militia-missions

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  • EVE Online interview discusses players determining storyline

    by 
    James Egan
    James Egan
    08.31.2008

    Split Infinity Radio, a gamer-run internet radio station (with a noticeable sci-fi MMO bent) recently interviewed Scott Holden, Lead Content Creator of EVE Online at Gen Con 2008. Holden has been integral in building up all the mission content that's about to drop in the upcoming Empyrean Age expansions over the next few months. Split Infinity asks Holden a question that's been on the minds of a number of EVE players: Can player actions really influence the storyline? Holden's answer is 'yes'... to a point. He discusses the initiative at CCP to create a system where events are announced in contested parts of space, prompting players to get involved. Their actions would be reported on through the in-game news, and in this way affects (or creates aspects of) the storyline. Participants in factional warfare, or anyone who reads the Interstellar Correspondents news pieces, know that this already exists to some extent in EVE, but Holden states that CCP would like to take the idea further as time goes on.

  • Devs give lowdown on new reasons to kill folks in Empyrean Age

    by 
    Samuel Axon
    Samuel Axon
    05.29.2008

    The previous EVE Online developer blog entry was about the faction ranks that will be introduced when Empyrean Age goes live next month. That was interesting, but it couldn't hold a candle to the latest one. This time, CCP's Greyscale describes in detail all the new applications of combat in factional warfare.Empyrean Age will add combat zones, militia missions, and combat sites (which are distinct from combat zones). The term "combat zones" refers to the two stretches of contested space lodged inbetween the Caldari and Gallente, and Minmatar and Amarr civilizations. Militia missions are like regular missions, but they'll send you into enemy space, where you'll have to do battle with hostile players. Combat sites are exploration points which will show up on your sensors as cosmic anomalies. These are territorial capture points. If you capture enough of them, your faction will be able to attack the system's control bunker. If the attack is successful, then the system will change hands during the next downtime.