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  • EVE Evolved: How to fix nullsec territorial warfare

    by 
    Brendan Drain
    Brendan Drain
    08.17.2014

    If you've been playing EVE Online lately or just following the major events in the game, it can't have escaped your notice that nullsec has become a bit stagnant. The lawless nullsec regions are supposed to be politically unstable territories claimed by hundreds of warring player-run alliances, but today they're dominated primarily by just two or three mega-coalitions. Individual alliances can no longer hold out against the combined forces of the coalitions and must either pick a side or be annihilated. The coalitions have even signed agreements not to take space from each other by force, and players are being bored to death as a result. Two weeks ago, I examined the history of force projection in EVE Online and made the argument that capital ships and jump drives ultimately created today's nullsec problems. Increases in mobility have led to alliances teaming up over vast distances, making mega-coalitions an inevitable outcome. It's obviously too late to remove capital ships or jump logistics, but there are plenty of other ways to potentially fix the nullsec problem. We had some great discussions in the comments of the previous article about how this complex problem could be solved without making warfare the painful slog it was back in 2004, and I believe it's possible. In this edition of EVE Evolved, I lay out some ideas for new game mechanics that could solve the current nullsec crisis and may meet CCP's goals for the eventual sovereignty revamp that's on the way.

  • EVE Evolved: Has colonisation been forgotten?

    by 
    Brendan Drain
    Brendan Drain
    01.19.2014

    At last year's EVE Online Fanfest, CCP revealed its ambitious plan to take the game where no sandbox MMO has ever gone before: full deep space colonisation. The plan will be delivered over the next five years and will end with the incredibly exciting vision of players building their own stargates and colonising brand-new solar systems that lie off the grid. Rubicon was intended as the first step toward this glorious plan, and its new focus on deployable sandbox structures certainly seemed to be introducing a more player-directed form of colonisation. I've been cautiously optimistic about the whole endeavour so far, but five years is hell of a long time to wait for that vision to come to fruition. Rubicon's Mobile Depot structure was a great first step toward player-run empires on all scales, but none of the recently announced Rubicon 1.1 deployables has continued along the same theme of colonisation and exploration. The Mobile Micro Jump Drive and Mobile Scan Inhibitor structures I looked at last week provide extra tactical options in PvP, and the three new structures revealed this week are all designed to steal money and resources from nullsec corporations. In this week's EVE Evolved, I ask whether the newly revealed Encounter Surveillance System and alternate Siphon Units are a step in the wrong direction. With games like Star Citizen and Elite: Dangerous on the way, CCP may not have five years to deliver the promise of colonisation.

  • EVE Evolved: Rubicon 1.1's new deployables

    by 
    Brendan Drain
    Brendan Drain
    01.12.2014

    Of all the major changes to EVE Online in the past few years, it's the introduction of personal deployable structures that has had me most excited. I've always been of the opinion that a true sandbox should let individual players and larger organisations build their own personal empires in empty wilderness. If it were up to me, everything from mining and manufacturing to research in EVE would take place in destructible structures and possibly even player-built deadspace dungeons. The Rubicon expansion took an important first step toward this brand of sandbox-style gameplay with the introduction of several new personal deployable structures, including an item hangar and refitting service that can be deployed anywhere in space. Four more structures were initially planned for the Rubicon 1.1 point release to expand the game's tactical possibilities, and this week two of those structures were confirmed. The Mobile micro Jump Unit is a game-changing strategic device that allows players any nearby players to jump their ships 100km forward, and the highly requested Mobile Scan Inhibitor physically hides nearby ships from probes and the directional scanner. Players on the test server have also discovered overview filter options for Mobile Jump Disruptor and Mobile Decoy Unit deployable structures, but developers were unable to confirm whether these would be part of Rubicon 1.1 or even if they'd definitely make it into the game. In this week's EVE Evolved, I look into the tactical possibilities of the Mobile Micro Jump Unit and Mobile Scan Inhibitor and why some players have reservations about these game-changing strategic structures.

  • EVE Evolved: The Siphon Unit in Rubicon

    by 
    Brendan Drain
    Brendan Drain
    10.20.2013

    EVE Online will soon let players steal valuable resources from each other, and not everyone is happy with it. The upcoming Rubicon expansion will add a new Siphon Unit structure that can literally siphon off materials from a starbase's moon harvesters and simple reactors. Preliminary details on the structure were released in a new devblog this week, sparking debate over whether the new item will be a useful tool for disrupting entrenched nullsec alliances. Many expected the siphon to be a minor annoyance to starbase owners, with the presence of a siphon being easily discovered and a limit of one siphon per starbase established. In reality, one siphon unit can rob a starbase of 60% of the output from a moon harvester or 12.5% from a simple reactor, and there's no limit to how many can be stacked on an individual starbase. It'll take only two of these to completely shut down a single moon-mining operation, and the owner will get no warning whatsoever that it's happening. In this week's EVE Evolved, I look at how the Siphon Unit will work, its stats, various ways to protect your starbase from it, and what the long-term implications may be for EVE.

  • EVE Evolved: Deployables in Rubicon

    by 
    Brendan Drain
    Brendan Drain
    10.06.2013

    Last week I looked at EVE Online's upcoming Rubicon expansion, which aims to kick off CCP's long-term vision of deep space exploration with a series of new deployable structures. Until now, most structures have come in the form of modules that can only be added to starbases anchored at moons. Starbases are owned by corporations rather than individuals and require a significant financial and logistical investment to set up and maintain, putting them quite far out of reach for new players. Rubicon will fix this with a relatively inexpensive new personal Depot deployable that can be anchored anywhere in space. The mobile Depot is a small feature that was no-doubt trivial to implement, but it could have a massive impact on the shape of the EVE sandbox. The module offers a way to store your items and refit ships in the middle of hostile territory, and this is the first of a new breed of structure that will ultimately unlock deep space for exploration. This expansion will also give us a new auto-looting tractor beam structure and a Siphon Unit that actually steals resources from nearby starbases. Not much is known about these three deployables beyond the basic information already released, and there's a ton of potential for new complementary structures that could be released in the future. In this week's EVE Evolved, I examine the impact that Rubicon's two biggest deployable structures could have on the EVE sandbox and think about new structures that could be released in the future.

  • EVE Evolved: Everything we know about Rubicon

    by 
    Brendan Drain
    Brendan Drain
    09.29.2013

    Back in April, EVE Online Senior Producer Andie Nordgren delivered an incredible long-term vision for the game's future that included deep space colonisation, player-built stargates, and players controlling practically everything that's currently run by NPC empires. This vision sets the tone and direction for development over the next ten expansions, each of which will introduce a small component of the overall goal. In a live interview session earlier this week, CCP revealed the first steps it will take toward space colonisation in its upcoming winter expansion. Named Rubicon, the expansion will be in players' hands on November 19th and promises to give individuals and small groups unprecedented control over the sandbox. It will let players fight over planetary customs offices in high security space, significantly buff the ability of small ships to participate in hit-and-run style warfare, and even introduce a new set of personal deployable structures that can be hidden anywhere in space. All this comes alongside two new Sisters of EVE ships, twitch livestream integration, and significant balance changes to Marauders, Interceptors, Interdictors, and Electronic Attack Frigates. In this week's EVE Evolved, I run down all of the new features and changes announced so far for EVE Online's Rubicon expansion.