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Ingame items
Ships
Main article: Spaceships of EVE Online
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.
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 Battlecruiser are the two 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.
Weapons
Weapons in EVE are divided into four types: turrets, launchers, drones, and 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), energy turrets (Amarr), hybrid turrets (Gallente and Caldari), and projectile turrets (Minmatar). Additionally, certain modules have an important effect on tactics used in combat including warp scramblers/disruptors (and their counter, warp stabilizers), webifiers, energy vampires and energy destabilizers.
Every weapon has its advantages and disadvantages. Missiles are available that do different types of damage, and many launchers can use more than one type of missile. Slower missiles, such as torpedoes, tend to do more damage to large targets. Drones follow the target, and shoot at it, causing different types of damage based on drone type. Smartbombs are area-of-effect weapons that deal damage to any target within a certain radius of the ship, available in three sizes to reflect powergrid/CPU use and net damage, and also different types that deal specific kinds of damage.
Electronic warfare is an important part of EVE; electronic countermeasures modules keep an opponent from achieving a target lock or interfere with weapon systems, and can be countered using various electronic counter-countermeasures modules.
Skills and implants can enhance the effectiveness of weapons by increasing the damage of the ammunition, the effective range, tracking speed or firing rate of the weapon, reducing the effect of the targets velocity, or reducing the weapon's power or CPU usage.
Equipment
Equipment in EVE is divided into different categories;
- ammunition,
- deployable equipment,
- drones,
- electronic warfare,
- electronics and sensor upgrades,
- engineering equipment,
- hull & armor,
- propulsion,
- shield,
- smartbombs,
- turrets & bays,
- ship upgrades(rigs),
- civilian modules and gang assist modules.
Within these categories are various modules (or "mods") that can be fitted to one's ship. They each offer specific advantages or serve a particular function. For example, the "Shield Booster", when activated, replenishes a certain amount of the user's ship's shield hitpoints every so-many seconds. A "Sensor Booster", when activated, decreases the user's lock time and increases his lock range. The stats of these items can vary based on whether or not the item is "named", "tech 2", or "tech 1." Named items are tech 1 modules with a small bonus to their pre-existing capabilities. Tech 2 modules are super charged tech 1 modules offering greatly increased effectiveness. However, these tech 2 items often have higher fitting requirements, higher skill requirements, and tend to be far more expensive than their tech 1 or named counterparts.
Quafe

Real-world Quafe.
Quafe is both the name of a popular drink in EVE and the name of the corporation which produces it. On October 22, 2004, CCP made a marketing first when they launched the virtual drink for sale in the real world. CCP sold the drink from their website for $1.50 (USD) for a single bottle, or $15.10 for a multi-pack, but sales of this drink have since ceased. Quafe has a distinct lemon-lime taste.
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