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  • EVE Evolved: Three exploitable game features

    by 
    Brendan Drain
    Brendan Drain
    12.15.2013

    If there's one thing EVE Online players are good at, it's finding ways to get an advantage over each other. The hyper-competitive PvP sandbox breeds players with an investigative streak who will constantly figure out ways to bend and abuse new features to make ISK or get an edge over other players in combat. The most obvious cases include abusing bugs, as happened in 2009's starbase exploit that corporations used to generate valuable tech 2 materials out of thin air and 2010's MonkeySphere exploit that let players hide themselves from the local chat channel and sneak up on unsuspecting victims. Most cases of abusing features for profit or advantage aren't as clear-cut as these obvious exploits, as some have negative consequences but still use completely legitimate game mechanics. When players figured out how to abuse Faction Warfare's kill LP rewards to farm five trillion ISK, for example, they did so using in-game mechanics that just hadn't really been thought through. Many more subtle cases of broken game mechanics that undermine EVE's core design ethos still exist, some of which have been recently introduced and others that have managed to remain unchallenged for years because there isn't really a good alternative. In this week's EVE Evolved, I look at three features in EVE Online that I think fundamentally break the design ethos of the game but don't have very clear solutions.

  • EVE Evolved: Lowsec isn't impenetrable

    by 
    Brendan Drain
    Brendan Drain
    12.08.2013

    When EVE Online was created, one of its core design philosophies was the idea of risk vs. reward -- that higher-value activities should expose the player to greater risk of loss. This rule naturally follows from how the world of business and competition works in real life, and I think it will always arise organically from sandbox MMOs with limited resources. If something's risk-free and easy to do, you can bet there are countless other people already doing it and squeezing the profit margins. This idea was also built into EVE at a fundamental level, with the galaxy split into police-protected high-security systems, the pirate-infested low-security borders between nations, and the chaotic uncolonised wilderness of nullsec. The steep step up in risk when transitioning from high- to low-security space has always been a major point of contention with gamers, as those who don't know any better often charge straight into deep space to their deaths. The story of the newbie working his way up to get his first cruiser or battlecruiser and then losing it to pirates is repeated so often on forums and in the comments sections of articles that it's almost become a cliche. While the idea that pirates wait around every corner lingers on, this impenetrable barrier hiding all the best content from new players no longer really exists. Through the addition of wormholes and the changes made in Rubicon, no star system is now off limits to a pilot with just a few months of skill training under his belt. In this week's EVE Evolved, I look at what you can do to safely travel and operate in EVE's dangerous areas, why the barrier into low-security space needs to remain low for new players, and how CCP has expanded the EVE universe through the introduction of riskier areas of space.

  • EVE Evolved: First impressions of Rubicon

    by 
    Brendan Drain
    Brendan Drain
    11.24.2013

    For years I've been writing that EVE Online needs more deployable sandbox structures that any player can use, so I was naturally pretty excited to hear that this was to be one of the key features of the Rubicon expansion. The Mobile Depot sounded like a great freeform sandbox tool when it was announced, but I didn't understand quite how awesome it was until I started setting up my own. While the depot is ostensibly a fancy item container with a ship fitting service, anchoring one feels almost like planting your flag in space, and spotting another depot on the directional scanner means war. I've spent this week exploring low-security space in the new Stratios Sisters of EVE faction cruiser, stealing rare moon minerals with a Siphon Unit, and desperately searching for the elusive but valuable ghost sites. As expected, players have already found some creative uses for the new personal deployable structures: Mobile Depots are being used as advertising billboards in Jita and to bait aggressive players into becoming flagged as criminal suspects, Mobile Tractor Units have seen some unorthodox usage outside of missions, and the Siphon Unit will literally print money if you find an unsecured moon-mining operation tucked away in space. In this week's EVE Evolved, I test-drive the Rubicon expansion's new structures to find out if they live up to expectations.

  • EVE Evolved: Getting ready for Rubicon

    by 
    Brendan Drain
    Brendan Drain
    11.17.2013

    EVE Online's Rubicon expansion goes live in just two days on Tuesday, November 19th, introducing four brand-new personal deployable structures and revamping PvP across the board with a seemingly innocuous warp acceleration fix. The expansion represents the first step in new Senior Producer Andie Nordgren's plan to bring true player-run deep-space colonisation to EVE Online. The new Mobile Depot that can be placed anywhere in space is possibly the most sandboxy feature since the introduction of player-owned starbases back in 2004. Players have been coming up with plans for the device since its first announcement, but I think we'll see its true potential revealed in the coming weeks and months. If you've been saving up your Sisters of EVE loyalty points to get your hands on the faction's new exploration ships, be prepared to buy and build the blueprints as soon as the server comes up. These will be the first pirate faction ship blueprints that are available in high-security space, and a recent devblog confirmed that players have been collecting Sisters of EVE loyalty points like crazy lately in anticipation of the expansion, but those who get the built ships to market first will make an absolute killing. For the rest of us, getting ready for the expansion means planning where to set up a Mobile Depot for some quick profit-making enterprise or building a few small PvP ships to put the new warp speed mechanics to the test. In this week's EVE Evolved, I look at some of the best places to set up a Mobile Depot, re-consider the lure of low-security space, and propose adapting your PvP fleets to take advantage of the warp acceleration changes.