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Their ships will usually have paper thin shields that belie meters of thick bulwark. This power comes at the cost of speed and energy.

Caldari society is based around business and money. Corporations rule and bureaucracy is the letter of the law. Its people are intensely nationalistic and have extreme pride in their nation. The Caldari have fought fiercely with the Gallente for independence for hundreds of years. Caldari ships tend to be nimble, versatile, and armed with precise missiles. Their ships have the strongest shields in the galaxy, yet some of the weakest armor.

While missiles can hit precise weaknesses the user has to take into account flight times and speed. Gallenteans favor a liberal democratic society. Most of New Eden's entertainment industry originates from the Gallente.

The Gallenteans have taken to involving themselves in the affairs of the other nations regularly. Most recently they have become involved in freeing the Minmatar people. Gallentean ships tend to be slow, armored, and contain a full flock of drones. Gallente ships heavily rely on drones for a variety of tasks from dealing damage to repairing. The Minmatar are a relatively young people recently freed from Amarrian subjugation.

Their government faces an uphill battle as they try to find their place in the galaxy. Due to the lack of resources, the Minmatar have focused heavily on recycling and innovation in their ships. They are known for "rusty" ships.

Matari ships tend to be the fastest, can have shields or armor, and utilize many types of weapons. Much like the people, Matari ships are very diverse.

If a pilot isn't careful he or she can end up flying everything, but nothing well. Jovians are remnants of humans from the Milky Way. Plagued by thousands of years of genetic "enhancements," the Jovians dwindle in numbers. The Amarrian empire, in its infinite pride, attempted to destroy the Jove Empire only to be decimated. Jovian technology is beyond comprehension for the people of New Eden.

The Jove Empire is not currently accessible. Many other factions populate the world of New Eden including pirates. A new pilot will do well to stick to his own empire until he learns the ropes. The average life of a capsuleer is nasty, brutish, and short. Subterfuge and a silver tongue are the most valuable assets in this world. If you can learn to backstab your best friend, lie with a straight face, and prey on the weak, there might just be a small niche for you to carve in this vast galaxy.

His or her training will dictate the effectiveness of ships. Space stations hold the majority of capsuleer assets in game. These space monoliths dot the galaxy and serve as the only safe zones in the game. Capsuleer safety is only guaranteed inside these colossal structures.

Each station has a multitude of services to aid capsuleers and it is here a new life begins. While docked in the hangar, capsuleers can select their desired ship, fit modules and weapons, and conduct trade. The station itself will determine what services are available, meaning one station may allow you to reprocess minerals while another will allow ship manufacturing. One of the most important services a station can provide is basic medical cloning.

Capsuleers are the demigods of space, near immortal due to the benefits of cloning. Should a capsuleer meet the wrong end of a mm Howitzer, a remote clone will be activated in a preset station at the moment of death.

The medical clone is able to be set locally within a station or remotely once per year. Every capsuleer from the lowest frigate pilot to the richest industry mogul is a member of a corporation. Each capsuleer begins in a basic corporation, which provides only the most basic of support. New capsuleers are encouraged to seek out aid from more established groups at their earliest convenience. Joining other corporations does present rather large risks such as war, though.

In most cases, the benefit of help from a small community outweigh any potential risks. Beyond the confines of a station, life will follow the ebb and flow of warring capsuleers.

The center of the galaxy contains the four largest empires of Amarr, Caldari, Gallente, and Minmatar. Circling them are the lawless edges of the galaxy. Capsuleer run corporations and pirate factions own this land. Make no mistake, in even the most securely policed pockets of space if someone wants you dead, you will die. A capsuleer would do well to consider each undocked ship forfeit immediately upon leaving the hangar.

It is up to the individual to decide how to leave an indelible mark on the vastness of space. When actually exploring the many solar systems of EVE, it's important to note the safety level of a given area. Safety is rated from 1. This is broken up into 3 regions: high-sec 1. Low-sec is significantly less safe with only stationary turrets on stations and gates protecting you. In null-sec none of those rules apply. Street justice is enforced by the biggest kid on the block. The Apocrypha expansion introduced wormholes.

So called W-Space wormhole space is different from normal 0. They are effectively lawless and disable other players from showing up in local chat automatically. You are effectively flying partially blind through space. Unlike other games with several servers, EVE has a single, persistent server, and the game is always PvP.

There are no safe zones, even in heavily patrolled areas, and a player could easily lose everything if they're not careful, explicitly targeted for elimination, or just unlucky.

It can be argued that EVE has a strong equalizing factor in the way it handles combat. Even in large-scale wars, the simplest of characters with the lowest level of experience can still contribute to the fight. They will not necessarily be direct aggressors, but beginner level ships can be equipped with helpful machinery that can turn the tide of battle in the favor of their allies.

Newbies can function as scouts, for example, reporting enemy movement, or tacklers who prevent the escape of ships being pummeled by more experienced characters. Combat itself is similar to combat in other MMOs, where players have sets of abilities, dictated by ship equipment and enabled by character skills.

These abilities have rates of fire and strengths, which are compared with the targets' relative strengths, and their activation is dependent upon a ship's capacitors which, like real life, store power for later use. Different ships can help in different roles, eschewing traditional holy trinity roles of tank, healer, and DPS.

Ship hulls will dictate optimal roles which can be very broad, found in cruiser hulls, or very focused, as in black ops battleships. You are able to create certain builds which optimize speed, damage, armor, electronic warfare, or any number of other features, any of which may be useful to larger groups. Small scale combat tends to favor more generalized ships while large scale combat focuses on rigid adherence to ship doctrines. Unlike most MMOs, which rigidly control their economies to prevent devaluing and inflation, EVE is considered to be a more open economy.

This means that production and resource availability is largely dictated by player actions. Miners will mine raw materials, which are in turn moved by transportation ships, then production facilities will produce ships from NPC bought blueprints and fit them with industry produced gear. Gear and materials can also be looted from wrecks, which encourages player missions against NPC or player-characters ships, as well as general piracy. Piracy can be an incredibly lucrative profession, constantly riding the risk versus reward line.

Catching an unsuspecting freighter full of powerful deadspace modules can overshadow an entire year of profit. The open economy extends generally to the market, where players can buy and sell using general indexes as a guide, although they can make their own deals. Since the company doesn't refund ISK based on poor purchases, this can result in player fraud, from individual purchases up to defrauding whole companies.

There is some economic manipulation to keep areas balanced, in the form of introducing new resources in under-populated areas. CCP is also keen on preventing fraud that moves outside the reality of the game, and have frequently banned players who try to break this barrier through scams involving real currency.

There are also occasional problems with CCP staff being involved in corruption due to their super-user capabilities allowing them privileged, world-changing abilities, which are also dealt with to prevent player disillusionment. In-game ISK lost through fraud or theft, though, is considered fair within the confines of the game, even if this translates into a sizable investment of time and real money on the part of the players who lost these resources.

Loosely following a six month release cycle, CCP released a major expansion with incremental patches inbetween major releases. EVE Online has undergone several technical and graphical updates and expansions in order to stay current. The expansions were provided without an additional charge. The first major content expansion, dubbed Castor , refined the original game. It added more components and ships, as well as space stations that could be conquered by players in deep space. The second expansion, Exodus , added new ships, environments and multi-level scenarios called Complexes.

It was originally codenamed Shiva. The Cold War expansion revamped the existing tutorial and a storyline introduction. The Red Moon Rising improved performance and updated combat, research and manufacturing. This expansion also revamped many ships and introduced twenty-three new ships.

This expansion included new Asian bloodlines for all races. Achura, citizens of the Caldari State and expert scientists Jin-Mei, members of the Gallente Federation renowned for their legendary leadership traits Khanid of the Amarr Empire, the primary fighter-warriors of their culture Vherokior of the Minmatar Republic, the established manufacturers and engineers of the tribes.

Eight new areas were added, in addition to a contract system for players. Revelations II added a new optional tutorial, as well as refinements to the original.

Existing features were expanded, such as additional content for solo exploration and a broader scope of player-owned star systems. Trinity updated the graphics engine. Utilizing a cross-discipline approach combining cutting-edge technology and artistic excellence, CCP is dedicated to providing vibrant, compelling products that transcend the boundaries of conventional MMOs and facilitate social networking through virtual worlds.

Privately held and founded in Reykjavik, Iceland, in , CCP's international reach now spans the globe with offices in Atlanta, Shanghai and Newcastle as well as a base of operations in London. More information about CCP is available at the company's website, www. About EVE Online Set tens of thousands of years in the future, EVE Online is a breathtaking journey to the stars, to an immersive experience filled with adventure, riches, danger and glory.

With over , subscribers worldwide inhabiting the same virtual universe, EVE features a vast player-run economy where your greatest asset is the starship, designed to accommodate your specific needs, skills and ambitions. EVE offers professions ranging from commodities trader to mercenary, industrial entrepreneur to pirate, mining engineer to battle fleet commander or any combination of these and much more.

From brokering business deals to waging war, you will have access to a diverse array of sophisticated tools and interfaces to forge your own destiny in EVE. Learn more at www. Definition of Subscribers EVE Online subscribers include individuals who have paid a subscription fee or have an active electronic time code ETC to play EVE Online, as well as those who have purchased the game and are within their free month of access.



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