November 30th, 2006
Patch your game guys and gals - Kali went online this week.
A word of warning - its 68MBs Given my first download of Eve was under ten times that, its a good sign for the major update of content they’ve added. But, as I was offline yesterday, I haven’t actually seen it in a live environment yet.
We’re also adding a new section to the site this coming week - look out for ‘Missives from the Void’ - fics, reports and information purely from a character perspective.
Popularity: 2% [?]
Posted in Updates and news | No Comments »
November 30th, 2006
By popular request, we’ll be adding a screenshot gallery soon - it’ll be a plugin for wordpress, and we’ll announce it, on the blog as soon as we add it.
Popularity: 2% [?]
Posted in Updates and news | No Comments »
November 29th, 2006
CONCORD stands for Consolidated Cooperation and Relations Command. It was founded over 100 years ago, and is part police, part mediator. Think the UN, in space, but more effective. And they are very effective - Peace has held for the most of the time.
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Popularity: 2% [?]
Posted in Updates and news | No Comments »
November 29th, 2006
The amount of people I’ve met on Eve lately that need to roleplay. They NEED to roleplay.
I’m not one of those people - well, actually, I am. There’s World of Warcraft Cards scattered all over the fireplace - alongside our Eve cards - Eve’s patched and logged in and training skills - and every so often I go in, I immerse myself in the game, and you know, I write. Read the rest of this entry »
CCG, Eve Online, Misc, Roleplaying, Sci fi, Second Genisis, the Cardgame, World of warcraft, WowTCGPopularity: 2% [?]
Posted in Misc | No Comments »
November 28th, 2006
Arbitrator - The Drone Carrier - This cruiser is another unique design for the Amarr, following Gallente combat principles this cruiser is designed to host drones and gives bonuses to drones in reasonable amounts. It also emphasises the use of certain items like tracking disruptors to give the drones more time to oeprate in the theatre of war. At Amarr Cruiser II its not hard to fly either. Read the rest of this entry »
Amarr, Races, ShipsPopularity: 6% [?]
Posted in Races, Amarr, Ships | No Comments »
November 28th, 2006
Crucifier - The Scout - This frigate, which requires Amarr Frigate II, is designed with the purpose of scouting in mind. It excels at fitting certain Electronic Warfare devices like traking disruptors which can slow down weapon locks and reduce turret ranges.
Executioner - The Interceptor
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Amarr, Races, ShipsPopularity: 4% [?]
Posted in Races, Amarr, Ships | No Comments »
November 27th, 2006
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.
Eve Online, Second Genisis, The CCGPopularity: 3% [?]
Posted in The CCG | No Comments »
November 27th, 2006
I’ve played a few games of the EVE CCG now, and I have to say that with every game I’m enjoying the game more. You have to find a nice balance between Economy and Military in order to win.
Card draw does appear to be the main bottleneck for most decks; seeing as you can usually only draw one card a turn and your income can exceed the value of the cost of cards in your hand it often means you end up heavy on the cash and light on the hand size and therefore stuffed when it comes to building up a sizeable military force. Finding the point when to utilise the ability to stop taking income for a turn in order to draw an extra card can make all the difference. I find that if you are saving at least half of your isk a turn from your income then you can safely stall your income flow once every 2 turns to draw an extra card.
Just remember, no matter how much income you have it is no replacement for a sizeable fleet with the ability to protect your home region - you lose that and your dead.
The CCGPopularity: 2% [?]
Posted in The CCG | 1 Comment »
November 25th, 2006
Its been announced that Kali - (code name for Revalations), Chapter 1 is being deployed Tuesday 28th November. Eve will be down for 24 hours.
Over the coming days I’ll be writing up a summary of what I’ve seen on Tranquility (edit sorry!)Singularity, as its been on there for at least a couple of days now - and the notes online.
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Features, Kali aka Revalations, PatchesPopularity: 3% [?]
Posted in Features, Patches, Kali - aka Revalations | 1 Comment »
November 25th, 2006
You will hear about players moving out 0.0 space and living out of a can for a few weeks whilst they haul in billions of isk through mining and ratting (attacking piRATes) and you will probably think, stuff this for a lark, I’m going…..
Well my fellow pilots, it ain’t as easy as jumping to a belt and destroying a few pirates (well it can be but there are some major risks). The first thing to consider is what ship(s) do you take? There is no easy answer for this other than all of them, getting them there though is risky and difficult. So the bare basics that you will need for 0.0 is a Battleship (even if you are mining).
The reason for this is simple, the Battleship is the wokhorse and backbone of this game. It can fufill so many roles its unreal. When you are in a fight in a belt in 0.0 against 3 npc (Non-Player Character) battleships and at least 2 cruisers/frigates you will want a battleship. I first went to 0.0 in an assault frigate and yeah ok, I never lost it to pirates but on the other hand I got fed up of spending an hour orbitting a battleship slowly grinding its shields down. Now in my battleship, I can sit back quite merrily and take out a battleship in about 1-2 mins on a bad day…..and still keep my armour intact against all that incoming fire (and trust me it stings a lot).
So what about mining? Well ok, you could go out there in a Mining Barge and make a huge profit just mining and hauling, but again you have the problem of NPC pirates at gates and at belts. Remember Mining Barges are slow and unwieldy you can (and most probably) will be destroyed very quickly without something with some muscle to take and dish out damage. So again we fall back to the battleship, you can fit a reasonable number of tech II mining lasers to most Battleships and with that you will still pull in a fair amount of ore (not as much as the midsized Mining Barge would),though for a one man show it’s still not terribly bad.
So thats the NPC issues of 0.0, now we get into the PC (Player Character) issues, most of 0.0 space is controlled by one faction or another and areas of space in 0.0 can change hands pretty quickly - so far I’ve logged back in to find the station I had docked in had changed hands over night and we were now being evicted! So with all of this turmoil comes a lot of in-fighting. Players will camp (sit at and attack any and all unfriendlies at a given location for several hours) gates and stations making your life hell for travel or just hell for mining. The use of Warp Disruptors is not unheard of, in fact its quite common, I’ve lost track of the number of times I’ve jumped into a system and found myself unable to warp away from the gate due to being within the radius of a Warp Disruption field. Its not pleasant, trust me, especially when you see a bunch of red cross hairs coming your way at high speed!
What it comes down to in the end is how badly do you want that extra cash, what are you willing to risk losing for it? The opportunities are there in 0.0 but the cost of getting them (like anything in life) can be exceptionally great and don’t think that being in an Alliance or Corp in 0.0 will make you invulnerable. Yes you will have greater protection, but I have yet to see an Alliance or Corp that has successfully kept all enemies out of their space and managed to safe guard all their ships, hopefully though with all that isk you are pulling in you’ll be able to cover your losses.
Combat, Mining, ShipsPopularity: 6% [?]
Posted in Ships, Combat, Mining | 2 Comments »
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