February 21st, 2005 12:09 pm (UTC) (Link)

1 x Merlin - replaced after petition due to my encounter with a 1.5mil BS on my 1st storyline mission at 2 days old.

2 x Moa - Erm, OK, must remember not to get too close *trains nav & afterburner so she can get a MWD*

That's it. :P So /technically/ I've lost less ships as the Merlin wasn't my fault & it got replaced...
sobrique From: sobrique Date: February 21st, 2005 12:16 pm (UTC) (Link)
Bah even 1 moa is more than all mine put together ;p
girl_working From: girl_working Date: February 21st, 2005 12:20 pm (UTC) (Link)
Yes, yes... :P But we were discussing NUMBER of ships lost, not COST of ships lost... :P
darkgodfred From: darkgodfred Date: February 21st, 2005 06:13 pm (UTC) (Link)
Bah. I'm still far ahead of the pair of you.

I've been podded several times, lost a small selection of frigates, a pair of cruisers and a hauler and just to win on cost, a 25 million isk Cyclone. Which I think would cover all of your losses combined.

And now the server is down so I can't get on and mine for my battleship.
girl_working From: girl_working Date: February 21st, 2005 12:09 pm (UTC) (Link)
Courier missions are (apparently) buggy atm... So wouldn't recommend using 'em...
nuala From: nuala Date: February 21st, 2005 12:53 pm (UTC) (Link)
6 comments or Leave a comment