Combat and travel Eve Online



an artist s rendering of rifter-class frigates after successful attack against armageddon-class battleship


the game s primary mode of play flying around in space ships. players can dock @ stations, safe , can use station services such repairing, refitting, , regional market. space combat takes place in real time @ sub-light speeds around 100 m/s in excess of 8000 m/s, depending on ship size , setup. while players can manually control ships in space combat simulators such wing commander or x-wing following release of rhea expansion on december 9, 2014, opt instead give commands such orbit, approach or align flight computer, best comply. weapon aiming, however, cannot done manually; instead, player locks on opponent , orders weapons fire, , result determined through calculations based on factors such range, velocity, weapon tracking, , degree of randomness.


travel across distances longer hundreds kilometers done ship s warp drive, every ship , escape pod has, though player may slow boat across distances, traveling without warp drive. player issues command warp object, must greater 150 km away , in same star system, and, after alignment maneuver, ship enter warp. after between few seconds several minutes, depending on ship speed , warp distance, ship arrive @ selected destination. ship s warp drive can temporarily disabled warp disruption weapons, essential part of combat prevent target escaping.


for ships, travel between star systems possible using structures called stargates . each stargate linked partner stargate in system; star systems have more 2 stargates, forming network through players travel. while travel within star system warp drive relatively free-form, need use stargates travel between systems makes them focal points combat.


capital ships may travel either stargate or using jump drives, require ship create cynosural field capital ship can jump to. while allows capital ship travel instantaneously, requires trusted second party (or alternate account) create beacon. jump drives consume fuel (in contrast stargates, require nothing), drain ship of capacitor, leaving defenseless until recharged, , incur jump fatigue , prevents pilot jumping progressively longer periods of time after each consecutive jump. titans capable of allowing other ships instantaneously travel creating temporary bridges cynosural fields. black ops battleships can create similar, undetectable, bridges capable of transporting specific ship types such stealth bombers.


player-run corporations claim sovereignty on 2 null sec systems within range of each other can set jump bridge @ player owned starbase (pos) in orbit of moon. jump bridges allow instantaneous travel other system s jump bridge, @ cost of using fuel (requiring supply owning corporation) scaled mass of ships use them. leads accumulation of jump fatigue.







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