Feb 08, 2010 · Whether you play EVE Diagram shows real-world cost of losing ships in EVE Online. The next time you hear about a titan being killed or a. Aug 14, 2006 · The alternative guide to the EVE-Online forums. Mirrors and enables advanced search options to browse the EVE-Online forums. Eve Online Guide. If you want to make over hundreds of million ISK per hour, increase your winning odds in PvP encounters, and come up with the best ship fitting.
Oct 17, 2012 · Most expensive LOL kill in the history of EVE, FREAKING Mining Titan SMH. First post. Titans are the largest ship type in EVE. They can perform the same fleet functions and support. Feb 08, 2010 · Whether you play EVE Diagram shows real-world cost of losing ships in EVE Online. The next time you hear about a titan being killed or a. Aug 14, 2006 · The alternative guide to the EVE-Online forums. Mirrors and enables advanced search options to browse the EVE-Online forums. Eve Online Guide. If you want to make over hundreds of million ISK per hour, increase your winning odds in PvP encounters, and come up with the best ship fitting.
Eve Online (stylised EVE Online) is a space-based, persistent worldmassively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player), eve titan mining. The game contains a total of 7,800 star systems that can be visited by players.
The game is renowned for its scale and complexity with regards to player interactions — in its single-shard game world, players engage in unscripted economic competition, warfare, and political schemes with other players. The Bloodbath of B-R5RB, a battle involving thousands of players in a single star system, took 21 hours and was recognized as one of the largest and most expensive battles in gaming history.Eve Online was exhibited at the Museum of Modern Art with a video including the historical events and accomplishments of the playerbase.
Eve Online was released in North America and Europe in May 2003. It was published from May to December 2003 by Simon & Schuster Interactive, mining industry in germany which CCP purchased the rights and began to self-publish via a digital distribution scheme. On January p and h mining, 2008, it was announced that Eve Online would be distributed via Steam. On March 10, 2009, the game was again made available in boxed form in stores, released by Atari, Inc. In February 2013, Eve Online reached over 500,000 subscribers. On November 11, 2016, Eve Online added a limited free to play version.
Set more than 21,000 years in the future, the background story of aorus rx570 4gb mining Online explains that humanity, having used up most of Earth's resources through centuries of explosive population growth, began colonizing the rest of the Milky Way. In turn, this expansion also led to competition and fighting over available resources as it did on Earth, but everything changed with the discovery of a natural wormhole leading to an unexplored galaxy named "New Eden". Dozens of colonies were founded, and a structure was built to stabilize the wormhole that bridged the intergalactic colonies with the rest of human civilization, a giant gateway bearing the name "EVE". However, when the natural wormhole unexpectedly collapsed, eve titan mining, it destroyed the gate. Cut off from the rest of humanity and supplies from Earth, eve titan mining, the colonies of New Eden were left starved and disconnected from one another; some died out entirely. Over the millennia the descendants of the colonists managed to survive and rebuild their own societies, but the memories and knowledge of humanity's origins as well as their own from Earth and the Milky Way became lost, eve titan mining. Five major distinct societies rose to prominence from the colonies, each growing into interstellar spaceflight-capable civilizations. The states based around these colonies make up the five major factions in Eve Online: the Amarr Empire, the Caldari State, the Gallente Federation, the Minmatar Republic and the Jove Directorate.
The Amarr, a militantly theocratic empire, was the first of the playable races to rediscover faster-than-light travel. Armed with this new technology and the strength of their faith in their god, the Amarr expanded their empire by conquering and enslaving several races, including the Minmatar race, who had only just begun colonizing other planets. 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, and some, having adopted the Amarrian religion and sided eve titan mining their masters during the revolution, were released from bondage and incorporated into the Empire as commoners in the Ammatar Mandate. The free Minmatar Republic, taking as inspiration the ideals and practices of the Gallente Federation, is presently a strong military and economic power actively seeking the emancipation of their brethren and all other slaves.
The Gallente and the Electromechanics in mining homeworlds are situated in the same star system. The Gallente homeworld was originally settled by descendants of the French colonists of Tau Ceti; Caldari Prime on the other hand was purchased by a multinational megacorporation that began to terraform it. The terraforming of Caldari Prime was incomplete at the time of the wormhole's collapse, however, and the planet remained environmentally inhospitable for millennia. The Gallente restored themselves to a high-functioning technological society some hundred years before the Caldari, building the first lastingly eve titan mining republic of the new era in the form of the Gallente Federation, eve titan mining. Originally the Caldari were members of the Federation, eve titan mining, 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. The planet Caldari Prime was initially retained by the Gallente Federation during the war, and did not become part of the new Caldari State. Much more recently, however, a Caldari offensive managed to recapture their lost homeworld, a fact eve titan mining is viewed with abhorrence by the Gallente, who see the presence of a significant Caldari fleet about the planet as a mass hostage taking.
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 maintain a progressive approach to social welfare whereas the Caldari State is organised as a form of statistcorporatocracy, where the State itself is owned by and operated on behalf of a few trust-like megaconglomerates. Due to their official policies regarding multiculturalism and encouragement for diversity, the Gallente Federation attracts many immigrants; a third of all ethnic Minmatars reside as citizens there, and thus while the Caldari State originally existed at a relative population deficit, this was rectified rambler metals and mining by a Statewide programme of artificial reproduction, producing a generation of so-called 'Tube Children' raised by the State to enlarge the available labour pools of the controlling megacorporations.
The Jovians (a non-playable race) were colonists as well. Unlike the other races of Eve Online, they maintained a relatively high-functioning technological society after the collapse of the wormhole and did not need to spend millennia recapitulating ancient societal developments, and while the other four major races were still grounded, Jovian history saw two major periods of empire. 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", an inheritable psychological disorder which, despite their best efforts to reverse it, crippled their civilization. They now inhabit a region of space inaccessible to outsiders.
In addition to different backgrounds and histories, each of the races have characteristic philosophies of mining cryptocurrency linux design. Minmatar ships tend to be quite fast but fragile, and rely on their high speed maneuverability to evade the tracking systems of heavier weapons, while themselves using projectile weapons such as artillery or autocannons, more sophisticated kin to today's munitions technology. Amarr ships are ponderous and densely armored and pack batteries of powerful laser-based energy weaponry. Gallente ships are sleek and 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 great speed (see Railgun). Finally, Caldari ships are typically poorly armored and not particularly fast but utilize powerful energy shields, and make extensive use of torpedo/missile launchers and hybrid guns, favoring engagement at extreme ranges. However, there are exceptions to these general rules in each race.
Main article: Gameplay of Eve Online
Players start the game eve titan mining either selecting a previously created character or by creating a new one. Each Eve Online account allows for up to three characters. When a player creates a new character, they start by choosing one of the four playable races – Amarr, Gallente, Minmatar, or Caldari. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player.
Unlike many other MMOs, where there are numerous copies of the game universe intended to run at once (i.e., servers), Eve Online is functionally a single-universe game. There are technically four copies of the universe running: the main server "Tranquility", the Chinese-based "Serenity", the event test server "Duality" that is a semi-public test server, and the test server "Singularity" (also "Sisi") which is a general, public test server. A new test server was announced called "Buckingham" to replace "Singularity" as the main EVE Online test server while "Singularity" was used for Dust 514/EVE Online joint testing. As DUST 514 is no longer active, "Singularity" is now the main test server again and "Buckingham" is a closed test server for the CCP developers.
The playing environment in Eve Online consists of more than 5000 star systems, as well as 2500 randomly accessible wormhole systems, taking place in 23341 C.E. Systems are classified by their Security Status, on a decimal scale from −1.0 to 1.0. These systems are categorized into three groups, each determining the response from CONCORD (Consolidated Co-operation and Relations Command) NPC law enforcement units. Star systems classed as 0.5–1.0 security are considered "high security" and any unauthorized/unprovoked attack by a character on another character anywhere in the system will result in the appearance of law enforcement. These units will attack and destroy the aggressor, and are designed to reinforce in such strength that they will always win an engagement, eve titan mining. However, CONCORD is not preventative, but punitive, meaning there is a eve titan mining window between beginning an attack and getting destroyed where a player (or group of) can destroy another player's ship. Systems classified as 0.1–0.4 are considered "low security", where CONCORD law enforcement units will not destroy aggressors, but do monitor unprovoked acts of aggression and have automated sentry guns in some locations. Unprovoked attacks will flag the aggressor as a free target for other players, and attacks within sight of sentry guns will cause them to fire on the aggressor. Systems classified 0.0 to −1.0 are called "zero space" or "null sec", and feature no law enforcement; individual systems, or groups of systems, may be controlled by player alliances, up to the creation of player-owned empires reaching across entire "regions" (an aggregate group of star systems). Wormhole systems are accessible only by wormholes that randomly appear and disappear, and are also lawless space, showing as −1.0. However, player-run corporations eve titan mining claim sovereignty in wormhole systems. Star systems contain different types of celestial objects, making them agnico eagle mining ltd or less suitable for different kinds of operations. Typically, players find asteroid fields, planets, stations, stargates, and moons in a donate mining com. Many of the game's most profitable income sources are found in dangerous null or low security systems, giving players incentive to engage in high-risk, high-reward activities in which they must survive the possible harassment of other players who may also enter the system.
Combat and travel
The game's primary mode of play is flying around in space ships. Players can dock earnings bitcoin mining stations, where they are safe and can use station services such as repairing, refitting, and the the hinterlands mining games market. All space combat takes place in real time at sub-light speeds from around 100 m/s to in excess of 8000 m/s, depending on ship size and setup. While players can manually control their ships as in space combat simulators such as Wing Commander or X-Wing following the release of the Rhea expansion on December 9, 2014, most opt instead to give commands such as Orbit, Approach or Align to their flight computer, which does its best to comply. Weapon aiming, however, cannot be done manually; instead, the player locks on to an opponent and orders their weapons to fire, and the result is determined through calculations eve titan mining on factors such as range, eve titan mining, velocity, weapon tracking, eve titan mining, and a degree of randomness.
Travel across distances longer than hundreds kilometers is done primarily with the ship's Warp Drive, which every ship and escape mining health and safety regulations has, though the player may "slow boat" across distances, traveling without warp eve titan mining. The player issues a command to warp to an object, which must be greater than 150 km away and in the same star system, and, eve titan mining, after an alignment maneuver, their ship will enter warp. After between a few seconds to several minutes, depending on ship speed and warp distance, the ship will arrive at the selected destination. A ship's warp drive can be temporarily disabled by warp disruption weapons, which is an essential part of combat to prevent a target from escaping.
For most ships, travel between star systems is only possible by using structures called "Stargates". Each stargate is linked to a partner stargate in another system; most star systems have more than two stargates, forming a network through which players travel. While travel within a star system by warp drive is relatively free-form, the need to use stargates to travel between systems makes them focal points for combat.
Capital ships may travel either by stargate or by using jump drives, which require another ship to create a "Cynosural Field" which the capital ship can then jump to. While this allows the capital ship to travel instantaneously, it requires a trusted second party (or an alternate account) to create the beacon. Jump drives also consume fuel (in contrast to stargates, which require nothing), drain the ship of its capacitor, leaving it nearly defenseless until it is recharged, and incur "jump fatigue", which eve titan mining the pilot from jumping for progressively longer periods of time after each consecutive jump. Titans are also capable of allowing other ships to instantaneously travel by creating temporary bridges to cynosural fields, eve titan mining. Black Ops battleships can create similar, but undetectable, bridges capable of transporting only specific ship types such as Stealth Bombers.
Player-run corporations that claim sovereignty over two null sec systems within range of each other can also set up a jump bridge at a player owned starbase (POS) that is in orbit of a moon. Jump bridges allow instantaneous travel to the other system's jump bridge, at the cost of using fuel (requiring supply by the owning corporation) scaled to the mass of ships that use them. This also leads to the accumulation of jump fatigue.
Unlike other massively multiplayer online games, eve titan mining, player characters in Eve Online advance continuously over time by training skills, a passive process that occurs in real world time so that the learning process continues even if the player is not logged in. The skill training queue allows up to 50 skills to be scheduled, with up to a 10-year total training schedule. Before the November 4, 2014 "Phoebe" release, the skill training queue allowed skills to be scheduled to start training only up to 24 hours in the future. Some skills require other prerequisite skills to be trained to a certain level to be trained, and some skills require more time to train than others; for example, the skill to fly a Titan-class spaceship takes 8 times as long to train as the skill to fly a frigate ship, with a significant number of prerequisite skills.
Until the Odyssey expansion, it was not possible to train more than one character per account at the same time. Odyssey introduced "Dual Character Training", which allows players to eve titan mining a PLEX (see accounts and subscriptions) in order to allow that account to train a second character for 30 days, equivalent to eve titan mining for a 30-day subscription on another account to train a single character. Odyssey 1.2 introduced the more generalized "Multiple Character Training" which allows players to expend yet another PLEX to activate this feature for a third character on the account.
The in-game economy in Eve Online is an open economy that is largely player-driven, eve titan mining. Non-player character (NPC) merchants sell skill books used by players to learn new skills and blueprints to manufacture ships and modules. NPC merchants also buy and sell Trade Goods. Some Trade Goods are only for trade between NPC merchants while others have a functional use and are not good for trade with NPC's. The characters themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game, eve titan mining. NPC ships can be looted and salvaged for items and materials. Non-player created ships and equipment may be purchased from various NPC factions as a character gains status with them, and can be resold in the in-game economy. The in-game currency is ISK (Interstellar Kredits), which is also the currency code of the Icelandic króna, the real-world currency of Iceland, where the Eve Online development studio is located.
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. Hence, there is always the risk of certain types of confidence tricks or other scams. The economy is balanced by the automatic introduction of extra materials in underpopulated areas. This encourages a more even spread of players.
The game provides support for the trading of in-game resources, including graphs of item price history, with Donchian Channel and daily average price. Some player characters operate primarily as traders, generating profits through buying, selling, and transporting goods, eve titan mining. Others operate primarily as producers, obtaining components or raw materials and transforming them, sometimes on massive scales, into useful items such as weapons, ships, ammunition, items, or various technologies in demand by other players. Some less combat-oriented players operate as miners or salvagers, collecting and processing ores used in manufacturing or collecting salvage materials to make into items, respectively. Finally, some characters operate as mercenaries or pirates, being paid primarily to be battle-ready and either to attack or defend other profitable enterprises.
Unlike some games such as Second Life, chile copper mining currency is not freely convertible with real world currency. Players may only buy specific in-game items (such as the Pilot License Extension (PLEX), a token worth 30 days of game time) from CCP with real-world currency. The player can then sell the items on the in-game market for ISK (game currency). The reverse process, selling in-game currency or items for real-world money, is prohibited. The developers' reasoning for this policy, as related by a CCP representative at Fanfest 2010, is that free interchange of currency causes in-game banking to fall under the same regulatory domain as real-world banking. CCP would rather not place this restriction on in-game behavior, due both to the difficulty of regulatory enforcement and the desire to allow players to create illegitimate in-game banks or Ponzi schemes if they wish to do so.
Commentators have attempted to estimate the value of Eve Online entities in real-world currency based on the current value of PLEX. One such conversion valued a fleet-ready titan (the most powerful ship in the game) at US$7,600, though estimates vary. Generally, no player expends such amounts of real-world currency to acquire such sums of in-game wealth, opting instead to do activities in-game that net high amounts of profit.
In 2007, CCP was the first game developer to hire an economist, Eyjólfur Guðmundsson, to oversee Eve's in-game economy, eve titan mining. Guðmundsson was previously dean of the faculty of business and science at the University of Akureyri. Eyjólfur Guðmundsson would leave CCP in 2014 to the position of Rector at the University of Akureyri in July 2014.
Due to the game's focus on freedom, consequence, and autonomy, many behaviours that are considered griefing in most MMOs are allowed in Eve. This includes stealing from other players, eve titan mining, extortion, 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 developers. Escaping CONCORD retribution for high-sec aggression[clarification needed] is also forbidden, as CONCORD is intentionally designed to be unstoppable.
Ships in Eve Online are organized into classes, from tiny frigates only a few dozen meters long 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 in striking smaller, mobile targets. 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. According to their preferred style of play, the player might want their characters to fly a ship with a eve titan mining cargo hold, one that is suited for mining, one that has a powerful array of weapons, or a ship that moves quickly through space (among other bee gees 1941 new york mining disaster but the fluid, ever-changing nature of Eve Online means that no ship will be perfect at all of romulan mining ship tasks, nor is there any guarantee that the "best ship for the job" today will continue to be the best ship tomorrow.
Furthermore, unlike eve titan mining online games, Eve does not feature racial bonuses; that is, characters of different races do not gain intrinsic advantages for flying ships designed by their own race. While a character will begin with more advanced skills in his own race's ships, a character of another race can reach the same proficiency through training. Thus, players are encouraged to use starships that meet their preferred style of play, and the game does not place incentives for playing as one race over another. However, the ships of different races receive unique bonuses to certain things.
Ships in Eve Online come in four size classes. Small starships include frigates (small, mobile ships good for disruption and harassment) and destroyers (slightly larger and more offensively oriented than frigates). Medium starships include cruisers (multipurpose ships with many possible roles) and battlecruisers (heavier, more combat-oriented cruisers). Battleships (heavily armed and armoured dedicated combat ships) make up the large size class. Extra-large (or capital-class) starships include carriers (mobile bases that can launch fighters and are adept at repairing other ships), dreadnoughts (dedicated siege ships for attacking structures and other capitals), supercarriers (larger versions of carriers focused more on damage to capital class ships) and titans (supermassive mobile battle stations, capable of equipping doomsday devices which do massive amounts of damage to other capital ships).
Each spaceship within the Eve Online universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including power grid, CPU, capacitor size and recharge rate, energy shields, armor, maximum velocity and inertial modifier, agility, locking range and maximum number of lockable targets. A ship's systems also receive bonuses depending on the level of various skills of the ship's pilot. These bonuses usually correspond to the role the ship has been designed for, and thus vary widely. For instance, eve titan mining, the Caldari "Caracal" has a 5% eve titan mining per skill level to certain missile launcher types' rate of fire.
One important characteristic of a ship is the slots it has available for modules. Slots and modules come in three variants: high- eve titan mining, mid- and low-power. Examples of high slot modules include weapons such as mining engineers association 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 and prevent escape. 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 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 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 where can i level mining general purpose, easily manufactured models that perform simple, straightforward functions in an obvious way; faction ships, which are usually very expensive and very good at their intended tasks, are also T1. 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 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.
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 they are modular. Players start with a hull and then add five subsystems to it, the choice of which can dramatically change the ship's character, giving it a different layout of module slots, different preferred weapon systems, and abilities such as being able to fit covert cloaks or ignore some warp disruption effects.
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, eve titan mining, such as pirate clans or corporations.
Corporations and alliances
Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. 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. Alliances based in lawless space often form unofficial political power blocs with other alliances. These power blocs are typically referred to as "coalitions". Unlike formally established alliances, eve titan mining, coalitions are similar in nature to Japanese keiretsu—an informal 'business arrangement' in which several corporations band together to provide mutual financial, military and/or industrial support.
Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Corporations can levy income taxes on their members, which skim off a percentage of every member's earnings. 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, get mining tickets 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.e., "kill right"). Although piracy activities are "illegal" within the game universe, they are not against the rules of the game, i.e., there will only be in-game retaliation and punishment for them.
Illegally attacking another player in secure space will result in a loss of security standing; CONCORD, the interstellar NPC police, eve titan mining, will arrive shortly to destroy the aggressor's ship, eve titan mining. 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. The weekly fee can be eliminated if the war declaration is reciprocated, eve titan mining. War declarations will clearly flag a player's enemies, so the player can determine who can legally attack and be attacked.
- N.B.: Demographic data for this game has not been collected uniformly or regularly.
In March 2006, CCP made a deal with Optic Communications to start working on bringing Eve Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000. The Chinese open beta test big data analytics and mining on June 13, 2006, and proved to be very popular, gaining numbers comparable to Eve Online's main server cluster. In order to avoid the shock of quickly adding thousands of new players to the current server (Tranquility), eve titan mining, CCP Games decided to launch Eve in China on its own server (Serenity). In 2011, CCP allowed its licensing agreement with CDC Games, which had acquired Optic in July 2007, to expire. CCP created a new partnership with TianCity to relaunch Serenity on December 11, 2012.
The code base between Serenity (serving China) and Tranquility (serving the rest of the world) is synchronised, so that feature development is distributed to both server clusters, although the game worlds are not connected. Eve Online rx 470 driver for mining supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI.
In October 2006, the average age of an Eve Online player was 27, and 95% of players were male, eve titan mining. The average weekly playtime was 17 hours, or just under 2.5 hours per day. By May 6, 2009, Eve Online claimed to have more than 300,000 active subscriptions and 45,000 active trial accounts. The total active subscription count at end of 2010 was 357,000 accounts.
On July 7, 2011, CCP announced that it planned to partner with Nexon Co. Ltd. to bring a "fully localized game client and product services for CCP's award winning. EVE Online" to Japan in big data and data mining 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 350,000 subscribers from around the world in three languages: English, German and Russian.
On May 5, 2013, Eve Online claimed a new record for the maximum number of simultaneous pilots online with 65,303 concurrent accounts logged on to the same server at the same time. This record was set on the eve of Eve Online 10 year birthday and topped the previous record of 63,170 set January 23, 2011. Eve Online typically experiences the highest number of users on Sundays and the peak player records have almost exclusively been broken on Sundays.
During two weekends in July 2006, a live streaming video production called Eve TV covered the events of the 2nd Caldari Alliance Tournament. 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. Eve TV was produced and hosted primarily by DJs from Eve-Radio (a player-run streaming radio station) with resources peter the great mining by CCP. A total of 95 matches were scheduled, with the Band of Brothers alliance emerging the winner.
The first two weekends in December 2006 saw the 3rd Alliance tournament. This was once again broadcast via live streaming video by Eve titan mining TV The tournament saw 40 Alliances pitting five-man teams against each other. Once again, the Band of Brothers alliance emerged as the winner. Of particular note in this tournament was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate. The ship was destroyed in the semi-finals of the tournament by the COW (Cult of War) team. A last-minute attempt to arrange an 8 billion ISK ransom for the ship fell through.
The fourth Alliance tournament in September 2007 brought several upsets, with Star Fraction defeating Band of Brothers in the second round, using only tech 1 cruisers, and Hun Reloaded sweeping both the semifinals and finals to win.
The two weekends starting February 29, 2008, and March 7, 2008, saw the fifth Alliance Tournament. Eve TV provided coverage via live streaming video. Crushing mining equipment the six days a total of 40 teams competed in 95 matches. The last tournament's winner, eve titan mining, HUN Reloaded, made its way into the quarter-finals where it lost to Ev0ke eve titan mining, who later became tournament champion after having won all eight of its matches.
The sixth Alliance Tournament was held during three consecutive weekends starting January 24, 2009, and ending on February 8, 2009. A total of 64 teams took part in mining coal prices 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. This was also the first tournament Factional Militias were able to take part alongside traditional alliance teams. In the final match, R.U.R. went up against Pandemic Legion with Pandemic Legion emerging as the tournament winner.
Alliance Tournament 7 took place in September 2009, with Pandemic Legion winning a coal mining companies successive tournament, beating Circle of Two in the final.[need quotation to verify] Alliance Tournament 8 took place in June 2010, eve titan mining Pandemic Legion winning for the third time, beating Hydra Reloaded, while Alliance Tournament 9 took place in June 2011, eve titan mining, with Hydra Reloaded as the winner in the uncontested final match against Outbreak.
Alliance Tournament 10 took place over four consecutive weekends in July 2012. 64 Teams took part in the Tournament, with all matches being broadcast live on EVE TV. A number of changes were made to the format of matches, eve titan mining, which included increasing the maximum number of pilots from 10 to 12. Verge of Collapse were eventually crowned Champions, defeating Alliance Tournament 4 winners HUN Reloaded in the final. The Alliance stunned everyone beating top teams to claim the title of Champions.
Alliance Tournament 11 took place during 3 weekends in July and August 2013, with Pandemic Legion beating Exodus. in the loser's bracket, then coming back from a 2-0 score in a best of five match against Hydra Reloaded to win 3 matches in a row and win their fourth Alliance Tournament, and their first victory since Alliance Tournament 8.
Volunteer eve titan mining Interstellar Services Department (ISD) is a group of volunteers, made up of subscribed players, who assist in a variety of tasks like answering questions from players, bug hunting and QA testing, covering player-driven news, and writing game fiction. It includes ECAID (Equipment Certification and Anomaly Investigations Division), STAR (Support, Training and Resources), IC (Interstellar Correspondents), M (Mercury), CCL (Community Communication Liaisons), and YARR (Yulai Archives & Records Repository Team).
According to the developers, Eve Online evolved from the classic computer game Elite, which itself was based on concepts from the science-fiction role-playing game Traveller. Eve combined concepts from Elite with the multi player chat and player-versus-player aspects of Ultima Online.Elite had four single-player aspects of missions, mining, trade routes and combat with random hostile NPC's all of which are aspects of the first incarnations of Eve Online.
One of the original developers of Elite, David Braben, believes Eve Online is a reimplementation of the 1980s game, not its true successor. Some of the developers (John Cameron, James Cassidy, Joe Chaney) also believe that this game creates a world where players can become someone else only possible in their imaginations.
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. However, the Eve cluster is taken offline daily for database and server maintenance.
On March 14, 2006, the Eve Online development team announced that they would be upgrading the graphics engine of Eve Online to a DirectX 10 / Windows Vista graphics platform. Revelations patch 1.4 had patch notes quoted as saying that the current Eve Online client should work in Vista "as well as it does in XP."
On September 10, 2007, CCP Games announced that the new Trinity 2 graphics engine will be using DirectX 9.0. This was released on December 5, 2007.
Official support for Linux and Mac platforms, using Transgaming TechnologiesCedega and Cider (forks of Wine) for Linux and Mac compatibility, was introduced with the Revelations 2.3 patch released on November 6, 2007. At Fanfest 2008 Transgaming announced and demonstrated that the Premium graphics client is now running on Mac OS X 10.5 Leopard. In February 2009 CCP announced that they planned to mooncoins mining the official Linux client with the next major patch, and advised on using third-party programs to run the Windows version of the client under Linux (namely Wine). The discontinuation of the official Linux client was primarily because the game ran better using the Windows client via Wine than it did with the official one, as a result many Linux users were already using Wine instead.
Third-party applications and the Eve API Project
Third-party applications supplement players' Eve Online experience. 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, 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. Another such application, Eve Fitting Tool or EFT, eve titan mining, allows players to try different ship setups mining mouse see how certain skills and modules will affect that ship.
Third-party applications to monitor character information and skill training exist for both the Android and iPhone mobile platforms.
In May 2005, eve titan mining, CCP announced the Eve API Project; third-party utilities such as EVEMon now interface eve titan mining character data, market, and other data through an API.
Major content patches
Main article: Expansions of Eve Online
Since the initial release of Eve Online, CCP about coal mining in india added twenty-one expansions to the game, free of additional charge to its subscribers. The twentieth expansion "Rubicon," was released on November 19, 2013, and focused on new faction ships, introduction of mobile structures, and the first steps towards "The Future of EVE" outlined by CCP Seagull. The nineteenth expansion, "Odyssey," was released on June 4, 2013, and focused on exploration and rebalancing battleships. The eighteenth expansion, "Retribution," focused on a newly re-worked Crimewatch system. It also introduced the newly rebalanced frigates, destroyers, cruisers, and battlecruisers. The seventeenth expansion, "Inferno," added enhanced graphics for missile systems, a host of new ship modules, and a controversial new "Unified Inventory" UI. The sixteenth expansion, eve titan mining, "Crucible", was released in November 2011 and shifted the focus from cosmetic changes to game mechanics. The fifteenth expansion, "Incarna," was released in the first stage of CCP's controversial Ambulation project, also known as the "Walking in Stations" project. "Incarna" added "Captain's Quarters" to stations, the first phase of allowing players to explore stations as human avatars, as well as an update to ship turret models. The fourteenth expansion, "Incursion," was released in stages, the second of which introduced the Sansha Incursions, in eve titan mining Sansha's Nation invaded constellations, disrupting all forms of activity in the area, eve titan mining, but provided large rewards for fighting back the incursions, and an overhaul of the character creation tool, paving the way for the Incarna expansion.
The eleventh expansion of Eve Online, "Apocrypha," was released on March 10, 2009, and introduced features such as further graphics updates as started in the Trinity expansion; the ability for players to group big mining shovels vessels' eve titan mining for easier interaction; changes to autopilot routes and avoidance of player-defined star systems. The twelfth expansion, "Dominion," was released on December 1, 2009, and overhauled the sovereignty system, while the thirteenth expansion, eve titan mining, "Tyrannis," released on May 26, 2010, added planetary interaction as well as the online platform "EVE Gate".
Over time, expansions have added features such as conquerable and constructible space stations, massive capital ships, advanced versions of existing ships, or Epic Arcs for players to master. Apocrypha included an overhauled probing system, wormholes, a smarter and tougher AI and customizable Tech 3 ships as its major features. Dominion, which became available for download on December 1, 2009, included an overhaul of the sovereignty system, more realistic astronomy, the Titan Doomsday weapon functionality being changed and the in-game web browser with Chromium's WebKit. 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, eve titan mining, new technology for ships, and graphical updates.
Rapid release cycle
On May 6, 2014 at their yearly Fanfest convention, CCP announced the move from the current development cycle eve titan mining 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.
However, in September 2015, Nordgren announced that CCP, while continuing with a five-week release cycle, would return to intermittently releasing large scale expansions for EVE, eve titan mining. 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, eve titan mining, visual upgrades" and other smaller additions. The first new expansion, announced at EVE Vegas 2015, will introduce a new modular starbase called a Citadel, and will overhaul capital-class ships. Its release date is set for spring of 2016.
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 first iteration, called Captain’s Quarters, was released on June 21, 2011. The second iteration, with stylised quarters for each race, eve titan mining released with the Crucible expansion. Player interaction in station environments has not yet been announced and only preliminary details have emerged.
The ability to enter a planet's atmosphere and to interact with its surface is mentioned as one of the future development plans. The "Future Vision" trailer portrays Dreadnaught-class ships performing planetary orbital bombardments on Dust battlefields. The first glimpse trailer of Dust 514 ended with a ship data mining algorithms in ssas 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 2005, 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, 2006. Subsequently, it was stated that, until a proven in-game reason is found for planetary access, further work on this feature will not have a high priority.
Main article: Dust 514
During the 2009 Games Convention in Cologne, Germany, CCP unveiled Dust 514, a console-based MMOFPS title meant to integrate with the Eve Online universe. According to developers, players hired by Eve Online alliances would fight over planets.
According to Eve Online Creative Director Torfi Frans Ólafsson, eve titan mining, at the recent Eve Online Fanfest, the Dominion release is planned to involve sovereignty, the ownership of districts on planets that are capable of creating industry. This player ownership system will be dynamic as it will be subject to PvP diplomacy as well as subjugation. The latter allows for linking with Dust 514, whereby players within Eve Online will be able to contract, in-game, Dust 514 players to take control of planetary regions within the Eve Online universe and these 'mercenaries' will then vie with other Dust 514 players hired by the opposing faction. The integration between the console MMOFPS game and the Eve Online MMORPG is both through community interaction and through the changeable battlefields based on the planetary architecture of a common universe—the outcome of these battles in Dust 514 will affect the status and ownership of the corresponding planets in Eve Online as well. At E3 2011 it was announced that Dust 514 is a PlayStation 3 exclusive with a PS Vita tie-in, eve titan mining, both to be released in spring of 2012.
Source code leak
On May 20, 2011, leaked EVE Onlinesource code was published by someone on a GitHub repository. After being online for four days, CCP issued a DMCA take-down request which was followed by GitHub.
The Eve Online soundtrack was composed by Jón Hallur Haraldsson, also known as Real-X. A digital soundtrack titled EVE Online: Original Soundtrack, Vol. 1 was released on iTunes on August 12, 2009. The soundtrack comes with an audio book track EVE Chronicle – Taught Thoughts. The soundtrack has since been removed from iTunes.
The game itself contains an extensive in-game soundtrack. On December 4, 2012, the "Retribution" expansion of Eve Online was released. Among its features was the removal of the Jukebox, which enabled players to select their favorite songs to play. In tandem with this, CCP Games announced that the entire game soundtrack (consisting of music in the game at the time) dino gold mining be available to download for free from SoundCloud. The soundtrack consists of 74 songs, with a running time of nearly seven hours.
Piracy (in the ship-to-ship sense) is part of the game, as is protection racketeering, theft, and ransom.Eve Online periodically has arisen for discussion within the wider gaming community as players of the game find various ingenious methods of scamming, deceiving, or attacking each other. One infamous example was a corporate infiltration and heist where one corporation infiltrated a target corporation over the course of nearly a year. They then performed a virtual assassination on the target's CEO and proceeded to steal corporate property to which they had gained access. The target corporation lost billions of ISK worth of property (amounting to about $16,500 USD) and a great deal of prestige; the CEO's expensive ship and cybernetic implants were destroyed in the attack. Events of this nature are debated both inside the game world and in the media.
In 2009, a player alliance known as Goonswarm was contacted by a disgruntled director of rival alliance Band of Brothers, one of the largest alliances in the game at that time. The defecting director then stripped Band of Brothers of a large quantity of assets including ships, money and territory, and disbanded the alliance.
A player-run bank known as 'EBank' was also involved in controversy in 2009 when Ricdic, the CEO of the bank, withdrew 200 billion Minergate litecoin cpu mining and converted it into real world currency to pay for medical expenses.
Such dangers are an inherent part of Eve Online's virtual economy and thus are purposely not dealt with by the developers. Players are expected to make financial decisions based (among other factors) on the possibility of other players' fiduciarymalfeasance, much as in real-life economics.
The most common acts of piracy in Eve are ganking, gate camping, and small gang warfare. Every pirate corporation in Eve Online has its own preferred activities, strategies, and tactics. Some utilize cheap but high damage ships to "suicide gank" and kill players in high-security space (where they should theoretically be safe) quickly before CONCORD law enforcement units arrive to destroy them (thus "suiciding"), in the knowledge that certain ships they destroy will be carrying valuable commodities or expensive gear capable of recovering the cost of the pirate vessels eve titan mining in the gank. Others choose to set up gate camping fleets consisting of varied ship types and roles capable of rapidly disabling and destroying any unwitting passersby, thereby locking down star systems and killing or robbing whoever tries to pass through. Other pirates choose to roam in very fast and versatile skirmish ships, such as interceptors, recons, or heavy assault ships, killing anyone they encounter in lightning attacks. On gaining the upper hand in a fight many big data mining algorithms will ask the victim for an ISK ransom, in exchange for sparing their ship or escape pod.
Suicide ganking has declined in overall popularity since the release of the Crucible expansion; while players may opt to insure their ships against loss using in-game currency, pilots will no longer be reimbursed if their ship is destroyed by CONCORD. Such changes have been the subject of intense debate on the game's official forums, with opinions divided on whether or not players should be truly 'safe' while flying.
Instances of developer misconduct in Eve Online have been substantiated, leading to debates and controversy. On February 9, 2007, a player known as Kugutsumen[
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A ship is the basic tool that EVE-Online players use to seek their objectives. Players assume the role of characters who are by definition ship pilots, and thus whether their end is shooting down another player, completing a mission, mining an asteroid, or simply building up a fat wallet, they will in some way use a ship to achieve their goals.
At its most basic, a ship is a capsule-fitted spacefaring vessel. Ships come in a huge variety of sizes, from shuttles to what are in essence mobile space stations. Most ships are designed, fitted, and piloted with a specific role in mind, be it as a weapons platform, a mining barge, or a transport ship, among other possibilities. All characters start off in EVE with what is known as a rookie frigate, a very basic and limited vessel capable of several different roles, but excelling at none. As each character proceeds through the game, they will become able to pilot many types of starships.
Each race has their own unique 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. According to your preferred style of play, you might want to fly a ship with a huge cargo hold, is suited for mining, has a powerful array of weapons, or rockets quickly through space (among other capabilities); but the fluid, ever-changing nature of EVE-Online means that no ship will be perfect at all of these tasks, nor is there any guarantee that the "best ship for a job" today will continue to be the best tomorrow.
Each spaceship within the EVE universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including (but not limited to) powergrid, CPU, capacitor size and recharge rate, shielding, armor, max velocity, agility, maximum number of targets, and many, many others.
One of the most important characteristics of a ship is the slots it has available to fit modules into. Each ship has a number (ranging from a handful to a score or more) of slots available for modules and in three variants: high, medium, and low. Different-sized ships have different numbers of modules, ranging from frigates with about 3 high and medium and 2 low slots, to cruisers with about 5 high and 4 medium and low slots, to battleships with about 7 high and 6 medium and low slots – although the numbers given should only be considered rough guides at best, as actual numbers of available slots will vary widely even within the same class of ship.
Ships also receive bonuses to various attributes depending on the rank of various appropriate skills that have been trained by the ship's pilot. These bonuses usually correspond closely to the particular role that the ship has been designed for, and thus vary as widely as the roles of the ships.
Each of the four playable races in EVE Online have individual categories in each of the ship classes. There are also rare non-playable faction items/ships available which typically have better attributes than their playable faction equivalents. The ships in each faction reflect the various design styles favored by the developers of that race and require a different set of skills to use.
- NOTE: Keep in mind that most ships of a certain race receive HUGE bonusses for certain weapon types so the options to equip your ship are quite restricted. The use of different weapon types than intended can lead to a severe reduction in damage output and may not suit the ships' typical energy configuration - which is also designed with certain weapon types in mind - very well.
- Example: many Amarr ships use Lasers, which puts high demands on the Capacitor but not much on the CPU. Amarr ships thus are designed with this in mind: a lot of Capacitor capacity at the expense of CPU power. Caldari ships on the contrary usually score highest on CPU (missile launchers have a high CPU demand) but score lowest on Capacitor capacity.
Caldari ships typically rely on shields for protection. They lean heavily towards missiles and railguns for weapons. While missiles have the advantage of being able to deal all damage types, Caldari ships tend to receive bonuses to kinetic damage, and thus favor that damage type for both of their main weapon systems. The Caldari are also noted for fielding powerful Electronic Warfare vessels and generally their ships are the slowest of all 4 playable races.
Gallente ships prefer to "armor tank" when on the defensive, although some of their ships are passable shield tankers. They favor hybrid turrets, typically attacking from a distance with railguns or close-up with blasters, and use combat drones extensively. In fact, many Gallente ships are specifically designed to use drones as their main offensive capability, with bonuses to drone damage, range, and/or carrying capacity.
Amarr ships have a straightforward design ethic that they rarely stray far from: ships with thick, durable armor that employ laser turrets that deal a combination of EM and Thermal damage. While this inflexibility can make Amarrian ship tactics predictable and easily countered, the approach remains popular as it is relatively uncomplicated – and can still produce solid results. Their fleet tends to be divided into either hard-hitting ships or hard-shelled ships.
Minmatar ships are geared towards hit-and-run combat and are typically the fastest ships in the game. Minmatar ships are known for being very flexible, although viewed from a different angle they are unusually skill-intensive in order to fly well. They tend to use projectile turrets and as such have a fair amount of flexibility in the types of damage dealt, although most of their ships are fitted for missile use as well. Minmatar ships can be geared towards either shield or armor tanking, depending on attributes of the individual ship, although they have a mild tendency to favor shield tanking; many ships are suited for either type of tanking. Their Tech II ships have EM shield resistance, a unique feature in EVE space.
Classes of Ships
Tech I ships
Tech I refers to any regular ship. Frigates, Destroyers, Cruisers, Battlecruisers, Battleships, Carriers (including Supercarriers), Dreadnoughts, and even Titans are Tech I ships.
Tech II ships
"Tech II" refers to ships that are essentially upgraded, more powerful versions of any given Tech I vessel. For example, a Manticore is an upgraded Kestrel. Tech II ships are similar in appearance to their parent class, differing in the addition of extra pods, bays, or engines, and in the colour of the ship's skin and details of its model (according to the NPC corporation that designed it). Tech II vessels have much improved capabilities and usually fill a highly specialized role. Next to better energy resources they also receive a very good shield and armor resistance boost, which greatly reduces the damage received and thus increases their survivability.
They require extensive specialization to fly or build, and supply is limited by the number of blueprints for production. Due to the extreme rarity of the blueprints required to make tech II ships, sellers can reap mass profits of 500% or more. Some ships simply are not in as much demand, and the profits on these ships are a lot lower. The limited number of tech II blueprints and the fixed ship build times prevent an increase in ship production, which leads to a seller's market. There have been allegations of price fixing with Tech II ships, and although this may be true with certain other in-game items, these have not, as of June 2006, been proven with regard to any ships. With the successful introduction of Invention, prices for some Tech II ships have dropped considerably now that many more people are able to get into production. For some ships, prices have dropped to less than 1/3 of their pre-invention price.
Tech III Ships
These ships are a whole new design type, not being based off a T1 hull. Each ship will have several different "subsystems" allowing the ship to have different stats depending on what task it needs doing. So far the ships have been called: Loki (Minmatar), Tengu (Caldari), Legion (Amarr) and Proteus (Gallente). The base hull of the ship is the only part that cannot be changed - the rest of the ship (ie. Powergrid and Electronics) are completely malleable by the user; you cannot mount a Minmatar propulsion system onto a Caldari hull however
Construction of T3 ships will require the manufacturer to acquire parts from beyond the worm-holes that will appear. These are jealously guarded by a new NPC race called "Sleepers", who have hold of this technology, and when captured can be reverse engineered to create the T3 modules.
Faction Ships are still considered Tech I ships, but have increased power. They are usually improved versions of a regular Tech I vessel, but some Pirate vessels that are completely original designs exist. They are generally only given as rewards from Agents. Some are hybrid designs between two races, meaning you receive two sets of bonuses but need to train two different racial skill trees.
Capital ships are very large ships designed for major operations found typically in medium to large sized player owned corporations. While a (particularly wealthy) solo pilot may find a role for a freighter in trading, capital ships are primarily used to launch and operate larger star bases in deep 0.0 space. The capital combat ships are best used for fleet operations and suffer from substantial vulnerabilities if not properly supported. Motherships and Titans are unable to dock in normal stations due to their size. Due to their prohibitively expensive prices, literally only the richest players or corporations can afford these classes of ships.
Combat Ship Types
- A category of ship consisting of light and fast but comparatively fragile ships. Rookie pilots begin flying ships of this class. Each race has a broad range of frigates, each with a differing mission profile. In general, frigates lack the durability and damage output of the larger ship classes, as they have on average 2-4 guns or missile launchers, but are also considerably faster and harder to hit. Being cheap, it is not difficult for a player to procure a frigate, and in large numbers, frigates can become quite dangerous to larger ship classes.
- An experienced player with the correct equipment can also use frigates effectively by draining power from larger ships, scrambling their warp engines, or "webbing" them to prevent them from moving (collectively referred to as "tackling"). This allows the player's allies to move in and destroy their now-defenseless prey. Between five and six frigate types exist for each major faction, with a further sizeable number of special, but rarer and far more expensive with additional skill requirements, ships also available.
- Examples: the Caldari Kestrel is a frigate that, while unable to mount guns, is able to mount four missile launchers, and has a relatively large cargo hold compared to most frigates. By contrast, the Amarr Punisher is slow for a frigate, but has the toughest armour of any Tech I frigate in the game.
- Large fleets of Tech I frigates (10 or more) can be an excellent way for new players to gang up and fight back against opponents who go after them with smaller numbers of battleships and heavy assault cruisers. Experienced players have also been known to put large frigate wings to good use as a cheap alternative to larger, more costly ships (A top-line Tech I frigate, such as the Caldari Merlin or the Minmatar Rifter, typically sells for approximately 250 thousand ISK on the in-game market while the price of a basic battleship, such as the Caldari Rokh, may approach 150 million ISK), using their greater resources and skills to outfit the frigates with the best equipment and weaponry. This tactic has become less common with the advent of advanced Tech II assault frigates and interceptors, however.
Electronic Attack Ships (Tech II)
- These Tech II frigates possess additional speed, powerful sensors, and bonuses to a given Electronic Warfare module(s). What they lack in firepower, they make up for in incredibly strong Electronic Warefare, such as the Hyena having an extended Stasis Webifier range. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
Covert Ops (Tech II)
- These Tech II frigates are designed to mount cloaking systems that allow them to pass undetected. The covert ops frigate is able to mount a covert ops cloaking device that allows warping while cloaked. Although they are quite fragile, they are designed to be able to vanish when threatened. They come in two types:
- 1. Sophisticated scanners/scouts that can fit covert cynosural field generators (required to operate Jump Drives). These ships are also a great help in larger groups as scouts and other tactical use. They also excel at finding hidden enemy ships through the use of scan probes. Next to that they can generate Cynosural fields, required to operate Jump Drives. For Capital Ships, this is the only way to travel from system to system, because they cannot use Stargates.
- 2. Stealth bombers that can be equiped with up to three Siege Missile Launchers, which are normally fitted to Battleships. The stealth bomber mounts these torpedo launchers allowing it to unexpectedly uncloak and deploy considerable firepower before cloaking again. The stealth bomber can also warp cloaked, but does not have bonuses to probes, limiting its usefullness as a scout.
- Example: the Caldari Manticore stealth bomber is similar in appearance its Tech I counterpart, the Kestrel frigate, but has additional stealth abilities. It is able to mount torpedo missile launchers as its powergrid systems are specially calibrated to handle the power amounts those modules require. The Manticore can also fly almost double the speed while cloaked than it can while not cloaked.
Assault Ships (Tech II)
- Assault ships are frigates that are designed with serious firepower in mind. They are far more durable than Tech I frigates with the capacity to mount a slightly more damaging weapon loadout (usually 4-5 high slots) and stronger defences while sacrificing some speed. Two types exist for each major faction, each catering to a certain more specialized individual style of combat.
- Examples: The Gallente Enyo is a relatively slow but extremely powerful vessel often employed as a close range brawler. The Minmatar Wolf is faster and more fragile than the Enyo, but still vastly more powerful than the Rifter upon which it is based.
Interceptors (Tech II)
- Interceptors, another frigate based class, are a common class, used primarily for harassment and to pin down larger enemy ships ("Tackler") until more powerful backup can arrive. Two types exist for each major faction, all have a 80% reduction in Propulsion Jamming systems activation cost. They typically have 4 high slots (except the sturdier Stiletto and Ares with only three) and all have a mixed turret/missle weapon layout, except for the Amarr's Crusader.
- Interceptors are designed for high-speed "dogfights" and are well equiped to pin down their targets. Interceptors have a smaller signature radius and higher speed than regular frigates, they're the fastest fighter ships available. This makes them especially difficult for larger ships to fight as the interceptors' small signature radii and high speeds make them very difficult for larger, heavier guns to hit reliably, due to slow tracking. Interceptors also have a significantly higher warp speed than other vessels allowing them to cover the vast distances between stargates and other system navigation points extremely quickly.
- Example: The Gallente Ares cruises in warp at a speed of 13.5 AU per second where regular frigates warp at a speed of 6 AU per second.
- Designed specifically for anti-frigate warfare, destroyers typically mount 8 small, light and accurate weapons that are designed to target fast, small targets.
- Example: The Gallente Catalyst destroyer has a significant number of turret mounts. The bonuses it provides to a skilled pilot have earned it a reputation as a ship that "never misses".
- Although Destroyers excel at their intended purpose of engaging frigates, they fare very poorly against cruisers and battleships, as their armour and shielding simply do not provide enough hit points to survive engagements with larger ships. Destroyers are incapable of dealing significant damage to larger ship classes because they lack the capacity to mount even a single large gun needed to effectively damage these larger classes.
- Many people like to think of Destroyers as just a larger and slower frigate, as the armor and shield points aren't much better than that of a decent frigate. However being of a size that makes them relatively easy for cruisers and battleships to target makes destroyers an unpopular choice among the PvP community.
- All Destroyers suffer the same penalty: -25% Rate Of Fire and have a +50% optimal range bonus. Only one type exists for each major faction.
Interdictors (Tech II)
- The Interdictor class is an upgrade of the destroyer design. Interdictors have fewer turret mounts (except the Minmatar's Sabre), but a comparitively larger number of missile hardpoints instead. They do not suffer rate of fire penalties found on their Tech I counterparts and are also much faster than their destroyer counterparts.
- Their main purpose is to launch special warp interdiction spheres, which prevent warping within a 20km radius when launched and last for four minutes. One type exists for each major faction.
- Medium-sized vessels designed to perform a broad variety of functions. Cruisers are larger and slower than frigates or destroyers, but are significantly more durable. In many cases, they can mount fewer weapons than a destroyer, 4-5 weapons instead of 8, but their power systems allow them to field larger, more damaging medium-sized weaponry. Cruisers come with a broad variety of mission profiles, and while some excel at combat, others are better suited to more peaceful roles, such as cargo transport and mining. Four types exist for each major faction.
- Examples: the Caldari Osprey is designed as a mining vessel, and grants bonuses to players who use it for this purpose. It is, however, a somewhat ineffective combat vessel, relative to other cruisers. By contrast, the Gallente Thorax is designed to be mounted with powerful yet short-ranged blasters to engage the enemy at short range, where it can also effectively deploy combat drones. Tech I Cruisers are relatively cheap (typically costing between three million and eight million ISK), and can prove very effective in groups.
Heavy Assault Cruisers (Tech II)
- The heavy assault cruiser (HAC), also known as the heavy assault ship (HAS), is designed to be one of the best solo combat ships available. With extremely strong offensive capabilities and good defences, they can effectively take on nearly any other ship in the EVE universe. Unlike battleships, HACs retain some element of speed allowing them to use this to their advantage against larger and slower opponents. The primary reason HACs are dangerous is their vastly increased damage resistances. They can take hits that would normally destroy a ship their size and keep fighting. As with the lighter assault ships, HACs are usually specially suited for certain styles of combat.
- Examples: The Caldari Cerberus is engineered almost exclusively toward missile warfare and cannot mount any turrets. The Cerberus gets bonuses to improve its missiles rate of fire, range, and damage, and is highly resistant to both kinetic and thermal damage. The Minmatar Muninn, on the other hand, is designed to do heavy projectile damage from long ranges, and has such high EM and Thermal armor resistances that it is effectively immune to lasers.
Logistics Cruisers (Tech II)
- Logistics cruisers are designed exclusively for the purpose of aiding teammates in combat. These Tech II cruisers are widely used in complexes and other NPC encounters, but are rarely used in actual player combat; any logistics cruiser would be called as a target immediately and would be destroyed first in a battle, before it could be useful. Their bonuses to remote repairing and boosting, however, are considerable, and thus any group who can use logistics ships successfully can benefit greatly from them.
- Example: The Amarr Guardian has bonuses to remote armor repairers range and capacitor use.
Recon Cruisers (Tech II)
- The recon cruiser class is split into two sub classes: combat recon and force recon.
- 1. Force recon ships can equip the same covert cloaking module as the covert ops frigate while also having strong electronics warfare bonuses and also get a reduction for cynosural field generation fuel consumption. Force Recon ships are in many ways the U-Boats of EVE, as they can fly cloaked alone or in packs to catch enemies by surprise. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.
- 2. Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Combat recon ships fill a more offensive role, with the same electronic warfare bonuses of the force recon, plus an additional bonus for weapons systems at the cost of the ability to use a cynosural field generator.
- Example: The Amarr Curse has large bonus to Nosferatu drain amount and range, as well as to a tracking disruptor's effectiveness.
- Heavy Interdictors act as a mobile "Warp Disruption Bubble". They have power comparable to Heavy Assault Cruisers, but move very slowly with the Bubble active. They can change the effect of the Warp Disruption Bubble to a more focused effect with less drawbacks by employing an ARM Script.
- Falling between cruisers and battleships, battlecruisers are, as their name would suggest, mostly designed with combat in mind. They also serve the role of fleet command in small scale engagements due to the bonuses they have for the fitting of gang assist modules, which boost the offensive and defensive capabilities of their fleet they are attached to. They are capable of a significantly larger damage output than a cruiser, with 6-7 weapons as opposed to the 4-5 on a cruiser. They are also able to take much more damage than a cruiser alone can take. In many senses, battlecruisers are to cruisers as destroyers are to frigates, except that battlecruisers are significantly more popular than destroyers. As compared to cruisers, their major disadvantage other than their considerably higher price is their larger signature radius and decreased maneuverability. It is much easier for a battleship's large guns to hit a battlecruiser than a cruiser due to their increased size. Additionaly, battlecruisers maneuver far slower that cruisers, even turning slower than battleships in certain circumstances. Two battlecruiser types exists for each major faction.
- Examples: The Caldari Ferox relies on strong shields to ward off damage, and is designed to mount a combination of long-ranged rail guns and missile launchers. The Amarrian Prophecy, on the other hand, relies on durable armour plating and batteries of laser guns.
Command Ships (Tech II)
- Command ships are a Tech II version of battlecruisers, split into the field and fleet subclasses. They are designed to command and assist fleet operations. Field command ships may use one "gang assistance" module, as can their Tech I counterparts, and have strong defences and incredible offensive abilities. Fleet command ships have more limited offensive capabilities but very strong defences, and may use up to three gang assistance modules. Fleet command ships have been known to survive damage from multiple battleships.
- Example: The Amarr Damnation can use three armored warfare modules and receive a bonus to their effectiveness. This makes it extremely powerful as an assistance to a large fleet.
- Battleships are a fleet mainstay, and most experienced players will own at least one. Although they are slower than even battlecruisers, they are significantly more durable, and can mount impressive firepower in the form of large-size weaponry, and typically 6-8 weapons. Three types currently exist for each major faction.
- Examples: The Gallente Dominix is well known for setups using energy vampire modules and powerful drones. The Amarr Apocalypse, like all Amarr ships, relies on durable armor to weather damage, and is designed to deploy large numbers of damaging laser turret weapons.
Black Ops (Tech II)
- The Black Ops Battleship receives bonuses to cloaking, and is the only non-capital ship to have a Jump Drive. This Jump Drive can only lock onto Covert Cynosural Fields which can now be placed by Covert Ops, Recon Ships, and other Black Ops Battleships. This allows the ship to Jump cloaked. It also can mount a Covert Jump Portal Generator to launch the same 3 classes of ships cloaked in the same manner. They have less firepower than regular Battleships, but can still fight fairly well.
Marauder (Tech II)
- The Marauder class Battleship has less Turret and/or Missile hardpoints than a regular Battleship. However, they receive a 100% bonus to whatever weapon they are proficient in, giving them equal or better firepower than their Tech I counterparts, but leaving more resources for other modules. They also have an extended cargobay, as well as bonuses to Tractor Beams. It is the ideal mission running ship. It can also be a powerful PVP ship, but suffers from weaker sensors, making it more prone to certain types of EWAR.
Dreadnoughts (Capital Ship)
- Dreadnoughts are combat behemoths. They are capable of mounting capital-sized weapons, which can normally only be mounted on stationary platforms. Dreadnoughts are also vastly more durable than even the toughest battleships and heavy assault cruisers. Dreadnoughts are designed more for extended sieges of static installations, such as starbases or player-corporation owned stations. Despite their massive ability to absorb damage, dreadnoughts tend to require fleet support or face the risk of being overwhelmed by enemy counterattacks. Dreadnoughts also have the ability to enter siege mode, quintupling their offense and defense but rendering them unable to escape (or hit smaller ships). One dreadnought class exists for each major faction. A dreadnought costs about 1.5 billion ISK in minerals to make.
- Example: The Amarr Revelation is known for its powerful laser batteries, which can deal damage from up to 250km away. It also has the most resilient tank of all the dreadnoughts.
Carriers (Capital Ship)
- The carrier's main offensive capabilities revolve around the deployment of super-heavy combat drones known as fighters. Carriers also fill a support role with bonuses to remote repairing. Carriers are able to operate the fighters remotely, and assign them to other commanders, allowing them to fill a role away from the immediate frontline. Carriers are also capable of carrying a limited number of frigates, as well as possessing a small corporate hangar. While Motherships are technically carriers, the vast difference in cost between them and carriers generally results in them being assigned their own, second category. A carrier costs about 800 million ISK in minerals to make.
- Example: The Gallente Thanatos is the most popular carrier due to its fighter damage bonus.
Motherships (Capital Ship)
- Motherships are similar to carriers but considerably larger and are the second largest spaceships in the game. Motherships offer all the same features as a Carrier, but in considerably greater amounts (double the number of fighters for instance), and are completely immune to all forms of electronic warfare. Furthermore, Motherships contain a ship and items hangar in which the owning corporation can store combat equipment. Motherships can fit cloning vats, allowing rebirth for allied pilots should they be killed in action. This saves the pilot a lengthy trip back from the nearest station cloning vat, and gets them back into combat. In material costs, a Mothership costs around 15 billion ISK to make. This cost is considerably higher if one has to invest in the BPO's necessary for construction. Construction of a Mothership takes approximately 3-4 weeks. Motherships, along with titans, are the only ships that cannot dock at a station and so they must be permanently in space. This means players must either sit in them until they are destroyed, or leave them in a protected area when not flying one. Despite being intended for alliance level warfare, one of the first Motherships built actually went to a small pirate corporation. This has caused some of the major alliance powers in the game to begin controlling the construction of these behemoths.
- Examples: During the last week of March/first week of April of 2006, the first two known player built motherships were completed, both of the Nyx class. The Band of Brothers alliance also owns two Wyvern class motherships as rewards for winning the 2005 and 2006 Alliance Combat tournaments.
Titans (Capital Ship)
- Titans are the largest ship type in EVE, rivaling major cities in size. Sporting a huge omni-directional super weapon capable of destroying whole fleets of battleships in a single shot, but taking an hour to recharge, the presence of a Titan could decide the outcome of any battle. In addition to their fearsome offensive capability, Titans can perform the same fleet functions and support roles as the Mothership (Cloning, Ship maintenance arrays, Ship/Items hangars) and can create jump portals through which escort and support ships can move from system to system without the aid of a stargate, much like the standard Capital Ship Jump Drive does. Successful construction of a Titan would require high levels of secrecy, as well as months of skill training and research. Currently, a Titan takes approximately eight weeks to build (in real time), not including its primary components which are required for construction. One Titan class exists for each major faction.
- Example: In May 2006, Reikoku [RKK] corporation announced that the Band of Brothers alliance had completed construction of an Amarrian Avatar, the first titan ever built by a player corporation. While this has not yet been verified beyond doubt, it is a very plausible claim. Several other alliances are rumored to also have titans nearing completion. (ASCN had built the first Titan with Band of Brother's shortly coming afterward. Also the Band of Brother's Titan is piloted by [EVOL] player Shrike further contradiction this claim.)
- One December 2006 Lotka Volterra destroyed a fleet of Red Alliance and Goonswarm with an Amarr Avatar's doomsday weapon. Up until the weapon was fired, no one, including most of LV, was aware that the alliance had a Titan. There were 215 confirmed kills from the use of the doomsday weapon. The battle for 1V-LI2 was still lost despite several attacks from the doomsday weapon. Though an incredibly decisive weapon, this battle reflects that the Titan follows the same rule that other capital class ships do; they must be supported by a support fleet.
- Later in December, Cyvok, the pilot of the ASCN Avatar logged out with an active aggression timer in C9N-CC. BoB located the ship and attacked. After five minutes of constant attack, the titan was destroyed. As the first Titan to be destroyed players have petitioned CCP to keep the wreck as a permanent monument.
- More recently, in late 2007 a combined RA-AAA force destroyed a Titan operated by MC, using a custom fitted interdictor designed specifically to survive a doomsday device attack for that specific Titan's damage type.
Strategic Cruisers (T3 Ships)
- The T3 Ships are the newest toys, released in the Apocrypha expansion. These ships are modular in design; as in they are not based off any current T1 hull. Each ship is made up of 6 parts (5 modular subsystems and the main hull) and there are 4 models for each subsystem.
- The subsystems are broken down into 5 categories:
- Each different sub-system allows a greater enhancement to the ship in question (i.e Amarrian subsystems may give a boost to armour/resistances, while a Caldari subsystem may give a boost to shield recharge time).
Commercial Ship Types
The shuttle is the smallest ship type. It is very agile, very fast, and very cheap. It cannot be fitted with modules, and only carries 10 m3 of cargo. One type exists for each of the four major factions, with no difference between them other than aesthetics. They are primarily used in scouting duties, and getting from place to place quickly.
As well as the four faction shuttles, several "limited edition" shuttles have been released to commemorate special occasions:
- The Apotheosis - EVEs 5th anniversary (features: improved sensor strength)
- The Interbus Shuttle - the 2009 retail release (features: double cargo capacity)
- Industrial ships are designed for cargo transport. They are large, slow, and almost completely defenseless, but have far larger cargo holds than most other ship classes. Industrial ships are not intended for combat, and usually require armed escorts when in dangerous low security systems. It should be noted that the slot layout of most industrials allow for somewhat sneaky ambush tactics. The EVE Online forums are usually the first place a triumphant Industrial pilot will post when he's managed to drive off or destroy a marauding pirate's interceptor, much to the embarrassment of the pirate. Between two and five types exist for each major faction.
- Examples: The Gallente Iteron series consists of five ships, each with a larger capacity than the last. The Iteron Mark V has the largest basic cargo capacity of any Industrial ship, but requires the player to invest substantial time in skill training before it can be flown. By contrast, the Amarr Bestower has a lesser cargo capacity, but is also considerably less skill intensive.
Transport Ships (Tech II)
- Transport ships are the Tech II version of the industrial class designed for hauling cargo through dangerous low-security systems. While still requiring an escort for safety, transports are capable of surviving determined assaults that would destroy Tech I Industrials due to their lack of defences. There are two subclasses of transport ship. The blockade runner is a very fast small cargo ship which can fit a covert ops cloak, whereas the deep space transport is slower, but has more cargo and better defences including inherent resistance to warp disruption. Transport ships are very popular for transporting high-value cargo both inside and outside of secure space, as they can take multiple volleys from battleships without risk of destruction, while a standard industrial might be destroyed by the first volley.
- Examples: The Viator blockade runner can be fitted with a microwarpdrive to go over 2.5 km/s, nearly the speed of a fast frigate. This allows it to easily bypass threats that normal industrial ships could not avoid. The Occator deep space transport, by contrast, can hold two to four times more cargo and has very heavy armor, but is incredibly slow, especially with cargo expanders fitted.
Freighters (Capital Ship)
- Possessing the largest cargo holds of any ship class in the game (around 40 times that of the best industrial class ships), freighters are very large, very slow, and entirely unarmed. Their unrivalled capacity for cargo transport, however, makes freighters very valuable commodities to corporations or players that need to move large goods or large quantities of materials from one place to another with a large escort. Freighters can carry many ships within its hold, provided they have been "packaged" for transport. One freighter class exists for each major faction. Freighters cost about 600 - 700 million ISK to make (depending on the market value of minerals), however require around 5 billion isk worth of blueprints and can take more than a month of construction time (for component parts and including around 11 days for the ship itself). Blueprint originals are normally used due to the excessively lengthy period of weeks that freighter blueprints take to copy, but it is not unknown for some enterprising individuals to produce a few blueprint copies once they have completed their own freighters in an effort to reduce overhead. These typically sell (at the time that this goes to press) around 150 million isk each.
- Examples: The Caldari Charon freighter is known as the largest of these ships, with a cargo hold of 785,000 m3 (+5% to 25% depending on skill) but is also the slowest. The Gallente Obelisk freighter, with a 750,000 m3 cargo hold and 65 m/s speed, is popular due to the fact that many hauler pilots will naturally meet one of the vessel's prerequisite skills during the course of their training - the Gallente Iteron Mark V cargo hauler has the largest hold of any industrial class ship and is therefore one of the most popular industrials in the game. Both the Iteron Mark V and the Obelisk require that the pilot have trained the skill "Gallente Industrial" to level 5 in order to fly them.
Jump Freighters (Capital Ship) (Tech II)
- Jump Freighters are just what they sound like - Freighters Equipped with Jump Drives. They are the first Tech II capital ship in the game, and require Capital-sized Tech II construction components to build.
- Designed specifically for the purpose of mining, unlike other ships, mining barges are not race-specific, as their design originates with the NPC Corporation "ORE". Mining barges are effectively unarmed, though their large drone bays (presumably originally intended for deploying mining drones) allow them to deploy up to five combat drones that provide adequate defense in high-security systems. It would be very unwise for a player to mine in a low security system in a mining barge without a well-armed escort. Mining Barges (along with their Tech II Exhumer counterparts) are also unique in that they are the only ships able to fit high-powered strip mining modules and ice miners.
- Example: The Apocalypse and Rokh are thought to be the best non-barge Tech I ships for mining. The Covetor, fitting three strip miners, can mine 20-30% more per time period than either of them.
Exhumers (Tech II)
- Exhumers are the Tech II extension of Mining Barges. Bigger cargo holds, faster (mining), T2 resists. More expensive. They are also role specialized by having role specific bonuses. Skiff for Mercoxit, Mackinaw for Ice, and Hulk for everything else.
- These are ships that are specific and unique to a certain NPC (pirate, or other major) faction. Only frigate, cruiser, and battleship faction ships exist at this time. These ships are generally considerably better than Tech I ships, though not necessarily better than Tech II ships. However, they do not have nearly as high skill requirements as Tech II ships. Faction ships range from mildly rare to extremely rare, and usually cost as much as or considerably more than a Tech II ship of the same class.
Unique and Limited Edition Ships
- The Gold Magnate was a unique ship given as the first place prize for the Amarr Championship competition. However, in 2004, Tyrrax Thorrk, the owner of the Gold Magnate, took the ship into combat. Eventually, the ship was destroyed by the infamous m0o pirates and subsequently, the Gold Magnate no longer exists.
- Nineteen Silver Magnates were given out as runner-up prizes in the Amarr Championship event. As no more have entered the game since their release, their price has steadily risen. In addition, many have been destroyed, further increasing their value. At the time of their release, they were nearly the most powerful frigate, second only to the even rarer Gold Magnate. The advent of Tech II frigates, however, made the Silver Magnate less notable as a combat ship.
- Fifty Guardian Vexors were given out as part of an event. It is suspected that fewer than 20 still exist today. Their attributes originally are not notable: they were merely Vexors with an extra missile hardpoint. Their value came not from the ability, but solely the rarity of this limited edition ship. However, when changes in game mechanics removed from ships special abilities to control more than five combat drones, this ship was not changed, and its ability to control up to five extra drones made it extremely powerful. Unfortunately, its high price tag ensures that even those who own one will most likely not use it in combat.
Opux Luxury Yacht (formerly Opus Luxury Yacht)
- Two of these exist in the EVE Universe. One was acquired when an event actor (movie star) ejected from his Opux Luxury Yacht to commit suicide at a Quafe Ultra event, after which Iece Quaan boarded it and later sold it to the current owner Voogru. The second was given out by CCP to a couple from New Zealand who got engaged on the stage at the 2005 fanfest, both of whom are members of Celestial Horizon.
Federate Issue Megathron
- The Federate Issue Megathron is also an event-related ship, similar to the Imperial Issue Apocalypse. It was handed out in The Crielere Incidentto Doc Brown. Doc Brown kept the unique ship for a while, then later sold it to DigitalCommunist, who also held it for a long period of time. More recently, Madcap Magician, the CEO of DigitalCommunist's corporation, plotted and eventually stole the ship and subsequently kicked DigitalCommunist from the corporation. Madcap sold it to Entity, a famous collector of rare EVE items. It is still in the possession of Entity.
Imperial Issue Armageddon
- These ships were released in the Amarr Championship. The four teams that MASS defeated each received one Imperial Issue Armageddon, and four Silver Magnates. Everlasting Vendetta, Evolution, BIG and PAK each received one at the time. Shrike is still in possession of hers, as is Detaitiv. WarHound's is currently owned by Tyrrax Thorrk, who acquired it from the Guiding Hand Social Club, who had previously hijacked it from Icarus Starkiller. The ship had passed from WarHound's possession to Icarus Starkiller via the BIG Lottery. Con'Mal sold his to Entity who still retains ownership of it.
- The Imperial Issue Armageddon has extra powergrid and CPU compared to normal Armageddons, but its rarity is of course the primary reason for their great value.
Imperial Issue Apocalypse
- Originally four of these ships were in game, but three have been destroyed. Only one still exists in the game. All four were given out as part of the Amarr Championship. Tyrrax Thorrk recently lost his in the 3rd Alliance Tournament, and so the infamous Istvaan Shogaatsu owns the last remaining "Impoc". However, a fifth briefly existed; one Imperial Issue Apocalypse was given out as a prize from the BIG Lottery. It was flown by a player named Clone 0, and while moving the ship from one station to another, an attempt was made to destroy it by a group of Minmatar roleplay corporations. It was defended successfully by a group of Amarr roleplayers. CCP took the Imperial Issue Apocalpyse back as part of a roleplaying event on the request of the player receiving the ship.
- They are superior to the Navy Issue Apocalypse, due to their much better powergrid, CPU, an extra mid slot and more capacity. Their value comes both from their rarity and the fact that neither of the current owners seem willing to part with them at any price.
State Issue Raven
- The Raven State Issue (originally named the Corvus) was designed by CCP as the top prize in the 3rd Caldari Alliance Tournament in December of 2006. Four were awarded to the winning team from Band of Brothers at the end of the tournament, of which one was sold on to wealthy item collector Entity (Entity's item collection) for a very large sum of ISK (reported to have been between 70 and 80 Billion ISK).
- The Raven State Issue (sometimes referred to as the State Raven) is -like most special issue ships- vastly more powerful than the standard Raven, and even its Faction counterparts the Raven Navy Issue and the Rattlesnake. It's greatly improved fitting and 8 launcher hardpoints give it a definite damage advantage over its lesser counterparts, and an extra low slot can be used to further fortify its defenses.
Tribal Issue Tempest
- The Tribal Issue Tempests were presented as alliance tournament prizes. There are currently thought to be only four Tempest Tribal Issues in existence, at least one of which is owned by Entity, an avid collector of rare ships and other curios. The Tribal Issue Tempests were presented as alliance tournament prizes. As with all unique battleships, the Tempest Tribal Issue is vastly superior to it's brethren.
Originally by Restrius
The Wikipedia Article
|MCS MINING||Multidimensional data mining|
|LITECOIN MINING COM||678|
|Easy mining jobs||Mining shovel bucket|
|Bitcoin mining profitable||Cloud mining online|
|English word mining||Daxx coin solo mining|