logistics

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  • Officers' Quarters: The great raid size debate, part 2

    by 
    Scott Andrews
    Scott Andrews
    11.08.2010

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press. Last week, I received an email asking me for my thoughts on raid size in Cataclysm. As it turns out, I have quite a few thoughts -- three columns' worth, in fact, covering four different categories: gameplay, logistics, rewards and intangibles. My goal is to help officers and their guild members to choose which raid size is best suited for their guild. A week ago, I wrote about the gameplay category. This week's column will cover two topics that have been linked together throughout the history of the game. From the very beginning of WoW, Blizzard has made a connection between more difficult logistics and greater rewards. Molten Core, Onyxia, and later 40-man raids rewarded the best available gear in their respective heydays. Throughout The Burning Crusade and Wrath, 25-man content yielded the best items. For Cataclysm, this paradigm is shifting. Let's take a look at the logistics involved with the two raid sizes and the rewards that each size offers.

  • EVE Evolved: Medic ships, part 2: High-end healing

    by 
    Brendan Drain
    Brendan Drain
    03.28.2010

    In the first of this two-part guide, I looked at some of the more affordable entry level ships and modules available to dedicated healers in EVE Online. I went on to examine an effective strategy for using medic ships as part of a PvE gang, whether you need some help on a particularly hard mission or you're trying to crack one of EVE's hardest exploration complexes. This week, I look at high-end healing as I explore capital ships and the role of medic ships in both PvP and wormhole operations. Healing in missions and exploration sites is a largely passive affair, with the healer permanently locked to the main tank. NPCs in these sites never switch targets but the same can't be said for players or the advanced Sleeper AI that roam wormhole systems. Repairing your gang-mates in PvP or a wormhole operation is a completely different affair, made all the more complicated by the fact that the dedicated medic ship is sure to come under fire. In this article, I look at capital ships and the remote assistance strategies players use in PvP or wormhole operations.

  • EVE Evolved: Medic ships, part 1: The healers of EVE

    by 
    Brendan Drain
    Brendan Drain
    03.21.2010

    The holy trinity of tank, healer and damage-dealer is present in every MMO, including EVE Online. While most MMOs dedicate these roles to specific classes, ships in EVE can do all three at the same time. When running missions solo, for example, a ship will need to tank incoming damage, repair it and deal damage themselves. Setting up a ship for solo PvE becomes a balancing act between the three roles. Too little tank and you'll find yourself in trouble, but too little damage and you'll take forever to kill NPCs. As part of a gang, however, remote armour repair and shield transfer modules allow pilots to specialise into a traditional healer role. Rather than having each player repair their own damage, it can be much more effective to have a dedicated medic ship to repair anyone that gets shot at. There are even specialised ships for would-be healers in EVE, from entry-level cruisers to advanced Tech 2 Logistics ships and massive capital ships. Medic ships can be an effective part of any gang, whether you're tackling a tough level 4 or 5 mission or engaging in large-scale gang PvP. In this first part of a two-part look into dedicated healers in EVE Online, I look at the more affordable ships and modules available and the best strategy for healing in PvE.

  • EVE Evolved: Five interesting combat tactics

    by 
    Brendan Drain
    Brendan Drain
    01.10.2010

    Although EVE Online's combat isn't twitch-based, the outcome is often swayed by strong tactical and strategic influences. Whether you're running missions, battling Sleeper AI in a wormhole site or engaging other players in PvP, chances are you've pulled off a few fancy tactical maneuvers. Over the years, we learn these little tricks and teach them to each other. From mundane ways to avoid damage from NPCs to the cat and mouse games we play with other players, tactical maneuvers are a big part of EVE's gameplay. In this short article, I look at a few of the tips and tactics players use to gain an edge in combat. Angular velocity: If you've ever used a turret-based ship and found yourself missing enemies a lot, there are a few tricks you can do to even the score. Open the overview settings menu and under "column" select "Angular Velocity". This shows the transverse velocity of enemy ships relative to your own in radians per second, which is the same measurement your turret tracking score uses. By checking the show-info pane on your guns, you can look up the maximum tracking speed of your guns. Ships with an angular velocity greater than your turret's tracking speed will be practically impossible to hit so having this information on-hand means you can avoid picking targets that will just waste your time and ammo. Another useful trick to do is to match your course and speed as closely as you can with an enemy ship rather than just approaching it. This will decrease their angular velocity relative to your ship, allowing you to hit some fast ships you otherwise wouldn't be able to. Skip past the cut for four more interesting tactics and tips. Do you have a particularly useful tip or a clever tactical maneuver you use a lot? Leave a comment and let us know what it is.

  • EVE Evolved: Five interesting combat tactics, part 2

    by 
    Brendan Drain
    Brendan Drain
    01.10.2010

    By warping from one stargate to another at a distance or using the align feature, you can anchor a bubble at the second stargate which is in line with the first gate. Anyone warping from the first stargate to the second will be caught in the trap. A neat trick is that you don't even need to put the bubble on the correct side of the stargate.

  • Earthrise devs on risk vs. reward with mechas in organized ganks and looting

    by 
    James Egan
    James Egan
    06.22.2009

    The post-apocalyptic MMO Earthrise will have PvP game mechanics tightly integrated into the sandbox game. Given the statements made by Earthrise developer Masthead Studios in the past, it's confirmed that full player looting will be both a driver and reward for PvP in this game. It's interesting to note that the inclusion of mechas in Earthrise will likely play a pivotal role in organized ganks or piracy of a sort. The Earthrise devs explained more about this today in "Mechas, Transit, and Loot" on the game's official forums. The game's community manager Moll writes: "Goliaths of steel used for combat and transit, mechas are definitely not invulnerable to damage and destruction. It takes a bit of effort, but even carefully planned and armed attacks can disrupt a planned resource transportation route and destroy a mecha."

  • CenTrak intros world's thinnest active RFID, opens new realm of possibilities

    by 
    Darren Murph
    Darren Murph
    05.05.2009

    Despite being oh-so-promising years ago, we've seen little innovation in the RFID space over the past several months. Today, however, CenTrak's proving that the dream is still somewhat alive. The outfit has just introduced the planet's thinnest hybrid active Radio Frequency Identification tag, which is said to be so thin that it's almost "indistinguishable from a standard employee badge." The IT-740 Staff Badge checks in at just three millimeters thick and includes a trio of programmable buttons, a system controlled LED, hole mounts for portrait or landscape orientation, water resistance for easy cleaning and "ultra long battery-life." For employees, rocking one of these guarantees that your superior will recognize every step you take, every move you make and every bond you break. Which, sadly enough, isn't nearly as bodacious as The Police make it sound. Bonus coverage after the break.

  • EVE Evolved: The art of tanking - Unusual tanks

    by 
    Brendan Drain
    Brendan Drain
    01.18.2009

    Although in EVE Online we tend to think of a tank as our ship's ability to absorb damage and self-repair, it makes sense to describe any strategy used to keep yourself alive as a form of tank. In the previous parts of this guide on the art of tanking in EVE , I gave some tips on choosing what type of tank to use on your ship and gave an overview of both armour and shield tanking. In this final part of the guide, I take a look at alternative strategies for keeping your ship alive. Strategies such as the spider tank, defensive use of electronic warfare and the much lauded speed-tank are put under the microscope as I look at some of EVE's more unusual tanks. Spider tank: When I first coined the term "spider tank" back in early 2006 (before that calling it a "squadron tank"), I was convinced we would see them on the battlefield increasingly frequently. Sure enough, spider tanks have become a staple of gang and small fleet warfare. A spider tank is a strategy in which each member of a fleet fits a remote armour repairer or shield transfer in one of their high slots and they repair anyone in the fleet who starts to take damage. When the enemy concentrate their fire on one member of the gang, the gang concentrates their remote repairers on that member to keep him alive. Read on to find out how a logistics ship can generate capacitor out of thin air and how ECM, long range weaponry and speed can be effectively used as tanks.

  • EVE Online's rumored 'Orca' ship unveiled

    by 
    James Egan
    James Egan
    10.23.2008

    Behold, the Orca! CCP Games developer CCP Chronotis unveiled the much-rumored Orca ship in EVE Online today, something industry-types have been looking forward to for a very long time. Chronotis said, "The development of the Orca has been unusual to say the least. With the introduction of the Rorqual last year Oveur immediately pointed out the remaining glaring gap in the industrial ship line and commanded us to fill it." The end result is a 'sub-capital logistical ship with a mining command focus'. Read on below for a brief FAQ drawn from CCP Chronotis' dev blog as well as his commentary on the forums, which clarifies more about EVE's newest ship, the Orca.

  • A look at EVE Online's sweeping alliance warfare

    by 
    James Egan
    James Egan
    08.15.2008

    A few weeks ago, Jim Rossignol kicked off a series of EVE Online focused articles with his look at the basics of combat in the game. But small-scale PvP doesn't suit all players in EVE. Some get hungry for more power. They join up with like-minded pilots and form corporations. Those corporations band together in alliances and wage war with one another over territories and the riches the others hold. Rossignol's "Alliance War" is a look at the large scale fleet battles characteristic of the constant struggle between 0.0 alliances, as well as the struggle itself. Rossignol states what he views as the impetus for alliance warfare and how it's evolved over the years he's played. In the beginning, holding choice regions of space was important to players because of the high-bounty NPCs and choicest ores to be mined from the asteroid belts in claimed territories. Then, conquerable stations and outposts were the goals driving alliance machinations. Now, Rossignol says, it's mostly about controlling moons and the vast streams of revenue they represent.

  • TI launches second-generation RFID silicon

    by 
    Darren Murph
    Darren Murph
    08.05.2006

    With corporate giants like Wal-Mart embracing RFID in every potential nook and cranny of their supply chain, it's becoming quite the profitable little cottage industry, and Texas Instruments apparently wants a bigger piece of the pie. With the announcement of its EPC second-generation UHF-based RFID silicon, the company has blazed its own trail by insourcing the fabrication of its tags and marketing the new chips to retailers who rely on fast-paced data transmissions in their manufacturing and distribution channels. The new Gen 2 silicon obviously has complex underpinnings responsible for the changes; as TI states, it's developed "on the most advanced analog process node at 130 nanometer and with a built-in Schottky diode [saywha?] for more efficient conversion of RF signal energy." While that may not mean much to you, the skinny is that these new tags have increased chip-to-reader sensitivity, so more packages can be read at a faster pace from a greater distance than before. What this provides end-users with is greater flexibility, which has been a issue with passive RFID thus far -- new wafers and chips can be placed in more varied locations on pallets, boxes, and even flexible packaging such as bags, without fear of slipping under the radar (literally). And, as always, while retailers may dig the the increased read-range, we're sure it won't be long before the privacy advocates introduce a high-proximity RFID scrambler just in case these tags make the jump from packaging to people.