Racism – As a Game Mechanic
It has always fascinated me how the lore of Eve makes such a big deal of the turmoil, prejudice, and outright hatred that the four nations have toward one another, yet if I, as a former child slave of the Brutor tribe, want to work for the Amarr Navy, well, they’ll sign me right up! In fact, there is little practical difference between having four nations who absolutely despise each other and four nations trying to outdo each other singing “Kumbiya” at the local church social (not sure if that is a commentary on church socials…). All in all, it is somewhat disappointing that there isn’t more of a dark, racist pull between the nations. Really, given the nature of the national groups, only the Gallente would have anything like “politicial correctness”. The other three nations would have shot it dead long before it came knocking.
So, why is this missing?
Other games have it. Everquest had it. Star Wars Galaxies (RIP) had it. WoW has it. So, why not the only true sandbox game? The great conflict between CVA and Ursha’khan provided some form of this and Faction Warfare, broken as it is, also provides some moderate territorial discussions that sometimes brings in RP. But, by in large, there is no indicator of any racism in the game dealing with the four factions. To be fair, racism really isn’t the word we are looking for, probably more like culturalism.. the belief that the culture you were born in is superior to all other cultures, despite whatever flaws it may have. But, as it is in real life, it SHOULD be a factor in our sandbox world. Things like that affect our actions, and affect our outcomes.
Let’s take for example the comment I made earlier, as a Minmatar, it should be neigh-impossible for me to do work for the Amarr Navy, and it should be only possible if I REALLY, REALLY work at it by being a trustworthy.. traitor. The same should be said about the relationship between the Gallente and the Caldari. But even amoung friends.. there is that thought that the world you were born in is better than your “friend’s”. That is what a real aspect of a virtual sandbox would be. I’m Minmatar and I’m better than Amarr because… and I ought to have some darn good.. and especially personal reasons.
But the question is.. how do you make a flaw real enough that it benefits the game?
Logistics Ship – Mobile Med Units – The Basilisk
The Caldari Basilisk is probably the most overlooked of all the Logistics ships. The reason for this is three-fold. The first being the preveilance of armor fleets in null-sec combat, the restriction of ship bonuses, the higher effective skill requirement, and the general and successful utility of the Scimitar. All of these factors have overshadowed the Basilisk, despite the fact that it has some advantages even over the famed Guardian. First off, let’s review the relevant strengths and weaknesses that the Basilisk has:
Strengths:
- 150% Bonus to Shield Transport Range per level based on Caldari Cruiser skill.
- 150% Bonus to Energy Transfer Array Range per level based on Caldari Cruiser skill.
- 20% Bonus to Shield Maintenance Bot transfer amount per level based on Caldari Cruiser skill.
- 15% Reduction in Shield Transport capacitor use per level based on Logistics skill.
- 15% Reduction in Energy Transfer Array capacitor use per level based on Logistics skill.
- Role bonus of -50% CPU need for Shield Transporters.
- Role bonus of -50% power need for Energy Transfer Arrays.
- 510 CPU.
- 25 m3 Drone bay and 25 Mbit/sec bandwidth.
Weaknesses:
- 192 m/s
- 2 low slots
- 0% EM resistance in shield.
For those unfamiliar with the Basilisk, it is good to start with this fact: It is a mirror image of the Guardian. It has the same ship bonuses and the same logsitics bonuses as the Guardian, except that they are applied to shields instead of armor. The only difference is in regards to one of the role bonuses, but aside from that they are flown just like Guardians. For those unfamiliar with Guardians, it means they are NOT meant to work alone, but in groups of at least two or more. I’ve heard of people saying you can make a Basilisk cap stable, but a cap stable Basilisk just can’t compete against the Scimitar in that particular role. So possible, yes.. good idea, no.
One of the first things that you should notice is the massive CPU. This is a big, big deal. A couple years ago, one of the more popular fleets running around were called RR gangs, where everyone straps on a Remote Armor repper and everyone reps everyone else when under attack. Shield Transporters, could not be used for that because of their high CPU requirements. Attempts made to copy RR Armor fleets using shields usually meant that the ships involved would have to drop at least one damage mod for a CPU Co-processor, even on the normally high CPU ships the Caldari fly.
The problem becomes more pronounced when you look at the stats of both Remote Armor Repairers and Shield Transporters. You’ll notice that the CPU for a shield transporter is three times higher than that of a Remote Armor Repairer. Conversely, the powergrid requirements are three times less than a Remote Armor Repairer. That may seem fair, but look again at those values when putting them on a battleship, say a Minmatar Tempest. A Large Remote Armor Repairer takes up only 5% of the total powergrid available to the Tempest, a small fraction. Whereas a Large Shield Transporter, takes up a full 28% of the available CPU just for one! That Large Shield Transporter takes up more CPU than three Tech 2 Artillery Howitzers. Support skills do help improve the ratio, but even if you have all support skills at level 5, shield transporters still take up a disproportionally high amount of CPU.
CCP reviewed this when dealing with both the Basilisk and the Scimitar, and with the Basilisk they gave it much higher CPU, allowing it to mount up to five Large Shield Transporters if configured correctly. With Logistics 5, it is even possible to run all five transporters without running out of cap (so long as you have another Basilisk partner). The 5-1 configuration is pretty common with the professional Incursion runners, but for the typical Incursion player and PVP’er, a 4-2 configuration will serve you better and is safer.
The skills needed to fly a Basilisk also match those of the Guardian. You, of course, can’t even get into the ship without Caldari Cruiser 5, but having Logistics 4 is an absolute minimium. Support skills like Energy Emission Systems and Shield Emission Systems also should be no less that level 4, and I strongly suggest getting them to level 5, as reducing capacitor loss is going to be your top priority.
5-1 Incursion Basilisk (Requires Logistics 5)
[Basilisk, 5-1 Incursion Configuration]
Reactor Control Unit II
Damage Control II
Remote Sensor Booster II
Invulnerability Field II
Photon Scattering Field II
Large Shield Extender II
10MN Afterburner II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large S95a Partial Shield Transporter
Large ‘Regard’ I Power Projector
Medium Ancillary Current Router I
Medium Core Defence Field Extender I
Light Shield Maintenance Bot I x5
This particular configuration, found on Battleclinic, is pretty cut and dry. Some things you can change out the Remote Sensor Booster for a Tracking Link depending on the needs of the Incursion fleet you are in and if your EM Shield Compensation skill is at 5, you might be able to save yourself a bit of capacitor by replacing the Tech 2 Photon Scattering Field with a Tech 2 EM Dampening Amplifier. It will cause you to lose a little bit of EM protection, but save you more cap for transfers, if you find yourself lacking (pretty rare).
4-2 Basilisks for Incursions and PVP.
[Basilisk, 4-2 Incursion Configuration]
Power Diagnostic System II
Damage Control II
10MN Afterburner II
Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II
Large Shield Extender II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large ‘Regard’ I Power Projector
Large ‘Regard’ I Power Projector
Medium Ancillary Current Router I
Medium Anti-EM Screen Reinforcer I
Light Shield Maintenance Bot II x5
The above configuration is one I use on a regular basis in Incursions, both Vanguard and Assault sites. This works well because even though I have Logisitics 5, I often run into other Basilisk pilots who don’t have it, and this allows me to operate in a safer manner in fleets as well as be adaptable with capacitor use if I am paired with another Logisitics 5 pilot. One additional thing I would like to add. There is a particular mission that requires you to mine Lyverite, and it’s not uncommon for people to have to mine the stuff at the mission site, so those shield drones can be sometimes switched out for mining ones.
[Basilisk, 4-2 PVP Configuration]
Gravimetric Backup Array II
Damage Control II
10MN Afterburner II
Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II
Large Shield Extender II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large Shield Transporter II
Large ‘Regard’ I Power Projector
Large ‘Regard’ I Power Projector
Medium Ancillary Current Router I
Medium Ancillary Current Router I
Light Shield Maintenance Bot II x5
As you will notice, the PVP version of the 4-2 Configuration varies little from the Incursion setup. The downside to this configuration is that you are stuck dropping some protection in order to get some anti-ECM fittings. This fitting may require you to get a CPU or Powergrid implant to fit well. While the Backup sensor array does seem a little weak compared to the Guardian’s ECCM, the final difference is only a few (only 4) points to sensors, plus it is active all the time. As best are you are able, make sure to be always moving and either near a gate, or in line with a celestrial for a quick get away. And be sure to remember the value of your ship. It does you no good to lose a 150mil isk Logistics cruiser trying to save a 30mil isk battlecruiser.. or worse.
Now flying one of these things is exactly like flying a Guardian. Never go without another Basilisk and make sure you have a working cap chain. In addition, you have a benefit in that a shield transporter repairs at the beginning of its cycle, which means that the shield transports happen immediately.
31 Oct 2011 Devblog – Hybrid Love – Looks like I should start training Gallente…
Hybrids.
The weapon system was a strange combination of high damage mixed with short range, mixed with armor tanking ships (Until the Rokh, many of the Hybrid Caldari ships were pretty useless. Some would argue they still are.). Not exactly a great idea.. but it was fairly workable because in the beginning the Gallente Hybrids had some good advantages:
- Both Amarr and Minmatar sucked worse.
- 90% Webs.
- Megathron
But with the boosts to Amarr and Minmatar, coupled with the speed nerf which dropped the speed of all ships, MWD modules, and Webs.. this put Gallente pilots in a difficult position as their best ships weren’t able to get in close enough to really do that damage they were meant to do.
But today, a change has been announced: http://www.eveonline.com/devblog.asp?a=blog&nbid=3012
First off, the vast majority of weapons are getting CPU and Powergrid reductions. CPU is going to be dropped in this manner:
- XL Turrets: -5 CPU
- L Turrets: -3 CPU
- M Turrets: -2 CPU
- S Turrets: -1 CPU
Also, powergrid requirements for the hybrids will now be reduced by 12%. This is a major bonus for Cruiser to Battleship class ships.
In addition, Blasters are getting a massive tracking bonus which means they supplant ACs as the fastest tracking weapon system in the game. Railguns have been given a 10% damage modifier. I think the Railgun change was necessary, however, but I am still up in the air about the Blaster change as I think it might step too much on the toes of Autocannons. Even though ACs have a bit better falloff range, that falloff range is reduced overall damage on target. With this change, Blasters will be able to not only to fire faster and do more damage, but also to track their targets better than Autocannons. This will be a particular problem for Minmatar’s fast ships because now Hybrids will be able to track better than the guns on the fast ship. This difference might be negated by ship bonuses… but we’ll have to see how it plays out in actual combat.
Quite a few Gallente ships, along with a couple Caldari ships, are getting some movement bonuses as well. The ship changes cover everything from frigate to battleships almost equally, with most ships getting a +10 to velocity, while a few only get +5 to their velocity. In addition, several ships also get a small modifier, about 5%, to their agility.
This devblog also mentions changes to Tech 2 ammo. Though the changes cross all races, it should be especially sweet to Caldari and Minmatar pilots as missiles and Hail ammo specifically are being targetting for improvement.
With these changes, along with the new Tier 3 BCs.. makes me wish I didn’t spec out for Leadership…

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