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EVE Online

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EVE Online
Offline Centurion
11-22-2006, 06:36 AM, (This post was last modified: 11-22-2006, 06:43 AM by Centurion.)
#22
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Posts: 5
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Joined: Nov 2006

I've played Eve Online for over a year now. I am fortunate enough to be in the Band of Brothers Alliance. Our motto is, "Nice region, we'll take it." I'm in Reikoku corp. It is a player controlled corp. For everyone who doesn't know Japanese, it means relentless. As the universe in real life and the game never stops, neither do we. We are said to be the game's best killing machine. I like playing in my covert ops ships and Interceptors. You could equate Tech 1 frigates in Eve to the Heavy Fighters in Freelancer. Tech 2 frigates are like light fighters in Freelancer, but have about 2x the potential of damage output as their tech 1 counterparts. (They're faster and have more module slots.)

Then you go to Destroyers. There's also two techs of these. Destroyers are made to kill frigates. Tech two destroyers are like an Interdictor SD in Star Wars. In fact, they're even known as Interdictors in Eve.

Then you go to Cruisers. There's also two techs of these. Cruisers are made to kill everything below them. The tech two cruisers have crazy damage resistances and can kill some battleships.

After cruisers goes Battleships. These ships lock slow and fly slowly. They are big, bulky and can mount a lot of firepower. Soon in a very much anticipated patch thats comming out, there will be tech two battleships. These have been said to be feared by all, but yet have specific roles.

And there's much more.....

Then there are capitolships. Let's start with Dreadnaughts.
Dreadnaughts are flying bricks that have a module that prohibits it from moving entirely. They're made to shoot down bases and newbie's in their first Ravens who forget to engage their engines after they warp in. The only way to kill a DN from regular ships is to drain it's energy (capacitor). They're made to take the damage dealt by the Player Owned Stations they're taking down.

Next, let's visit Carriers - and drones. Carriers can house a ton of fighters. Fighters are uber drones that will follow their target in warp and hunt them down throughout the system the carrier is in. Carriers and Dreads can jump from one system to another that is not anywhere near it or connected by a directly connected stargate.

Uber carriers are Motherships. Motherships can house clone bays which other players can dock at and move a clone to. Clones are activated when a player dies in space, or they move from one clone to a jump-clone location. With motherships and the cargo space it can carry, you can have an instant fleet anywhere, anytime.

Then and finally, there are Titans. Titans can lock onto a cyno field (used to move capitolships around) and activate a Doomsday weapon. The doomsday weapon blows everything up (damn near) within a 500,000KM radius of the targeted cyno. By by insta fleets...

Trading ships: Otherwise known as Industrial ships. Industrial ships are made to have large cargo holds and many low slots to add cargo expander modules, further increasing cargo space. There are tech two version of these which either hold even more cargo space or have a default +2 to warp scramble strength - making it more difficult to keep you from getting away (kinda like anti-cruise disruption).

Even larger versions of industrial ships are Freighters. These cannot mount a single module, but when you can carry upwards of just over 1,000,000 m^3 of cargo space, who needs to? They are slow as ever and turn even slower. You want to protect these by flying with heavy escorts and scouts.

And finally there is one last type of ships. Minning ships. You can mine regular rocks, uber rocks that have a chance to create a toxic damaging cloud when you mine it, or Ice. Minning Ice is to fuel Player Owned Stations (POS's). Minning regular rocks is used to make all the types of modules and ships. Minning that dangerous rock is to make tech two equipment and ships.

To make things, you have to have the blueprint or a blueprint copy. These cost ingame credits (ISK). To use a station for the space to either make a blueprint copy, research it's effectiveness, or make the item, you have to pay rent.


From somebody who has never heard of Eve-Online just over a year ago, I can say I dwore to never play a P2P game (Pay to Play). After 4 days, I was hooked! The game is intense. What I laid out above is the tip of the iceberg. Combat is crazy! It doesn't really mean how long a player has played the game that makes them good, it's what they have fitted on their ship in comparison to what the other person has fitted. I've been in a frigate taking down battleships, destroyers, and cruisers before. I've used scan probes to locate an enemy fleet before. I've paid my dues and sat there for over eight hours at a time minning the same belt all for corp. Take it from me, a person who used to laugh at all those evercrack addicts, that Eve-Online is truely the best game ever. The reason that it is the best game ever is because it has about 100 people taking care of petitions (complaints users make), it has a full-time development staff, it constantly comes out with 100% bonafied NEW material. In the next round of patches (code named Kali) they have promised several new regions to the map with each region containing hundreds of new systems. If you're wanting to get into a game that you'll probably end up playing for the REST OF YOUR LIFE, then Eve-Online is the game. It has the content, the detail, and the complexity to keep you there.


If ya couldn't tell, I love the bloody game! :yahoo: :yahoo: :yahoo:



P.S. No, I will not help you get into BoB. ASCN is spineless.
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Messages In This Thread
EVE Online - by Dab - 10-06-2005, 10:13 PM
EVE Online - by Korrd - 10-06-2005, 11:10 PM
EVE Online - by Dab - 10-06-2005, 11:33 PM
EVE Online - by Korrd - 10-07-2005, 12:44 AM
EVE Online - by Kane - 10-07-2005, 01:16 AM
EVE Online - by Igiss - 10-07-2005, 09:04 AM
EVE Online - by The Damned - 10-07-2005, 11:31 AM
EVE Online - by The Damned - 10-07-2005, 11:49 AM
EVE Online - by Angel - 10-07-2005, 04:58 PM
EVE Online - by Cecasander - 10-08-2005, 12:07 AM
EVE Online - by Cap. Narnatonis - 10-14-2005, 06:50 PM
EVE Online - by Cap. Narnatonis - 10-14-2005, 08:14 PM
EVE Online - by EverBlue - 10-16-2005, 08:18 PM
EVE Online - by daedalus - 10-20-2005, 09:35 PM
EVE Online - by Cap. Narnatonis - 10-27-2005, 02:57 AM
EVE Online - by mogget - 04-13-2006, 09:02 AM
EVE Online - by Fellow Hoodlum - 04-13-2006, 01:12 PM
EVE Online - by Raven_ipb2_import227 - 04-13-2006, 05:20 PM
EVE Online - by Nightfall - 04-13-2006, 06:25 PM
EVE Online - by DarkOddity - 09-09-2006, 05:38 AM
EVE Online - by Vic - 10-27-2006, 10:39 PM
EVE Online - by Centurion - 11-22-2006, 06:36 AM
EVE Online - by Qunitinius~Verginix - 11-22-2006, 06:43 AM
EVE Online - by Dab - 11-22-2006, 06:54 AM
EVE Online - by adecoy95 - 11-24-2006, 06:35 AM
EVE Online - by Vic - 11-24-2006, 06:37 AM
EVE Online - by adecoy95 - 11-24-2006, 06:40 AM
EVE Online - by Dab - 11-24-2006, 05:41 PM
EVE Online - by Vic - 11-24-2006, 07:16 PM
EVE Online - by Dab - 11-24-2006, 09:02 PM
EVE Online - by Vic - 11-24-2006, 09:05 PM
EVE Online - by Dab - 11-24-2006, 10:40 PM
EVE Online - by Vic - 11-24-2006, 10:47 PM
EVE Online - by Centurion - 12-03-2006, 10:34 AM
EVE Online - by Vic - 12-03-2006, 03:30 PM
EVE Online - by Hades-Warpig - 07-17-2007, 06:13 AM
EVE Online - by ghostcat - 07-17-2007, 06:46 AM
EVE Online - by Dab - 07-17-2007, 10:53 PM
EVE Online - by ivr56 - 06-23-2008, 05:07 AM
EVE Online - by Dennis Jameson - 06-23-2008, 12:28 PM
EVE Online - by Praetyre - 06-23-2008, 12:35 PM
EVE Online - by Dennis Jameson - 06-23-2008, 12:58 PM

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