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Encyclopedia > EVE Online

EVE Online
Developer(s) CCP Games
Publisher(s) SSI (expired)
CCP Games
Release date(s) Flag of the United States 6 May 2003

Flag of the United Kingdom 6 May 2003
Flag of Europe 23 May 2003
Flag of the People's Republic of China 12 June 2006 Image File history File linksMetadata EVEOnlineLogo. ... A video game developer is a software developer (a business or an individual) that creates video games. ... Photo of CCP at work CCP (Crowd Control Productions) is known for the MMORPG game EVE_Online. ... This article or section does not cite its references or sources. ... Jean-François Millet Le Semeur (The Sower) Simon & Schuster logo, circa 1961. ... Photo of CCP at work CCP (Crowd Control Productions) is known for the MMORPG game EVE_Online. ... Image File history File links This is a lossless scalable vector image. ... is the 126th day of the year (127th in leap years) in the Gregorian calendar. ... Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ... Image File history File links Flag_of_the_United_Kingdom. ... is the 126th day of the year (127th in leap years) in the Gregorian calendar. ... Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ... Image File history File links This is a lossless scalable vector image. ... is the 143rd day of the year (144th in leap years) in the Gregorian calendar. ... Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ... Image File history File links Flag_of_the_Peoples_Republic_of_China. ... is the 163rd day of the year (164th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ...

Genre(s) MMORPG Space simulation
Mode(s) Multiplayer
Rating(s) ESRB: T (Teen)
Platform(s) Microsoft Windows, Mac OS X, Linux

EVE Online is a player-driven persistent-world massively multiplayer online game set in a science fiction space setting. Players pilot a wide array of customizable ships through a universe comprising over five thousand solar systems.[1] Most solar systems are connected to one or more other solar systems by means of jump gates. The solar systems can contain several entities including but not limited to: moons, planets, stations, asteroid belts and complexes. Video games are categorized into genres based on their gameplay. ... A screenshot of Eternal Lands, a MMORPG Massively multiplayer online role-playing game (MMORPG) is a genre of online role-playing video games (RPGs) in which a large number of players interact with one another in a virtual world. ... It has been suggested that this article or section be merged with Space flight simulator. ... Online gaming redirects here. ... The ESRBs logo. ... “Windows” redirects here. ... Mac OS X (IPA: ) is a line of graphical operating systems developed, marketed, and sold by Apple Inc. ... This article is about operating systems that use the Linux kernel. ... “MMO” redirects here. ... Science fiction is a form of speculative fiction principally dealing with the impact of imagined science and technology, or both, upon society and persons as individuals. ... For other uses, see Universe (disambiguation). ... Mosaic of Solar System planets except Pluto, including Earths Moon (not to scale). ... A typical Jump Gate. ... This article is about Earths moon. ... This article is about the astronomical term. ... For other uses, see Asteroid (disambiguation). ...


Players of EVE Online are able to participate in any number of in-game professions and activities, including mining, manufacturing, trade and combat (both player versus environment and player versus player).[citation needed] The range of activities available to the player is facilitated by a character advancement system based upon training skills in real time, even whilst not logged in to the game.[2] Many new MMORPGs advertise themselves as being Player versus environment or PvE meaning there is more depth to the interaction between the player and the game than merely killing monsters the traditional way, cf. ... This article is about multiplayer computer role-playing games. ...


It is developed and maintained by the Icelandic company CCP Games. First released in North America and Europe in May 2003, it was published from May to December 2003 by Simon & Schuster Interactive,[3] after which CCP purchased the rights back and began to self-publish via a digital distribution scheme.[4] Photo of CCP at work CCP (Crowd Control Productions) is known for the MMORPG game EVE_Online. ... Jean-François Millet Le Semeur (The Sower) Simon & Schuster logo, circa 1961. ... Digital distribution (Also known as digital delivery) is the principle of providing digital information and content over the Internet in the form of products or services. ...

Background

EVE Online booth and representative at Gen Con Indy 2007.
EVE Online booth and representative at Gen Con Indy 2007.

The fictional background story[5] for EVE Online explains that long ago, humankind, having used up most of the Earth's resources, had started colonizing the rest of the Milky Way to sustain itself. Eventually, humans had expanded to most of the galaxy, resources became contested and war broke out. However, one day, a stable natural wormhole was discovered. Because it was known that the wormhole would collapse, construction began on the EVE Gate, an artificial wormhole generator that would link the galaxies after the natural one closed, Unfortunately, after several years the wormhole collapsed completely destroying itself and the star system of New Eden including the EVE Gate, wherein most of the government of the new galaxy had been based. With the wormhole closed, and the Gate destroyed, the colonists were completely cut off from their previous homes and much needed supplies. Only five known colonies would ever return to any kind of prominence again, eventually rebuilding society together. These make up the five major empires in EVE: the Amarr Empire, the Gallente Federation, the Minmatar Republic, the Caldari State and the Jove Empire. Players may choose from four of these races (Amarr, Gallente, Caldari, Minmatar) when creating a new character. The fifth race (Jove) are not currently playable, though CCP have said they intend to use the race within the EVE storyline.[6] Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 1. ... Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 1. ... Gen Con is the one of the largest and most prominent gaming conventions in North America. ... For other uses, see Milky Way (disambiguation). ... For other uses, see Wormhole (disambiguation). ...


Races

The Amarr, a group descendant from a splinter group of the United Catholic Church called the Conformists,[7] were the first of the playable races to rediscover interstellar and faster-than-light travel.[8] Armed with this new technology, they set about expanding their empire, enslaving several races in the process, focusing heavily on the primitive Minmatar[9] race who had only just invented space flight for themselves.[10] The Amarr Empire found its expansionist vigor through the Reclaiming, a crusade to bring their own ideals to the galaxy. This was swiftly ended after their confrontations with the Gallente and, most notably, the Jove. After the destruction of an Imperial Navy task force in conflict with a single Jovian mothership, the Minmatar rebelled against their masters and broke off to form their own faction in the EVE universe. The Minmatar are the downtrodden of the galaxy, holding the least number of star systems while much of their populace are still enslaved in the Amarr Empire or refugee members of the Gallente Federation. Faster-than-light (also superluminal or FTL) communications and travel are staples of the science fiction genre. ... A mothership is a vessel or aircraft that carries a smaller vessel or aircraft that operates independently from it. ...


The Gallente[11][12] and the Caldari[13][14] homeworlds were situated in the same star system. The Gallente homeworld was originally settled by French colonists from Tau Ceti, while the planet that would later become Caldari Prime was purchased by a mega-corporation, which began to terraform it. However, the process was incomplete at the time of the gate collapse, and Caldari Prime remained environmentally inhospitable for millennia, delaying the rise of advanced society. The Gallente, with a more hospitable homeworld, restored a working civilization some hundred years before the Caldari, building the first democratic republic of the new era. However, the Caldari were able to reverse-engineer the terraforming equipment, giving their technology a substantial boost. Artists conception of a terraformed Mars in three stages of development. ... Reverse engineering (RE) is the process of taking something (a device, an electrical component, a software program, etc. ...


The Jovians[15] (currently a non-playable race) were, like the other races, a human colony. After the collapse of the gate and the crumbling of interstellar trade and travel-ways, the Jovians were able to revive their civilization almost immediately, losing very little time and very little information thanks to the relative shortness of their "Dark Age". For years they expanded outward and explored their sector of space as the other races still huddled, overcrowded in their isolated home systems. Eventually, the Jovians turned to wide-spread genetic engineering in order to mold themselves into a people more suited to deep space life and long range interstellar exploration. Through their history there have been two previous Jove empires, located in different sectors of space than their current holdings. The Jove abandoned their last empire in the Curse region (now populated by the pirate faction, the "Angels") after their genetic experimentation resulted in the deadly "Jovian Disease", a condition that causes a depression so deep the afflicted lose all will to live. Little is known about the Jovians, except for the fact that they possess extremely advanced technology (The Jove being the ones that gave the Caldari P.O.D. technology) and are very secretive (having severed all stargate connections to their space).

Amarr Empire insignia.
Amarr Empire insignia.
Minmatar Republic insignia.
Minmatar Republic insignia.
Gallente Federation insignia.
Gallente Federation insignia.
Caldari State insignia.
Caldari State insignia.
Jove Directorate insignia.
Jove Directorate insignia.

Image File history File links Amarr_logo. ... Image File history File links Amarr_logo. ... Image File history File links Minmatar_logo. ... Image File history File links Minmatar_logo. ... Image File history File links Gallente_logo. ... Image File history File links Gallente_logo. ... Image File history File links Caldari_logo. ... Image File history File links Caldari_logo. ... Image File history File links Jove_logo. ... Image File history File links Jove_logo. ...

Gameplay

EVE Online runs on a large supercomputing cluster known as "Tranquility", claimed to be the most powerful supercomputer in the gaming industry.[16] Several smaller clusters are used for public and in-house testing including the public test servers "Singularity" and "Multiplicity". The servers require a daily downtime for maintenance and updates. Tranquility's downtime is scheduled between 12:00 and 13:00 GMT.[17]


Universe

The playing environment in EVE Online consists of over five thousand star systems, almost all of which can be visited by the player.[1] Each solar system is connected to other systems by one or more jump gates, and in this way neighboring systems are organized into constellations and constellations are again organized into regions. In total there are 64 regions.[1] The central regions make up most of the so-called high-security space with some low-security systems in between. Surrounding these are regions with no security, or 0.0 (zero-zero).[18] (See section Security index system for more information). In some solar systems the player might be alone. In others more than 600 players might gather e.g. for a fleet battle or to use a trading hub. All systems contain different types of celestial objects making them more or less suitable for different kinds of operations. In a solar system the player usually finds stations, asteroid fields and moons to interact with. Planets themselves are currently not explorable; however, players can use moons to anchor their corporation's structures for production and research or for moon mining. Asteroid fields can be mined for minerals. Other objects that can be found in systems are jump gates to other systems, complexes or static dungeons for exploration. Sometimes even a historical site where a player's "Titan"-class ship was destroyed and the wreck now floats in space silently. There is an area of the galaxy that is occupied by the in-game faction the "Jovian Empire". It is currently not accessible by players. This article does not cite any references or sources. ...


Advancement

A Gallente-constructed "Catalyst"-class Destroyer leaving an Amarr space station.
A Gallente-constructed "Catalyst"-class Destroyer leaving an Amarr space station.

EVE Online is different from MMOGs such as World of Warcraft, Guild Wars and EverQuest II because the player characters do not gain experience points through actions or by completing tasks. Instead, the player learns skills by training a specific skill over time, a passive process that occurs in real world time so that the learning process will continue even if the player is not logged in. As a result, new players are generally unable to gain more skillpoints than existing players who continue to train[19] but this is reduced somewhat by a diminishing returns policy for training higher skill levels. Each skill has 5 steps, or levels and the time required to train a skill to a particular level is determined by the player's attributes and how many skill points a certain skill requires, determined by a skills rank. The skill training system is connected with five attributes: Intelligence, Perception, Charisma, Willpower and Memory. Each skill has a primary and secondary attribute, thus the higher these attributes, the faster skills that use them are trained. There are also skills and implants that can increase attributes. Image File history File links Download high resolution version (1600x1024, 126 KB) Summary A Gallente-constructed frigate leaves an Amarr station in the MMORPG game, EVE Online Licensing File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... Image File history File links Download high resolution version (1600x1024, 126 KB) Summary A Gallente-constructed frigate leaves an Amarr station in the MMORPG game, EVE Online Licensing File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ... A massive multiplayer online game (MMOG) is a type of computer game that enables hundreds or thousands of players to simultaneously interact in a game world they are connected to via the Internet. ... World of Warcraft (commonly abbreviated as WoW) is a massive multiplayer online role-playing game (MMORPG) developed by Blizzard Entertainment and is the fourth game in the Warcraft series, excluding expansion packs and the cancelled Warcraft Adventures: Lord of the Clans. ... This article is for the Guild Wars series. ... EverQuest II, the sequel to EverQuest, is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on November 8, 2004. ... In economics, diminishing returns is the short form of diminishing marginal returns. ...


All players start with a small number of core skills (depending on choices made during the character creation process) and need to buy skill books in order to acquire new skills. Each skill has a different multiplier, or "rank", that determines how long each subsequent level takes to train. For example, the basic skills, with low ranks, may take the player 10 minutes to train to the first level, while high-ranking skills like Capital Ships take months to train to the highest level. Each skill may have pre-requisites - a requirement that other skills must be trained to a specific level before it can be trained.


Training time

Training within the game occurs in real time whether the user is logged in or not. The time it takes to train a skill varies depending upon an attribute known as its "rank." Low-rank skills trained to a low level may represent a few minutes of training whereas high levels of high-rank skills may represent several months of training.


Since training time is directly related to a character's attributes, a player can lower the training time of skills by training "Learning" skills, as well as by using Implants to boost attributes.


Due to the sheer number of skills available to characters, it is not realistic for a character to acquire perfect skills with all ships and weapons systems. As each skill level takes five times longer than the previous (a geometric progression) while the bonus it provides almost always scales linearly, a new player has the option to either acquire acceptable skills in many fields, or perfect skills in a relative few.[20] Diagram showing the geometric series 1 + 1/2 + 1/4 + 1/8 + ... which converges to 2. ... In mathematics, an arithmetic progression or arithmetic sequence is a sequence of numbers such that the difference of any two successive members of the sequence is a constant. ...


Economy

An example of EVE Online's in-game market screen.
An example of EVE Online's in-game market screen.

There is a single currency unit in EVE Online, the Inter Stellar Kredit (ISK), which takes its name from the Icelandic króna, whose ISO code is ISK. Players can barter between themselves for items, use the in-game market system for ISK-based transactions, place and accept contracts between players for assets and services or use a Loyalty Points store.[21]The Loyalty Points systems allows one to use non-transferable Loyalty Points in combination with other assets to purchase standard items at a reduced rate or to acquire otherwise unattainable items. Image File history File links Download high resolution version (1201x777, 698 KB) Summary An example of EVE Onlines in-game market screen. ... Image File history File links Download high resolution version (1201x777, 698 KB) Summary An example of EVE Onlines in-game market screen. ... Króna (plural krónur) is the name of the currency used in Iceland. ... “ISO” redirects here. ... A contract is a legally binding exchange of promises or agreement between parties that the law will enforce. ... This article or section does not adequately cite its references or sources. ...


A large proportion of the in-game economy is player driven; Non-player character merchants supply some basic blueprints, items and trade goods. Players, through the use of blueprints and in-game skills, can gain the ability to build items ranging from basic ammunition to cutting-edge capital ship hulls, and manufacture them for personal use or for sale. Pricing and availability of goods varies from region to region within the EVE universe. These aspects contribute to an economic environment influenced by factors like scarcity of resources, specialization of labor and supply/demand dynamics.[22] The economy is closely tied with the (also player driven) political aspect of the game. Player corporations (the EVE equivalent of guilds) rise and fall as they struggle for market dominance as well as territorial control. A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually in the context of an Internet game. ... An NPC from the video game The Elder Scrolls IV: Oblivion. ... In economics, scarcity is defined as a condition of limited resources, where society does not have sufficient resources to produce enough to fulfill subjective wants. ... Division of labour is the breakdown of labour into specific, circumscribed tasks for maximum efficiency of output, particularly in the context of manufacturing. ... The supply and demand model describes how prices vary as a result of a balance between product availability at each price (supply) and the desires of those with purchasing power at each price (demand). ... A guild is an association of craftspeople in a particular trade. ...


From a technical point of view, the economy in EVE is known as an open economy, that is there is no fixed amount of money or materials in the universe. CCP did attempt to implement a closed economy (that is an economy where there is a fixed amount of currency and therefore materials) early on in the game's existence; however, it proved too difficult to balance the effects of new players entering the game with the capabilities of older players able to earn more ISK or obtain more materials. The current Open economy is automatically balanced by introducing extra materials in underpopulated areas to encourage an even spread of players.[23] EVE's End User Licence Agreement forbids the exchange of ISK for real currency; however there is a secure in-game system for trading "Game Time Codes" (GTC) in exchange for in game currency. In a similar way selling and buying characters for in game currency is allowed. An open economy is an economy in which people, including businesses, can trade in goods and services with other people and businesses in the international community at large. ... An autarky is an economy that does no trade with the outside world, or an ecosystem not affected by influences from its outside, and relies entirely on its own resources. ... A software license is a type of proprietary or gratiuitious license as well as a memorandum of contract between a producer and a user of computer software — sometimes called an End User License Agreement (EULA) — that specifies the perimeters of the permission granted by the owner to the...


On 27 June 2007 CCP announced that an economist had been employed[24] to assist in the development of the economic side of the game. Dr. Guðmundsson has stated that he will be responsible for compiling quarterly economic reports for the community and providing ongoing analysis of the economic facets of EVE, along with coordinating research with other interested parties.[25] is the 178th day of the year (179th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ... Alan Greenspan, former chairman, United States Federal Reserve. ...


Combat

Combat in EVE is a mixture of both tactical intelligence and spontaneous decision-making using a Point-and-click interface. While every race has certain tendencies for different battle tactics, a character's combat capabilities are determined by skill levels, the ship being piloted and various hardware modules fitted into it. Point and click describes the simple action of a computer user moving a cursor to a certain location on a screen (point) and then clicking a mouse button, usually the left one (click), or other pointing device. ...

An example of combat in EVE. The squares are ships, while the "X"s are drones.
An example of combat in EVE. The squares are ships, while the "X"s are drones.

EVE's combat system allows ships of all sizes to be useful in combat. Large ships such as battleships are typically outfitted with heavy weapons allowing them to battle other ships of their size. Such weapons however do not have the accuracy to effectively damage smaller, faster ships like frigates.[26] While a large ship can equip smaller weapons designed for attacking smaller targets, this leaves them at a disadvantage versus other large ships. Drones can also be used against smaller ships, in a support role such as providing extra shield for a gang mate or in a utility role such as electronic warfare. Small ships such as frigates may be unable to do significant damage to larger ships on their own, but can greatly affect the outcome of small group battles by employing tactics such as disrupting the engines of enemies (reducing mobility or chance to escape) and jamming enemy sensors or by attacking a larger ship as a pack. Image File history File links Download high resolution version (1920x1200, 1673 KB) Summary A battle in EVE-Online between a number of players and a station. ... Image File history File links Download high resolution version (1920x1200, 1673 KB) Summary A battle in EVE-Online between a number of players and a station. ...


The open player versus player combat system, and the tendency for ships to drop some of their cargo and equipment when destroyed, provides incentive for player piracy. Pirates risk being branded criminals by CONCORD and thus becoming open targets to all other players, as well as being unable to access high security systems. Players may even place a bounty on another player's head, providing work for bounty hunters.[27] This article is about multiplayer computer role-playing games. ... This article is about maritime piracy. ...


At the strategic level, the rich resources available in low security space reward large co-operative groups. Usually formed when several player-owned-and-operated corporations (similar to guilds, in other MMORPGs) band together, these "alliances" can vary widely in size and strength. The network of jumpgates, which allows travel between star systems, includes a multitude of choke points, which careful alliances can garrison to restrict access to claimed 0.0 systems. Moreover, corporations and alliances have the ability to manufacture Player-Operated Starbases (POS) that mine resources from moons in a system. Each POS requires substantial logistical support to remain in operation, but once an alliance mounts and maintains such facilities at the majority of moons in a system, it achieves the status of sovereignty and remains so until an enemy destroys enough POSs and replaces them with its own.[28] A guild is an association of craftspeople in a particular trade. ... In military strategy, a choke point (or chokepoint) is a geographical feature (such as a valley or defile) which forces an army to go into a narrower formation (greatly decreasing combat power) in order to pass through it. ... For people named Garrison, see Garrison (disambiguation) Garrison House, built by William Damm in 1675 at Dover, New Hampshire Garrison (from the French garnison, itself from the verb garnir, to equip) is the collective term for the body of troops stationed in a particular location, originally to guard it, but... “Sovereign” redirects here. ...


Security index system

CONCORD patrol ships.
CONCORD patrol ships.

EVE features an open PvP system where combat between players can occur anywhere within the EVE Universe. To balance this "free aggression", EVE has implemented a "security index system". Every solar system in the EVE universe has a public security status which ranges from 0.0 to 1.0. The lowest end of the scale is lawless space, and rules are set and enforced by player run alliances. The highest end of the scale affords protection from sentry guns and CONCORD, the NPC 'police'.[18] Image File history File links Download high-resolution version (1152x864, 896 KB) CONCORD Police officials patrolling near a station in Kisogo after an incident in the game EVE Online. ... Image File history File links Download high-resolution version (1152x864, 896 KB) CONCORD Police officials patrolling near a station in Kisogo after an incident in the game EVE Online. ... This article is about multiplayer computer role-playing games. ... The sentry gun has historically been imagined as a gun and a detector working together such that the sentry gun can detect and eliminate adversaries. ... An NPC from the video game The Elder Scrolls IV: Oblivion. ...


Players committing illegal actions within "empire" systems (security status between 0.1 and 1.0) lose personal security standings with CONCORD. Loss of Security status varies depending on the crime. Showing aggression will only result in a minor loss of standings, while the act of killing a ship that has not defended itself will result in a further drop in standings, and the largest loss of standings occurs with the intentional destruction of a player's 'pod'.[18] As a player loses security status, their ability to enter certain levels of secured space becomes more and more limited.[29] An escape pod is a capsule or craft used to escape an emergency, usually only big enough for one person. ...


While breaking the law in high-security systems (that is, those with a security of 0.5 to 1.0) means certain death (surviving a CONCORD attack is considered an exploit) for the offender, this does not guarantee the absolute safety of the victim: a well-planned suicide attack can still successfully destroy a ship before CONCORD and sentry guns can neutralize the aggressor.


In lawless space (0.0), CONCORD has no influence and the dynamics for player interactions change. Corporations band together into alliances in order to defend a region of space to which they claim. These alliances often fight wars for contested systems and send gangs to raid each other. Although lawless space is dangerous and difficult to defend the rewards are much higher. Asteroids contain far more valuable ore and NPC pirates in lawless space carry far higher bounties.


Warfare

While attacking another player in secure space will result in a loss of security standing and the risk of the attacker losing his ship to CONCORD, there is a way to conduct warfare in high security space. A corporation or alliance can declare war on another corporation/alliance (at the cost of a weekly fee), thus allowing for combat in all regions of space without the fear of standing loss or the intervention of security services.[30] However, if the target of a corporate war elects to make the war mutual, there are no fees involved for either party.


Death

A pod floating in space after a player's ship has been destroyed.
A pod floating in space after a player's ship has been destroyed.

In the event that a player's ship is destroyed, a wreck is left behind. Any cargo hold contents, ship modules, drones and ammunition that were not destroyed in the explosion can be recovered by any player, and additional components of the structure of the ship can be retrieved by a player with the correct "salvaging" modules and skills. These components can be used to build ship enhancement modules known as 'rigs'. To (partially or fully) mitigate the loss of an expensive vessel, ships can be insured against destruction. Insurance payouts are based strictly on material build costs;[31] the market value of the ship is not taken into account. Some ships have a market value that is dozens, if not hundreds of times as much as the ship's build cost - as a result, a player who loses such a ship may lose a large investment, with no possibility of indemnification. Modules, installed upgrades and cargo cannot be insured; these items may have a market value much higher than the ship itself. Image File history File links Download high-resolution version (1152x864, 604 KB) A Pod in space along side the wreck of the ship it was ejected from This is a screenshot of a copyrighted computer game or video game, and the copyright for it is most likely held by the... Image File history File links Download high-resolution version (1152x864, 604 KB) A Pod in space along side the wreck of the ship it was ejected from This is a screenshot of a copyrighted computer game or video game, and the copyright for it is most likely held by the... For other uses, see Shipwreck (disambiguation). ... Look up salvage in Wiktionary, the free dictionary. ... It has been suggested that this article or section be merged with indemnity. ...


When a ship is destroyed, the player is ejected in their pod. This pod may be destroyed as well, if a player chooses to open fire on it. In this case, the player character will die and be revived as a clone at a pre-determined cloning facility. This player death is known as "pod killing" or "podding". Non-player characters will not attack a pod. Any implants installed on a player will be irrevocably lost when he or she is pod-killed. Implants cannot be insured.[19] Although genes are recognized as influencing behavior and cognition, genetically identical does not mean altogether identical; identical twins, despite being natural human clones with near identical DNA, are separate people, with separate experiences and not altogether overlapping personalities. ...


Players may purchase an upgraded clone which is used in the event of pod death. The cost of a clone depends on how many skill points it can hold - the more skill points, the more expensive the clone becomes. When the player dies and is revived in his or her clone, if this clone holds a number of skill points lower than the number the player had at the time of death, then the player will lose a varying amount of skill points.[19] In some cases, this represents more than a month's worth of training time. Therefore, players who value their skill points purchase upgraded clones sufficient to hold all their skill points. This is known as "keeping your clone up-to-date". Clones are single-use items; when a character dies and is resurrected via a clone, they are also awarded the basic, 900,000-point "Alpha" clone. Therefore, it is imperative that players purchase as soon as possible after death a replacement clone of a level appropriate to their character's skill points.


Expanding the cloning system further, Jump Clones were added in Red Moon Rising, and enhanced in Revelations to allow advanced players to mitigate risking their cybernetic implants by using the Infomorph Psychology skill to jump into a cloned body in another station, without requiring their existing body to die to achieve this. The original body (complete with its cybernetic implants) remains stored in the original station and may be returned to via another clone jump (after a 24-hour waiting period).[32] This method offers a way for developed characters to use expensive implants for skill training or economic pursuits, while still having the option to engage in dangerous combat operations without the risk of losing them or by creating jump clones with different groups of implants that control other aspects of the game such as shield support, enhanced damage capabilities or better targeting abilities. The term Infomorph refers to a consciousness uploaded or downloaded into a computer (mind transfer) from a biological entity. ...


Cost

EVE currently costs €14,95 / $14.95 a month (however the first monthly payment is a one time fee of €19,95 / $19.95) (the European cost includes VAT).[33] Like other MMOGs, the cost can be reduced by paying for larger subscription intervals. Players can pay via online payment services or by mail order. The mail order costs more than online payment, though the large subscription discount still applies. Tax rates around the world Tax revenue as % of GDP Economic policy Monetary policy Central bank   Money supply Fiscal policy Spending   Deficit   Debt Trade policy Tariff   Trade agreement Finance Financial market Financial market participants Corporate   Personal Public   Banking   Regulation        Value added tax (VAT), or goods and services tax (GST), is... A massive multiplayer online game (MMOG) is a type of computer game that enables hundreds or thousands of players to simultaneously interact in a game world they are connected to via the Internet. ...


Those who are playing EVE Online can send 14-day trials to their friends via the 'Buddy Program',[34][35] available from the EVE Online website. A trial account is able to perform almost all of the same functions as a full account with the exception of training certain skills (such as industrial ships), using the contract system, and transferring ISK to other players. If the buddy upgrades their trial account to a paying account, the person who sent the invitation will be entered into a monthly raffle for various prizes. However, anyone can register a new trial account on the EVE Online website, so the Buddy Program is not the only way to get one.


It is also possible to pay for a subscription through the in game purchase of ETC (EVE time cards) using ISK (in game currency). This system was instituted by CCP and the transactions are protected by CCP staff.[36][37] This allows more advanced players able to generate the needed ISK to pay for their characters without any real money. ETCs come in 30-50-90-100-180 day increments, and are treated just like normal subscriptions in every way.


Demographics

As of October 2006 the average age of an EVE Player was 27 of which 95% male, and 5% female. The average weekly playtime is 17 hours, or just under 2.5 hours per day.[23]


Development

Major content patches

Castor - December 18, 2003 is the 352nd day of the year (353rd in leap years) in the Gregorian calendar. ... Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ...

Castor was the first major content addition. It focused on refining current functions along with adding "Tech 2" elite components and ships. With its release, EVE players saw conquerable stations in 0.0 (deep space) security systems, the introduction of the agent mission running system, the introduction of research agents, and many other features released between the launch of Castor and its follower, Exodus.[38]

Exodus - November 17, 2004 17 November is also the name of a Marxist group in Greece, coinciding with the anniversary of the Athens Polytechnic uprising. ... Year 2004 (MMIV) was a leap year starting on Thursday of the Gregorian calendar. ...

Exodus is considered by the developers to be the first major game expansion. The expansion added multi-level "deadspace" scenarios, new environments and ships, better handling of conflicts, additional market functionality, user interface improvements, and an updated in-game web browser. A formalized method for alliances between corporations and the ability to claim sovereignty of a solar system via new "player owned starbases" was also added.[39] Prior to its official release, this expansion was codenamed "Shiva".

Exodus: Cold War - June 29, 2005 The user interface is the part of a system exposed to users. ... is the 180th day of the year (181st in leap years) in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ...

Freighter class ships, such as the Caldari "Charon" seen in this image, were introduced with the Cold War Edition content patch.
Freighter class ships, such as the Caldari "Charon" seen in this image, were introduced with the Cold War Edition content patch.
Cold War Edition contained an extensive new tutorial sequence and a storyline background introduction. Challenging "level 4" agent missions were added for experienced players, as well as "COSMOS" constellations where in-space agents began giving out story-driven missions and unique rewards. The freighter and dreadnaught capital ships, full-fledged player-owned "outposts", and improved NPC pirate factions brought deep space play to a new level. [40] This expansion also added Unicode chat support, allowing communication in Asian, Cyrillic, and Greek languages.

Exodus: Red Moon Rising - December 16, 2005 Image File history File links Download high resolution version (1597x1196, 99 KB) Summary Two Caldari freight haulers from the videogame EVE Online. ... Image File history File links Download high resolution version (1597x1196, 99 KB) Summary Two Caldari freight haulers from the videogame EVE Online. ... The Unicode Standard, Version 5. ... is the 350th day of the year (351st in leap years) in the Gregorian calendar. ... Year 2005 (MMV) was a common year starting on Saturday (link displays full calendar) of the Gregorian calendar. ...

Red Moon Rising was split off from the "Kali" expansion in order to maintain a more regular patch schedule. It included many performance optimizations and updates to combat, research, and manufacturing gameplay.[41] The expansion continued the focus on attracting new international players as four new "bloodlines" were introduced with Asian features and a boost in starting skills. Unicode support was also expanded from the chat system to game-wide. A major focus of the expansion was revamping existing ships and adding many additional ship classes. Twenty-three new Tech 2 ships were added including Exhumers, Force Recon cruisers, Command ships, Interdictors, and most notably the capital ships Carrier, Mothership, and Titan. (See Spaceships of EVE Online for descriptions)

Bloodlines - March 2, 2006 Asian people[1] is a demonym for people from Asia. ... The Unicode Standard, Version 5. ... This comparison chart shows the vast selection of ships available to the players in EVE Online. ... is the 61st day of the year (62nd in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ...

Bloodlines is the codename for the small content patch that enabled players to create the new character "bloodline" with an Asian appearance.[42]
  • Achura, citizens of the Caldari State and expert scientists
  • Jin-Mei, members of the Gallente Federation renowned for their legendary leadership traits
  • Khanid of the Amarr Empire, the primary fighter-warriors of their culture
  • Vherokior of the Minmatar Republic, the established manufacturers and engineers of the tribes.

Dragon

This milestone patch brought together the code base from the Chinese server (Serenity) and the main server (Tranquility), but otherwise contained little added content and only minor bug fixes. With this patch, EVE could no longer be played on Windows 95 / 98 / ME or Windows 2000 Service Pack 1.[43]

Revelations I - November 29, 2006 is the 333rd day of the year (334th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ...

Revelations is the second major game expansion of EVE Online. Previously known by the codename "Kali", Revelations is slated to be released in three parts. Major features of this expansion include an exploration / scan probe system, a formalized contract system, the invention replacement for the Tech 2 research lottery, ship customization with "rigs", and temporary "combat boosters". Existing features expanded include a "new player experience" that grants new players a large head start in capabilities, an upgraded fleet system, eight new deepspace regions, a new map that zooms from ship to galaxy seamlessly, popular new battlecruisers and battleships, and many more. [44] [45] [46] [47]
EVE Voice was integrated as part of Revelations content patch 1.4, it had initially been planned for release with Revelations II. EVE Voice is a Voice over IP tool integrated into the EVE Online client, the software is licensed by CCP from Vivox. The EVE Voice service costs $14.95 per year.[48]

Revelations II - June 19, 2007 An overview of how VoIP works A typical analog telephone adapter for connecting an ordinary phone to a VoIP network Ciscos implementation of VoIP - IP Phone Voice over Internet Protocol, also called VoIP (pronounced voyp), IP Telephony, Internet telephony, Broadband telephony, Broadband Phone and Voice over Broadband is the... Vivox, Inc. ... is the 170th day of the year (171st in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...

Revelations II is the second of three expansions, designed to show the increased tensions between the empires within the game universe.[49] Several new features were introduced; including a mechanism for overloading modules[50] and area of effect bombs.[51] A number of existing features have been extended including Level 5 agents,[52] changes to sovereignty[53], starbases[54] outposts,[55] and balancing changes to the Amarr race.[56] Revelations II also changed the way new players start the game, in addition to new optional tutorials the existing tutorial has been shortened and refined, and players now start in a private dungeon to allow new players to get used to the controls in a protective environment.[21]

Trinity - CCP aims to publish this expansion in the first week of December 2007.[57] Area of effect (or AoE) is a term used in many role-playing games to describe attacks or spells that affect multiple targets within a specified area. ... For other uses, see Bomb (disambiguation). ... An NPC from the video game The Elder Scrolls IV: Oblivion. ... // Academia In British academic parlance, a tutorial is a small class of one, or only a few, students, in which the tutor (a professor or other academic staff member) gives individual attention to the students. ... In games, a dungeon represents a dangerous area with many hidden secrets to explore. ...

Planned features include an updated graphics engine and 4 new ship classes totalling 16 new ships. The 4 classes are interdictor cruisers (Heavy Interdictors), electronic warfare frigates (Electronic Attack Ships) and battleships (Black Ops, designed for covert operations and Marauders, designed for long-range deployment).[58][59][60] Although "Factional Warfare", a major addition to game mechanics, had been planned for Revelations it has since been announced that it will now be included in a future patch,[61] along with Ambulation (walking in stations and Full Human Representation, announced on the EVE Online Fanfest 2007)

Kali 4 - CCP aims to release this expansion half way throughout 2008.

Kali 4 is the code name of the next expansion after Trinity. CCP plans to include Factional Warfare with this release.[62]

Planned future developments

CCP have recently begun work on implementing a game feature that will allow players to "Step out" of their pods and interact with other player avatars in the communal setting of the interior of a station.[63] CCP have not yet formally speculated on a release date for this feature. In March 2007, Ten Ton Hammer released in-development game footage of this feature, videotaped at GDC 2007 with the approval of CCP's CMO, Magnus Bergsson.[64] The Game Developers Conference (GDC) is the largest annual gathering of professional video game developers, focusing on learning, inspiration, and networking. ...


The ability to enter a planet's atmosphere (planetary flight) and to interact with the surface is also mentioned as one of the future development plans. In EVE Fanfest 2005, a working prototype was demonstrated in which a Caldari "Crow" interceptor could be seen flying around over a planet surface. However CCP stated that full-scale integration of such features to the game requires an enormous effort and is only planned for post-Revelations production phases.[65]


EVE Online in China

Beginning in March 2006, CCP and its partner Optic Communications started working to bring EVE Online to the Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000.[66] The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to EVE Online's main server cluster.[67] Software testing is a process used to help identify the correctness, completeness and quality of developed computer software. ... is the 164th day of the year (165th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ...


The code base between Serenity(China) and Tranquility(Iceland) is strictly in sync, so that software development is distributed to both server clusters, however the game worlds are not connected. EVE Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI. [68] The Unicode Standard, Version 5. ...


Graphics engine and Windows Vista

On March 14, 2006, the EVE Online development team announced that they would be upgrading the graphics engine of EVE Online to a DirectX 10 / Windows Vista graphics platform.[69] Revelations patch 1.4 had patch notes quoted as saying that the current EVE client should work in Vista "as well as it does in XP". [70] is the 73rd day of the year (74th in leap years) in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ... Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ... Windows Vista is a line of graphical operating systems used on personal computers, including home and business desktops, notebook computers, Tablet PCs, and media centers. ...


On September 10, 2007 CCP Games Announced that the new 'Trinity 2' graphics engine will be using DirectX 9.0.[58] A release date has yet to be confirmed, they have however stated that they are planning to release it Winter 2007.[71] is the 253rd day of the year (254th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ... Photo of CCP at work CCP (Crowd Control Productions) is known for the MMORPG game EVE_Online. ... Winter is one of the four seasons of temperate zones. ...


Mac and Linux Support

Official support for Linux and Mac platforms, using Transgaming Technologies Cedega and Cider for Linux and Mac compatibility respectively, was introduced with the Revelations 2.3 patch currently scheduled for release on Tuesday November 6, 2007.[72][73] This article is about operating systems that use the Linux kernel. ... // Look up Mac, mac in Wiktionary, the free dictionary. ... TransGaming Technologies is a company that sells a proprietary fork of Wine for running Windows games on Linux and other operating systems. ... Cedega (formerly known as WineX) is TransGaming Technologies proprietary fork of Wine (from when the license of Wine wasnt the LGPL but the X11 license), which is designed specifically for running games written for Microsoft Windows under Linux. ... is the 310th day of the year (311th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...


Technical milestones

On 3 August 2007, EVE Online achieved a new record for the maximum number of simultaneous pilots online with 35,313 concurrent accounts logged on to the same server.[74] is the 215th day of the year (216th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...


As of 3 August 2007, EVE Online has 190,000 active subscriptions and 40,000 active trial accounts. [1] is the 215th day of the year (216th in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...


During two weekends in July 2006, a live streaming video production called EVE TV[75][76] covered the events of the 2nd Caldari Alliance Tournament. The tournament pitted five-man teams from the top alliances against each other. EVE TV provided live in-game footage of the battles along with expert commentary. Analysis of the teams and strategies, interviews with CCP staff and behind-the-scenes specials were also aired between battles. EVE TV was produced and hosted primarily by DJs[75] from EVE-Radio (a player-run streaming radio station) with resources provided by CCP. A total of 95 matches were scheduled, with the Band of Brothers[77] alliance emerging the winner on the final day.[78]


The first two weekends in December 2006 saw the 3rd Alliance tournament. This was once again broadcast via live streaming video by EVE TV[76] The tournament saw 40 Alliances[79] pitting five-man teams against each other. Once again, the Band of Brothers[77] alliance emerged as the winner. Of particular note in this tournament, was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate; one of only four that have been manufactured.[citation needed] The ship was destroyed in the semi-finals of the tournament. Alliances can refer to: Alliances, an expansion for the trading card game Magic: The Gathering The plural of alliance This is a disambiguation page — a list of articles associated with the same title. ...


The fourth Alliance tournament in September 2007 brought several exciting upsets, with Star Fraction defeating Band of Brothers in the second round, using only tech 1 cruisers, and a relative unknown, Hun Reloaded, sweeping both the semifinals and finals to win.


Third-party applications and the EVE API Project

A large number of third-party applications have arisen to supplement a player's EVE Online experience. Some of these, such as automated applications designed to claim publicly-available contracts accidentally put up without an associated cost, will result in a ban if discovered, but many others are endorsed, tacitly or explicitly, by CCP. EVEMon—a .NET application that monitors and forecasts skill training times—is one example of an explicitly-authorized external application.[80][81] In May, 2005, CCP announced the EVE API Project; third-party utilities such as EVEMon now interface with character data, market, and other data through an API.[82] The Microsoft . ... API and Api redirect here. ...


Ingame items

Ships

Ships in the EVE universe are organized into a variety of different classes, varying from minute frigates to titans thousands of times larger. Each of these types has its own advantages and disadvantages in the game. One should not simply assume that the bigger a ship is, the better. For instance, a frigate is incredibly small compared to a battleship, but many users outfit these smaller ships with equipment that impairs the abilities of the battleship. This leaves the battleship vulnerable to attack from other ships. However, some of the weapons available to the battleship could destroy that frigate in a few shots. The balance between ships is also maintained by the implementation of the signature radius. The smaller an object (ship or otherwise) is, the harder it is to target or damage, especially with the larger cruiser and battleship-sized weaponry. This comparison chart shows the vast selection of ships available to the players in EVE Online. ...


The enormous scale of some of the newer vessels in the EVE universe can been seen in this ship scale comparison chart. Using the Caldari fleet as an example, the ten smallest vessels in the top right of the chart are Frigates, along with the Shuttle and Destroyer. Moving counter-clockwise around the Caldari fleet, the next four vessels are Cruisers, while the following is a Battlecruiser. Following the two Battlecruisers are the three Battleships, then the Carrier, Mothership, Titan, Freighter, three Industrials, and finally the Dreadnought. The Eiffel Tower, for comparison, can be seen in the far bottom left hand corner. Another useful frame of reference for the scale of EVE online is to realise that the Minmatar "Rifter"-class frigate has approximately the same dimensions as a Boeing 747.[83] The Boeing 747, sometimes nicknamed the Jumbo Jet,[4][5] is long-haul, widebody commercial airliner manufactured by Boeing in the United States. ...


Weapons

Weapons in EVE are divided into four types: turrets, launchers, drones, smartbombs . Each type requires a different set of skills in order to use effectively, and have distinctive behaviors and tactical uses. Each of the four playable races favor a different subcategory of these weapon types; missile launchers (Caldari and Minmatar and Amarr), energy turrets (Amarr), hybrid turrets (Gallente and Caldari), projectile turrets (Minmatar)and drones (Gallente). Additionally, certain modules have an important effect on tactics used in combat includi