Eve Online – Wikipedia
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However, when the wormhole unexpectedly collapsed, it destroyed the gate as well as the connection between the colonies of New Eden and the Milky Way. Cut off from the rest of humanity and supplies from Earth, the colonies of New Eden were left starving and disconnected from one another; many died out entirely. Five major distinct societies rose to prominence from the surviving colonies, each growing into interstellar spaceflight-capable civilizations.
The states based around these societies make up the five major factions in Eve Online: Races The four playable races in Eve Online as seen on the character creation menus 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.
However, much of their population remain enslaved by the Amarr, and some, having adopted the Amarrian religion and sided with 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 Caldari homeworlds are situated in the same star system. The Gallente restored themselves to a high-functioning technological society some hundred years before the Caldari, building the first lastingly democratic republic of New Eden in the form of the Gallente Federation.
Originally the Caldari composed a member race within the Federation, but 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.
Much more recently, however, a Caldari offensive managed to recapture their lost homeworld, a fact which 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 economically- 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 statist corporatocracy ; the Caldari State itself is owned by and operated on behalf of a few trust -like megaconglomerates. The Gallente Federation’s official policies regarding multiculturalism and encouragement of diversity attracts many immigrants to Gallente space; a third of all ethnic Minmatars reside as citizens there.
As the Caldari did not share this enthusiasm for diversity with the Gallente, the Caldari State at the time of its formation found itself at a relative population deficit compared to its Gallente adversary; rather than encourage massive immigration to and diversity within the State, this population shortage was rectified by a Statewide programme of artificial reproduction, producing a generation of so-called ‘Tube Children’ raised by the Caldari State apparatus to enlarge the labour pools available to the megacorporations that ruled the State.
The Jovians a non-playable race were also descended from colonists. Unlike the other races of Eve Online, they maintained a relatively high-functioning technological society after the collapse of the EVE wormhole and did not need to spend millennia recapitulating ancient societal developments as the others did, and while the other four major races were still grounded, Jovian history saw two major periods of spacefaring empire.
Having experienced a catastrophic population decline the Jovian societal structure is believed to be barely maintained by their immensely-advanced technological systems , the Jovians have effectively retreated to inhabit a region of space inaccessible to outsiders. Minmatar ships tend to be quite fast but fragile, and rely on their high speed and 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, densely armored, and pack batteries of powerful laser -based energy weaponry. Gallente ships are sleek and designed to favor armor plating; they 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. Gameplay Main article: Gameplay of Eve Online Players start the game by either selecting a previously created character or by creating a new one.
Each Eve Online account allows for up to three characters. 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.
There are technically four copies of the universe running: These units will attack and destroy the aggressor, and are designed to reinforce in such strength that they will always win an engagement. However, CONCORD is not preventative, but punitive, meaning there is a short window between beginning an attack and getting destroyed where a player or group of can destroy another player’s ship.
Systems classified as 0. 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. However, player-run corporations cannot claim sovereignty in wormhole systems.
Star systems contain different types of celestial objects, making them more or less suitable for different kinds of operations. Typically, players find asteroid fields, planets, stations, stargates, and moons in a system. 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.
Players can dock at stations, where they are safe and can use station services such as repairing, refitting, and the regional market. 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, , 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 based on factors such as range, velocity, weapon tracking, and a degree of randomness. Travel across distances longer than hundreds of kilometers is done primarily with the ship’s Warp Drive, which every ship and escape pod has, though the player may “slow boat” across distances, traveling without warp drive.
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 prevents 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. Black Ops battleships can create similar, but undetectable, bridges capable of transporting only specific types of stealth ships 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. Advancement Unlike other massively multiplayer online games , 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.
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 expend a PLEX see accounts and subscriptions in order to allow that account to train a second character for 30 days, equivalent to paying for a day subscription on another account to train a single character.
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. The characters themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game.
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 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. This encourages a more even spread of players. Some player characters operate primarily as traders, generating profits through buying, selling, and transporting goods.
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 , in-game currency is not freely convertible 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. 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.
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. This includes stealing from other players, extortion, and causing other players to be killed by large groups of NPCs.
Please consider splitting content into sub-articles, condensing it, or adding subheadings. January This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. September Learn how and when to remove this template message 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 huge cargo hold, one that is suited for mining, one that has a powerful array of weapons, or a ship that moves quickly through space; 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 the job” today will continue to be the best ship tomorrow.
Furthermore, unlike many 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 offensive oriented ships that can launch wings of fighters to attack targets at extreme range , dreadnoughts dedicated siege ships for attacking structures and other capitals , force auxiliary ships dedicated support ships exceptional at repairing other ships , supercarriers larger versions of carriers focused more on damage to capital class ships and powerful fleet disruption capabilities and titans supermassive mobile battle stations, capable of equipping doomsday devices which do massive amounts of damage to other capital ships, or have other powerful battle-affecting capabilities.
A destroyer-class ship leaving a station 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, 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.
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