EVE CCG - Racial Specialties
In the CCG you have a chance to play as a corp based on each of the races. Each race appears to have its own speciality when it comes to deck themes. Ships are pretty much interchangable with many ships having multiple allegiance types allowing them to fit into whatever race’s deck. THis works in much the same way as the Online MMORPG in my opinion where it doesn’t matter what race you play you can fly almost anything. In order to get the more specialised craft though, like Battlecruiser and Battleships you have to play only ones specific to your race. The rules for each ship type is fairly reasonable and in my opinion, in many ways, reflects the online game fairly accurately.
So…each of the races….
Amarr - Ship ability specialisations.
Gallente - Economic control specialisations.
Minmatar - Cheap, sacrificial ship abilities.
Caldari - Improved card draw specialisations.
What each of this means is that Amarr has a stronger ability to control combat through ship commands, Minmatar has the ability to churn out lots of cheap, disposable ships which can sacrifice themselves in order stop the enemy from taking out valued ships, Gallente can take control of the economic side of the game in that they have many mining and mining/trading support vessels and many news cards that augment the economic balance of the game, whilst the Caldari have a good solid set of abilities - from station upgrades to specific news events that increase card draw, they also are good at speeding up assembly times of vessels. This means they can deploy ships quickly and restock their hand quickly too.
Each race is really designed to go up against its main adversary.
In the case of the Gallente and Caldari decks, the Gallente deck has the ability to block the Caldari economic interest and there by slow down the speed they can deploy ships and draw up, whilst the Caldari tactics appear to be based around getting the ships out quick enough and keep enough cards in hand for additional options so that they can deny the Gallente deck the ability to take control of the economic side of things and therefore limit its growth.
In the case of the Amarr and Minmatar decks, it appears to be more a case of military ship combat. The Amarr deck tries to control and direct the combat by only allowing certain targets to be attacked whilst the Minmatar deck appears to break through this but at the guarranteed loss of the attacking ship. What this pretty much equates to is that ok, in most cases the Minmatar will be forced to target specific Amarr ships designated by the Amarr player but if the Minmatar player is clever enough (and uses certain station bonuses) then through the sacrifice of cheap vessels they can target whatever they want and inflict huge, very directed, damage at enemy fleets.
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