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EVE Chronicle
As countless number of people can attest to, seeing aggressive tattoos spread over a Minmatar's face during a confrotation doesn't bode well for your near future well being.
EVE Chronicle
The logo of Fatal and the Rabbit, found on the hulls of Guristas' space ships, became famous after the pair spray-painted it on the boarding ramp where they kidnapped ambassador Rileau.
Fansites
Fansites
Website Section

Short Story
Catch of the Day is a story about a blasé Gallentean trader by the name of Gaspar Anoun and the unscrupulous and vicious world of bigtime trading where monstrous amounts of money exchange hands.
Features: Exodus
  • Storyline Missions

    Agents are getting more picky on what they desire. They have more complex tasks that require a number of interlinked missions to do in order to complete. They also lead to juicier benefits such as minmatar sla... employees and occasional rare item or blueprint.

  • EXODUS, the latest expansion for EVE Online has one theme: content. Almost all new features will have to do with content and interface advancement. Quite different from the last expansion which had everything to do with foundation construction, and created what is considered today the largest MMOG persistent world - The perfect stage for the next generation of EVE Online.

    New Ships
    new ships

    • Destroyer

      Minmatar Destroyer
      Click for large version
      Possessing the strength and durability of a cruiser, substantially better velocity and scan resolution and built in-system controls to better allow for the usage of small, fast-tracking weaponry, the destroyer's main function is to act as escort for larger assault ships, protecting them from the threat of smaller, more agile frigates and interceptors.

      The destroyer sports a number of turret hardpoints, but not enough power to support cruiser weaponry alongside adequate defense systems. It can engage small close range threats and blow them out of the sky in seconds, and despite being saddled with both the size and maneuverability characeristics of a cruiser, the destroyer's increased maximum velocity gives it the ability to catch up with smaller, more agile ships on the run.


    • Battlecruisers

      Gallente Battlecruiser
      Click for large version
      The design for battlecruisers was for them to be the needed mini-battleships, hard as hell and can deal above average cruiser damage, they are for offensive actions but not “target me and kill me in 5 secs or you will die in these 5”, but more like “if you want me to stop dealing this good damage on you, you would have to focus 100% on killing me you big mean battleship pilot, cuz im almost as big as you”.

      The races have various approaches to defend their ships, where some prefer speed while others are depending on more traditional shield or armor. Navy captains still refer to them by their ancient name, Pocket Battleships, not that you would want one in your pocket ...


    • Faction Ships

      Most special factions have their ships designed and manufactured to fit their roles and requirements. These ships are very hard to come by and usually involve very unorthodox ways of acquisition unless you have high ranking contacts within the factions that might have a blueprint or two available for the right price. There is of course an easier way for everything. And yes, it involves shooting.

      Faction ships are usually weaker than their Empire counterparts but have more capacity and capacity recharge rate to make up their lack in defensive measures. Expect only to see limited run blueprints drop rarely from high level agents, Officers and in Complexes.


    • Specialized Mining Barges

      ORE S Mining Barge
      Click for large version

      New specialized mining barges, better than even the mighty Apocalypse at mining have been developed by the ORE syndicate, but are much cheaper.

      They are however not useful for anything else, their shield and armor is like a big frigate and they have the speed of a battleship.


    • Ship Addition Summary

      Amarr Destroyer
      Click for large version
      Amarr Battlecruiser
      Click for large version
      Minmatar Destroyer
      Click for large version
      Minmatar Battlecruiser
      Click for large version
      Gallente Destroyer
      Click for large version
      Gallente Battlecruiser
      Click for large version
      Caldari Destroyer
      Click for large version
      Caldari Battlecruiser
      Click for large version
      ORE S Mining Barge
      Click for large version
      ORE M Mining Barge
      Click for large version

    Starbases
    starbases

    With the introduction of player owned Starbases, EVE will become a game of true territorial conquest, even more so than the introduction of Player Conquerable Stations.

    • Not expensive to build, but costly to operate

      Gallente Starbase
      Click for large version

      The common Starbase structures will cost up to a battleship depending on their functionality and will be available on the open market. However the true cost of ownership lies within the materials the structures need to operate.

      Each structure costs from cruiser to a battleship, keeping in the initial cost of building a Starbase from being prohibitive. This also means it's not a crippling blow to the owner to loose one.

      An Starbase is however expensive to operate, requiring consumables to keep the structures online and able to defend themselves. This is where the real cost of ownership lies. It's not enough to buy one, but you also have to maintain it.

      Control Arrays mostly consume the products from Ice Field mining, such as Helium-3 and Strontium Clathrate to generate Power and CPU. The consumption is in direct relationship with the amount of Power and CPU that is being drawn from the Control Array.

      Individual structures can also require additional consumables when being used. An example of this is Missile Batteries consume Missiles when shooting or Refineries would use Heavy Water to do mineral research.

      The Starbases are only deployable around moons. Moon Harvesting Arrays then extract Moon Materials from the moons to compensate for the cost of ownership.

      Exploring for profitable moons is therefore very important since it determines whether the Starbase you intend to build will be profitable or not, be that industrial, refining or a military outpost.

      In some cases of course, you would want to strategically place Starbases, as a forward outpost and the cost of ownership not an issue. That is your choice.

    • It's the territory, not the structures

      Gallente Starbase
      (with Apocalypse)

      Moon Harvesting Array

      Starbases are all about controlling the territory. And since Starbases have operational costs, a good moon is the key to a successful Starbase.

      If you want a large assembly of structures, you need a good moon to balance versus the cost of ownership, unless you a willing to pay for the operational costs of owning a Starbase just because it's kewl. Well, they are kewl. And I want one!

      Still, it's the choice of the owner, whether he would like to have a small ammo outpost or a corporate nexus in that system he is so fond of. But in the end it all depends on how profitable the moon is.

      Moons have harvestable moon materials, which you can scan for before deploying your Starbase. Moon materials can be anything from Hydrocarbons to Cobalt.

      The moon materials are gathered in Silo's, which are then fed to Reactors that create Intermediate materials. Intermediates are advanced materials such as Nitric Acid and Nitrocellulose.

      Moon and Intermediate materials in combination with Gas Isotopes are used to create final materials. Final materials are the basic ingredients for a number of things in current and future tech levels such as building components. They can be Carbon Nanotubes or Polyethylene Fibers.

      • It's the territory, seriously

        By controlling more Starbases than other players in a system you will be able to claim whole constellations and regions. By claiming most of the solar systems within a constellation, that constellation is considered your sovereignty.

        Only Alliances can validly claim territory, smaller entities are not recognized by the empires and therefore will not be entered in the registrars of the Society of Conscious Thought. Entering the registry means all starmaps are required to display you as the sovereign entity of that space.

    • The combat! What about the combat!

      Missile Battery

      Shield Generation Array

      The nature of combat around Starbases heavily benefit the defender, since he is dug in and the Control Array provides a formidable defense perimeter. Defending ships can stay within this perimeter and won't be vulnerable to attack until the Control Array has been incapacitated.

      Starbase structures depend on the Control Array for defenses. Its shield and force field is the area that you are able to defend effectively. The shield prevents damage being done to structures and ships within its sphere of influence.

      Various defenses can be added within this shield to repel attackers, such as Turret and Missile Batteries and Shield Generator Arrays can be added to boost the shields hitpoints and damage resistance.

      The Control Array force field also prevents enemy forces from penetrating the shield. Only ships that have the correct key, from the owner corporation or optionally from the same Alliance are allowed inside the force field. This further improves the defensive capabilites of an Starbase.

      Defensive Batteries also require consumables such as ammunition that allows for varied damages types and effect. These Batteries typically include small, medium and large turrets, missile launchers, drone bays and electronic warfare.

      When the Control Arrays shield is damaged and it reaches 25% capacity, it enters an reinforced state, where most of its resource needed for its Infrastructure Arrays is diverted to shield generation and it consumes its reserve that fuels the reinforced state.

      The time it takes for a Control Arrays to go through its reinforced state depends on how much reserves the owner has primed the Array with.

      When the Control Array exits the reinforced state, the Starbase is vulnerable for damage since it can not enter reinforced until you can fill the reserves again. Restocking can not be done until the shield is back to 50% capacity.

      The reinforced state also dictates when the final battle for the Starbase will occur, since both attacker and defender knows the time of the Control Array exiting the reinforced state. The defender still has the advantage since he can prime the reserves so that it occurs on his prime time.

    • Cause the owner financial damage, conquer his territory or destroy his structures.

      Gallente Starbase
      Click for large version

      By forcing a Control Array into a reinforced state, you cause his Infrastructure Arrays to go offline, meaning no income, failed research, failed manufacturing and some other bad things I still can't think of right now.

      The owner of a Starbase can not terminate the reinforced state, once entered, unless with severe penalties.

      This means operating cost with no income for the remainder of the reinforced state. This also means "tanking" the Control Array with reserves for the reinforced state equals an extended period negative income!

      When forced into a reinforced mode, both attacker and defender have a set time and date for the recharge period of the Control Tower Shield.

      Attacking an Starbase is no small feat, the defenses heavily benefit the defender so it results in considerable losses, mostly to the attacker to assault a Starbase.

      If the attacker considers it benefiting for him to destroy or conquer the Starbase, he can choose to do so, with the resulting costs associated.

      After the reinforced state, the defender will however be prepared for the attack and have ships within the defense perimeter ready to receive the attacking force.

      If the attack is then successful, he can choose to either, destroy the structures, take them as loot or repair them and take over the territory.

    • The Control Arrays

      Amarr Control Array

      Caldari Control Array

      Gallente Control Array

      Minmatar Control Array

      • Amarr Control Array

        The Amarr have always been fond of majestic and intimidating constructions. Their Control Arrays do not deviate from that tradition and are truly big and powerful structures, mainly thought for preservation of territorial "interest" than commercial benefits. They have considerable power output so they can properly feed large amounts of "territorial preservation equipment". However, those who encounter Amarr outposts tend to disagree with that definition of their purpose, preferring the more common "oppressors".

        Their less than normal CPU output does however affect how many Tachyon defense towers they can deploy - considered a good thing since the last thing the world needs is Amarrians with more Tachyons.

      • Caldari Control Array

        First the Caldari Control Towers were manufactured by Kaalakiota, but since their focus were on other more profitable installations, they soon lost the contracts and Ishukone corporation took over the development and manufacturing of them. Ishukone were adamant about this contract, seeing the true profits in all outposts being administered with their Control Towers.

        The quality and sophistication of the towers quickly surpassed the previous designs, delivering more than adequate CPU output compared to similar stations along with excellent shield and electronic countermeasure capabilities. After all, who needs firepower when you can render an attacker inert and useless?

      • Gallente Control Array

        Gallente Control Arrays are more pleasing to the eye than they are strong or powerful. They tend to have a average CPU and a more decent power output compared to towers from the other races but are lacking in sophisticated defenses such as shield and have above average electronic countermeasures.

        However, the Gallente tend to disagree with all these points, stating that their designs are far superior to other races' - and look better too. But if you get close, it gets personal. And you know Gallenteans like it when it gets personal.

      • Minmatar Control Array

        Minmatar aren't really that high tech, preferring speed rather then firepower or high technology. Unfortunately that doesn't apply very well to stationary objects, much to the liking of the Amarr Empire. Their Control Arrays give good power but are usually weak on the CPU side and it's standard practice to anchor deployable super computers in the field of influence of a Minmatar Control Tower to have enough CPU to supply the rest of the deployed units.

        Amarrians call it a scrapheap of epic proportions. But don't underestimate these structures. Minmatar commanders usually have the last laugh when it comes to combat.

    • Infrastructure Arrays

      Power Generation Array

      Research Array

      Storage Array Concept Art

      Ship Maintenance Array

      Ship Maintenance Array

      Ship Maintenance Array

      • Moon Harvesting Arrays

        With all those ripe moons ready for plucking, you really need something to pluck it with. Enter the Moon Harvesting Array, an industrial size plucker - and then some.

        You can plant a couple of these around each moon, depending on it's quality and just suck and suck like you were a Gallente holo-reel star.

      • Reactor Arrays

        Moon Harvesting Arrays yield a number of Moon Materials that are then fed to Reactors. Reactors cause a number of varied reactions to produce Intermediate Materials or Final Materials. Think of it as a giant mixer, your party can not be without one.

      • Storage Arrays

        Storage Silos are much more secure and durable compared to their Secure Container counterparts. They are usually the focus of attacks on outposts, commonly containing ore, refined minerals or valuable items waiting to be transported to empire space.

        They are however quite durable so don't expect to run away with one easily. Well at least not in anything less than a Titan.

      • Ship Maintenance Arrays

        With a Ship Dock full of ships anchored at your site you have a much better chance of defending your site from intruders. Pilots of destroyed ships can quickly rejoin the defenses by boarding a fresh ship from their ship dock. Unless of course it gets destroyed or you only have industrial ships docked.

        Nevertheless, desperate miners have been known to ram attackers with their ships but usually end up in a clone station nearby.

      • Field Assembly Array

        Field Assembly Arrays are required to manufacture many high-tech and illegal modules that the empires don't want manufactured in their stations.

        Some manufacturing even need isolation due to the materials being used, and the last thing we need is half of empire space filled with green-glowing stations.

        There have been attempts to change the color effect, but since disco dancing has been extinct for a couple of millennia, varied blinking and glowing stations were not appreciated by the general public.

      • Power Generation Array

        By anchoring a Power Generator Array in the field of influence of your Control Array you can increase the power available in the field and thus increase the number of deployables around your control tower. However these require resources themselves from the control tower so a good balance is required for an effective setup.

        Starbases used to overuse these power cores, the results being that staff members getting everything from a common cold, sterility or obesity to extra nipples and overactive sexdrive. The latter commonly not considered negative side effects so illegal institutions in Gallente space offer this for a fee.

      • Refining Arrays

        The Refining Array is the heart of any industrial outpost, increasing the efficiency of any mining operation with reduced travel time. They are less efficient than full fledged stations, but the benefits of not having to move unrefined ore outweighs the inefficiency considerably.

        Coupled with a Field Assembly Array corporations can quickly churn out needed or rare items for distribution on the markets.

      • Research Arrays

        Many technologies are on the Empires Research Exclusion list, and can only be researched outside the influence of the empires. Technology that are only allowed to be researched by military institutions, certified research contractors or other hazardous technology deemed to hurtful to the environment or deadly for the inhabitants of EVE tend to end up on the ERE list.

        Created and maintained by the SCC after a group of Gallente scientists transferred some prominent planetary implosion technology they were working on for the military - that was banned by pressure from the Amarr and Caldari governments - to dietary pills. They were a large success at first, but as they became more common, overdoses became more frequent. Usually this was easily cured but in some cases, the unfortunate dieters imploded.

      • Shield Generation Array

        Smaller confined shield generators can be deployed outside the Control Arrays defense perimeter with it's own access restrictions. This allows for lesser security areas around the Starbase where you can have your store or pickup location.

      • Shield Hardening Array

        What's a shield without decent damage resistance? Well, it's far more than a shield without one. Maybe I need a more obvious case. Anyway, this should do the trick to boost damage resistance for those rainy days.

      • Shield Extension Array

        I guess it never hurts to have more shield hitpoints, especially when you also have more damage resistance on said shield.

    • Defensive Batteries

      Without proper defenses on a Starbase, it won't last long in the ever expanding and fruitful universe of pirates and thieves. The difference? The thieves are sneaky, pirates ain't. They are however just the same to the Defensive Batteries, an opportunity to get more frozen corpses for protein delica... uhm, clone refining.

      Missile Battery Concept Art

      Dampening Battery

      Research Array

      • Turret Batteries

        Energy, Hybrid and Projectile turrets are all available, having the same basic characteristics as their ship counterparts so they will be available in small, medium and large versions. They consume ammo and deliver the damage types associated with the loaded charges.

        Like some Amarrian guy said when he had built his first Starbase: "I ain'gonna stay'ere a minute withou'my Tachies". Incidentally that was the CEO of Imperial Armaments.

      • Missile Battery

        A Starbase can't really be without some Missile Batteries, available in different versions to suit the owners' preference of missile types.

      • Drone Battery

        They're like small Chihuahuas. They nibble at your enemies and suddenly there is nothing left of them. Give a warm welcome to the Chihua ... erhm, Drone Battery.

      • Mine Battery

        I like to keep people out of my way. Way out of my way. To insure that, I use Lai Dai mines to close those avenues of easy assault, helping me feel reassuringly safe and knowing that they'll keep the pirates out.

      • ECM Battery

        Hey, ya bastid! Stop shootin'at'me Starbase! Voila, here you have your solution. The moment he arrives your ECM battery will see to it that the guy can talk some smack in local while returning home to fit ECCM's.

      • Dampening Battery

        Don't like people taking pot shots at you from 200Km's away? They think they can cramp your style with those 1337 1400mm Artilleries? Tell them to say hello to your little sensor dampening friend.

      • Stasis Battery

        Annoying little brats, those frigates. Trying to circle my Starbase with Micro Warp Drives thinking they are invincible to my Auto Cannons. Well, I have just the thing for them. The Stasis Battery, the Webifiers big brother. And boy, is it bigger.

      • Warp Disruption Battery

        Come close enough, and you won't be going away again.

         

    New Helper applications
    new helper applications

    Preliminary Notepad Screenshot

    The Notepad allows you to store various information linked to characters

    Preliminary Calculator Screenshot

    Storing into memory is done via the "M" buttons

    New Helper Applications

    No more scribbling on papers, post it notes on your forehead or whiteboard markers on the screen - helper applications to the rescue!

    • Notepad

      So many things to remember, so little time until you forget them all again. The notepad is the place to put that nifty kill list of yours, your trader friends, hints and good places to trade, blueprints or todo list.

      It's utilizing the new ingame browser engine that will enable crosslinking and fecthing of various information within the notes along with HTML support in the notes.

    • Calculator

      The ultra-elite tool to gather how much you can earn or did earn. Mining op just over? Just finished looting some poor pirate? Use this to calculate your amassed wealth. Again. And again.

      It also has extended mode for those Feren ... wait, wrong setting.

    New Multi-Level Scenarios
    new multi-level scenarios

    • Multi-Level Scenarios

      Guristas War Complex Schematic

      They are more commonly knowns as dungeons, that consist of many scenarios tied together, are not surrounded by walls and do not have undead space rats. So we call them Complexes. They are multi-leveled with escalating difficulty, have more structured game play, ideal for new players and offer big rewards at the end. They also look pretty damn good.

      The main difference from single level Scenarios is that structures are destroyable, you need to go through a linear path and the loot drop is more varied since you are shooting down battlestations, not ships, so expect mineral or ore drops, blueprints, various commodities and skills. They will vary in difficulty, usually based 2 to 4 security levels below the security level they are residing in i.e. an Complex in 0.7 space would have 0.5-0.3 difficulty.

      Commanders and Officers might show up in them, as they will in asteroid belts and other locations, but they are as rare as hair on an Gallente back.

    • High Orbit Complexes

      Found close to moons, planets and stars, these complexes are usually civilian or rogue in nature, handling planetary tasks, distributing commodities and serving as trade hubs for outer systems that don't have full fledged stations. These are also found just outside empire space where certain corporations are colonizing new territory to ensla... incorporate new systems for their empires. They usually contain various goods and commodities needed for colonies to survive.

    • Industrial Complexes

      Industrial Complexes can be found everywhere in EVE, where ore is to be gathered. Outlaws and factions alike use these installations to quickly gather massive amounts of ore to be processed before moved to manufacturing or selling. Accordingly, they contain high numbers of ore and some processed minerals.

    • Military Complexes

      Guristas War Complex Schematic

      Like the old Minmatar saying "A faction without a military Complex is like a fish without a Tempest. A fish needs water but both need massive firepower in space to stay alive". What it really means, nobody knows, but a military Complex only means one thing. A factions intent to dominate that space, with or without the help of the fish.

      If you are looking for defensive or offensive capabilites to sharpen your teeth, this is the place to go. Some installations have also been known to have limited blueprints of their factions ships and specialized weaponry. However, these are heavily guarded and building these ships is a mission all in itself.

      Here is an example schemaatic of an Guristas War Installation (click for bigger version), pilots start in the outer defense perimeter, that has light resistance followed by two defense corridors moving you to the headquarters. If you then want to take on Admin sector, you could reap the rewards hosted in the supply sectors.

      However, you need to be able to escape with the loot, so bring along an industrial. and protect him well, because warp disruption fields surround complexes, so you can't warp straight in to the back sectors.

    • Deep Space Complexes

      Guristas War Complex Schematic

      If you manage to find these. you know you found something you weren't supposed to. Why? Well, the enormous firepower you encounter should give you a hint, the second hint would be that you are in the middle of nowhere with enormous firepower aiming at you.

      I'd tell you the third hint but you would be already dead, so I'll give you a reminder to renew your insurance for your next ship instead. And the enormous firepower is there for a reason. Only way to find out what, is to bring insane amounts of firpeower yourself. But it should be worth it.

    Corporation Improvements
    corporation improvements

    • Audit Log Secure Container

      EXODUS introduces additional container types. These are improved versions of existing secure containers (which will still be available). The improved versions are considerably more expansive and offer audit log support.

      An Audit log container has two tabs, "Free Items" and "Locked Items". Items can be moved between the different panes by lock and unlock context menu options available on all items inside audit log containers. All items that are added to the container end up in the locked pane. By knowing the password for the container a set of locked items can be unlocked. Each time and item is added, unlocked or locked the action is logged into the container's log. This along with special container access roles in corporation management, should help combat on going corporation security issues.

      • Auxiliary features

        • To view the audit log, you need know the password for the container. All audit log containers have an extra right click context menu option "View Log"
        • Audit Log Secure Containers can't be repackaged unless the last audit log entry is 3 weeks old.
        • Audit Log Secure Containers Can be flagged in the following manner:
          • Password is needed to open
          • Password is needed to lock
          • Password is needed to unlock
          • Password is needed to view audit log

          This means that you can flag a container only with "Password needed to take" and allow players to open, view and add items (which will become locked by default).

          This would allow members to contribute items (e.g. ore or loot) to their corporation in a secure and traceable way.

        • The owner of the container has a special right click context menu option "Retrieve Password". That option posts the password of the container to the email of the owner. The owner of a secure container is defined by the following rules.
          • If the owner is a character then the owner is of course that character
          • If the owner is a corporation and the container is in space, then ROLE_SECURITY_OFFICER or ROLE_CEO can retrieve passwords
          • If the owner is a corporation and the container is in a division hangar X, then everyone with ROLE_CAN_TAKE_CONTAINER_X can retrieve the password.

        Example of an audit log from an Audit Log Secure Container:

        (Note that the audit log can be exported as a comma separated file in the capture/ directory)

        dateTimeLocationSub LocationcharacterActionStatusARG_1ARG_2
        2004.09.28 10:21:16Luminaire VII - Moon 1 - Federation Customs Testing FacilitiesPersonal hangarOrtesAssembledSuccess
        2004.09.28 10:21:16Luminaire VII - Moon 1 - Federation Customs Testing FacilitiesPersonal hangarOrtesSet NameSuccessBasic minerals
        2004.09.28 10:21:43Luminaire VII - Moon 1 - Federation Customs Testing FacilitiesPersonal hangarOrtesMoveSuccessLuminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5
        2004.09.28 10:22:01Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5OrtesSet PasswordSucess
        2004.09.28 10:22:25Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5OrtesEnter PasswordSucess
        2004.09.28 10:22:34Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5OrtesAddSucessIsogen1.000.000
        2004.09.28 10:22:51Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5OrtesUnlockSucessIsogen-231.000
        2004.09.28 11:04:07Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5HellmarEnter PasswordFailed
        2004.09.28 11:04:15Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5HellmarEnter PasswordFailed
        2004.09.28 11:04:23Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5HellmarEnter PasswordFailed
        2004.09.28 11:04:45Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5HellmarEnter PasswordFailed
        2004.09.28 11:04:45Luminaire VII - Moon 1 - Federation Customs Testing Facilities, ISD : CRC office 5242124division hangar 5HellmarMoveFailedLuminaire VII - Moon 1 - Federation Customs Testing FacilitiesPersonal hangar

      • Specific hangar access roles

        Currently the corporation hangar security system offeres 7 hangars and a view/give/take access to each of them. EXODUS will introduce a new role for each of the division hangars: corpRoleContainerCanTake1 ... corpRoleContainerCanTake7.

        This basically means that even if a member has "take" access to a hangar, he is not able to take containers from that particular hangar.

        This allows corporations to implement finer grained security schemes by placing secure containers and audit log secure containers into corporations hangars with various names and passwords. This also helps with general management of each of the 7 hangars at a station on top of the added security.

        • Containers in the corp hangar use cases

          EXODUS allows for managers of corporations to place containers in the division hangar floors of their corporations (normal, secure, audit log, etc.) and managed their role assignments in a way so that general members that might have "take" access to a division hangar, don't have "take container" access.

          This created a finer grained level of access control by limiting member knowledge of secure container passwords.

        • Better Hangar Organization

          For corporations were security isn't an issue, the split between normal item "take" and container "take", allows for better organized hangars. Containers can be placed in the various division hangars to categorize the various items that are placed there. The few that have "container take" can be assigned to properly manage the containers, while others that don't have "container take", only normal "take", don't have to worry about accidentally mess up the organization

        • Smaller security groups

          By placing either normal secure containers or audit log secure containers smaller security groups can be created around a given division hangar. If everyone in the mining division of the corporation has access to "Divisions hangar 3", then they can be split up even further by the division managed having "Division hangar 3, take container" role and placing various containers here with different passwords and managing who knows what password.

        • New player mining quota

          Extending up on the mining division example above. A mining division manager can set up a program were he places a big secure container (note that EXODUS includes exceedingly large containers, that can only be used at stations, their volume is to big for a ship to contain them) and only he and the new player know the password to the container.

          The new player can then set out to mine and fill up the container of ore. Once the container is full the mining division manager can reward the new player with a good reward as there is a perfect track of how much was mined. In this case all that is needed s a normal secure container, as only 2 players would know the password, thus negating all need for audit logging (unless the mining division manager is a crooked one, but the new player would quickly spot his ore status reducing in the container).

        • Loot gathering

          A corp can set up a hangar profile in the following way:

          • Division hangar 3 at solarsystem X named "Corp loot". Member A is the only one with role corpRoleContainerCanTake1.
          • Member A places a audit log secure container in Division hangar 3 that is only flagged with "password needed to take" meaning that everyone that has access to Division hangar 3, can put items in the container, view the items and see who is contributing by checking the log.
          • Now as the loot gathers in the container, member A categories it and move to more specific container and refine the rest. A perfect track is kept on what members are contributing what as the log is there for member A to export and save.

        • Corp mining initiative

          By utilizing a mixture of audit log secure containers in the corp hangar and in-space a corporation can diligently audit the effort of each member in a corp mining session, if it so chooses. They way this would be set up is the following. Each member of the corp mining session would have his own audit log container and mine to that container.

          The members assigned to hauling would harvest from the containers and haul back to station and place the ore in one audit log container. When the corp mining session is over, the mining director would pull all the audit logs from the members is space and the from the haul-destination-container at the station.

          Import them to excel and work out to the detail the input of each member, both with regards to mining and hauling.

        Note that this example is bordering on the absurd but is given here to show how combinatory complexity can be achieved with the new EXODUS features.

      • Each hangar access role has three assignment options

        In EXODUS each member of a corporation can be assigned to be "based at" a given station. When assigning hangar access roles to a member you have options to select from:

        • Headquarter station
        • Based at station
        • Other stations

        Meaning that a member can have division 4 "take" access at the office he is "based at" but not at the corporation Headquarters and not at other field offices.

        This introduces 3 forms of hangar access to further allow corporations to control at a much finer grained level, the access each member has to each of the offices.

        Each member can be assigned to be based at a particular station. As long as the corporation has an office at that station the member can access the division hangars according to definitions made through the new role management user interface:

        As can be seen here, the personnel manager in a corporation can separate access to the station that the given member is "based at" from other offices belonging to the corporation and even distinct between general other offices and offices at the Headquarter station.

        If the member has not been assigned to be based at a station or the station he is based at doesn't have an office, then the "based at" roles are effectively suspended.

        • Use Case: A new member joins a corporation

          When a new member joins a corporation he will be based at no station. Meaning that giving him "Based at" roles will have no effect untill after the member is assigned to a station.

        • Use Case: Changing based at station for a member

          If a member is assigned to be based at a given station (note there is no difference between first assignment and subsequent assignments), his "based at" roles will follow automatically (i.e. the roles are assigned to the member no the station).

          No member can be assigned to the headquarter station

        • Use Case: Rent expires at a station several members are based at

          If the corporation no longer has an office at the "Based at" station of a given member, it makes no difference from the systems point of view. This means that members that were based at the station in question will have no benefit of the roles assigned to them unless they are changed to be based at another station or a new office is rented at the station they are based at.

      • Additional roles

        Various new roles are to be added in EXODUS, e.g. for renting offices, research slots and factory slots. Currently members have to have director role to do many of those things. This has caused some problems in the past, for example were members are hunting for rentable resources and are given director roles to claim them.

        • corpRoleCanRentOffice: When assigned to member, the member can rent offices on behalf of the corporation
        • corpRoleCanRentFactorySlot: When assigned to member, the member can rent factory slots on behalf of the corporation
        • corpRoleCanRentResearchSlot: When assigned to member, the member can rent research facilities on behalf of the corporation

      • Official Titles

        With it's introduction of many new roles and role paradimgs, EXODUS calls for an easier way to manage member role assignments. This is done by introducing titles as role templates. A corporation can define a title, assign roles to that title and then assign the title to the various members.

        Note that Official titles are an addition to the existing free form title that can be assigned to members. Official Titles and freeform titles are both viewable from the character info sheet.

        Any member of a corporation can have one free form title and any number of Official Titles.

        Note: Once a title has been assigned to the member doesn't have the roles, i.e. roles are inferred from a title rather than assigned to the member at the time of title assignment. This means that if the title is changed the roles of the members carrying that title will automatically change.

        Think of titles as security groups that given members are assigned to and while they are in the group (have the title) they inherit the access.

        • Use Case: Official Title definition created

          A title is created through a special tab in the corporation management interface. The title is given a name and roles can be assigned to the title, just as if the roles were assigned to a member.

        • Use Case: Official Title assigned to a member

          At any point in time a title can be assigned to a member..

          A log entry is created in the corporation role log, indicating that the member had this particular set of roles at this point in time.

        • Use Case: Official Title removed from a member

          As long as a member has one or more official title, one official title can be removed.

          A log entry is created in the corporation role log, noting the removal.

        • Use Case: Official Title definition modified

          If a title definition is modified, especially if roles are removed from the definition, the roles are automaticall removed from the members that have the title already (due to inferred nature of the roles through titles).

          Each time a title modification is made, all members that have that particular title will be logged to the corporation role log.

        • Use Case: Official Title definition deleted

          A title definition cannot be deleted unless the no member of the corporation has the title. To delete an official title the title needs to be unassigned from all members.

      • Blueprint Originals lockdown

        As all corporations most priced possessions are their highly researched blueprint originals and most sever corp security issues have involved the theft of blueprint originals. In these cases the total isk loss is considerable but also the corporations is crippled with regards to manufacturing and making money to recuperate from the loss. To counter this EXODUS will introduce a special corp blueprint original lockdown option.

        • Apply lockdown

          Only blueprint originals can be locked down and only blueprints that are in the corporation hangar (regardless of what division). To lock down a blueprint a shareholders vote needs to be created. A simple majority is needed to apply the lock. As soon as the vote case is created the lock is applied. Based on how the vote turns out it is either kept lock or removed.

          The reason for applying the lock as soon as the vote case is created is to prevent the blueprint to be stolen during the vote.

        • Remove lockdown

          Only blueprints that have a lock on them and no outstanding vote case can be unlocked. The A simple majority is needed to remove the lock.

        • Manufacturing and Research of locked blueprints

          Manufacturing and research of locked blueprints is just as with normal blueprints, same role restrictions, etc. The only difference is that the blueprint can't be removed from the corporation hangar to a member hangar.

        • Office expiration

          If office rental expires for an office that contains a locked blueprint, the locked blueprint and all of the other items in the office go to a special place at the station, called "impounded items". Normally the CEO/Director of a corporation can claim "all or nothing" from the impounded items by paying 50% of rental price. If there is a locked blueprint in the impounded items list then the items can't be claimed unless either directly to another corp hangar at that station or the lock is removed with a vote.

          NOTE there is a small chance for exploit here, when the CEO/Director of a corporation intentionally lets the rent expire on an office containing a locked blueprint original and then asks for a vote to remove the lock, under the guise that it is needed to claim all the impounded items.

          If members suspect this they should, either remind the CEO/Director that he can either rent another office at the station (and claim directly to that) or they should petition a GM to move the locked blueprint. The GM will evaluate whether that is justifiable and/or watch carefully as the blueprint is moved by a member to another office.

      • Improved Tax system

        In EXODUS the corporation tax system will be restored and extended. Instead of having one flat percentage for all member financial transactions, corporation can now specify a percentage value from 0% - +10% for each of the ref.keys defined in the EVE Accounting system. This allows corporations to, for example, tax agent mission rewards but not market transactions.

        • EVE Accounting Ref Types

          These are the types of accounting reference keys that are currently available in EVE. Players and corporations can used these keys to keep track of their lives in EVE. Corporations can also place a special tax percentage (0%-10%) on each of these keys and tax all transactions that their members make.

      • refTypeID refTypeText description
        0 Undefined
        1 Player Trading
        2 Market Transaction
        3 GM Cash Transfer
        4 ATM Withdraw
        5 ATM Deposit
        6 Backward Compatible
        7 Mission Reward
        8 Clone Activation
        9 Inheritance
        10 Player Donation Player gave cash to another owner
        11 Corporation Payment CEO or Accountant transferred cash from corp. account
        12 Docking Fee
        13 Office Rental Fee
        14 Factory Slot Rental Fee
        15 Repair Bill
        16 Bounty Player gave cash to someone's bounty pool
        17 Bounty Prize Player got bounty prize for killing someone
        18 Agents_temporary TEMP
        19 Insurance
        20 Mission Expiration
        21 Mission Completion
        22 Shares
        23 Courier Mission Escrow
        24 Mission Cost
        25 Agent Miscellaneous Agent paid you
        26 Miscellaneous Payment To Agent You paid agent
        27 Agent Location Services You paid agent to locate somebody
        28 Agent Donation You donated/bribed the agent
        29 Agent Security Services You paid agent to clean your rep
        30 Agent Mission Collateral Paid You gave agent collateral for a mission
        31 Agent Mission Collateral Refunded The agent returned collateral to you
        32 Agents_preward The agent gave you this when you accepted the mission
        33 Agent Mission Reward The agent gave you this as a reward
        34 Agent Mission Time Bonus Reward The agent gave you this as a special reward for fast mission completion
        35 CSPA CONCORD Spam Prevention Act
        36 CSPAOfflineRefund Refunded CSPA charge because the other party was not online
        37 Corporation Account Withdrawal Withdrawal from corporation account
        38 Corporation Dividend Payment
        39 Corporation Registration Fee
        40 Corporation Logo Change Cost
        41 Release Of Impounded Property Charge for the receipt of goods from a corporation hangar that is no longer rented
        42 Market Escrow
        43 Agent Services Rendered For miscellaneous services rendered by the agent
        44 Market Fine Paid
        45 Corporation Liquidation Funds from the liquidation of a corporation to a shareholder
        46 Broker fee

    • Seven ISK accounts for corporation

      EXODUS will introduce 7 additional ISK accounts for each corporation. These are followed by roles to control access to them. These new accounts are called division accounts (like the hangars) but are not really tied to division (as the hangars aren't really either) so corporations can name them to fit their culture.

      With the introduction of 7 additional ISK accounts corporations can keep much more restricted access to their ISK. Corporations can be set up in a much more ridgit divisional structure, where each division has their own wallet.

      The existing wallet will still be kept as a master wallet. Each of the 7 additional wallets can be given a name, in the same way as the hangars can be named.

      Example wallet for a corporation member that has access to the main wallet and 2 division wallets.

      With EXODUS's introduction of better tracking of corp isk and these additional wallets, financial management and accounting of corporations should be a breeze.

    • Better auditing of corporation wallets

      A few features will be added to allow more transparency when auditing the corporation wallet. Each player in EVE that has access to more than one wallet (basically a player that is in a corporation and has one of the Seven ISK account access roles)

      • Select in/out account for all ISK activity

        As EXODUS gives an individual player access to up to 9 ISK accounts (personal account, main corporation account, 7 divisional accounts) it is no longer acceptable that a corporation member needs to withdraw isk from corporation funds and then spend it from his personal account.

        A player in EXODUS that has access to more than 1 isk account will have extra UI options to select from which account to withdraw/deposit. This means that if the player is selling corporation property he can place a sell order on the market and specify that a given corporation isk account should receive the results of the sale, this creates proper corporation wallet transactions that are easy to audit and trace. Same goes with market buying, contracts, item exchange, etc.

        Example UI changes in EXODUS due to this feature (account selector only appears for players that have access to more than one account):

        When transfering fundst to or from a corporation the player can select from all accounts available to him

        When selling items on the market a player can select which account receives the proceeds

        When buying on the market a player can select which account supplies the ISK

      • Transfer money

        EXODUS offers a new option to withdraw from the corporation wallet, over the existing "Give Money" and "Take Money". The new option is called "Transfer Money".

        Currently if you want to give a corporation member some money you have to take it out of the wallet to your own account and then transfer to the player, this creates an opaque tracking in the corp wallet, i.e. you don’t see the money going to a specific corporation member / vendor / mercenary.

        This should to a some degree increases trust in the corporation as everyone can see lower level members of the corporation receiving money, not only the CEO taking money.

        All of the corporation wallets have this option available.

      • Export Wallet History

        EXODUS introduces a long awaited possibility to export the wallet history to a text file that can be imported to Excel or other financial software. This allows corporations to do monthly and/or quarterly reports for the employees and share holders to keep track of operation of the corporation. The export option is available for each of the wallets, players also have access to export their wallets.

        NOTE that wallet history is only kept on the servers for 2 months, so a monthly export of the wallet allows players and corporations to store their whole history.

    • Stock as corporation currency

      Even though public trading of player corporation stock has been postponed until Kali, EXODUS offers some features to make corporation stock more useful.

      • Corporation Stock

        Corporation Stock will have increased usefulness in EXODUS. Although public trading of player corporation stock has been postponed until Kali (were a formal structure for taking corporations public will be defined along with the constraints that imposes) EXODUS offers more usefulness with regards to stock.

      • Stock as currency

        Some corporations in EVE already implement a scheme where new players a rewarded with stock for doing corporation activity and can use that stock to buy corporation merchandise at reduced prices. This process can now be formalized with the introduction of corporation stock as elements of formal contracts.

    • Changes to voting

      In EXODUS Both Directors and CEOs can propose votes.

    Alliance systems
    alliance systems

    • Formal Alliance System

      Through out the existence of EVE, various corporations have gathered together in informal alliances, informal in the way that they are not directly supported by the game. EXODUS will introduce a system to formalize such alliances with in the game.

      Alliances are basically a corporations for corporations, even though a given player (Executor) can act on behalf of an alliance he is really doing so as a proxy for his corporation.

    • Alliance Creation

      Any CEO with the skill Empire Control trained to level 5 can form an alliance. Forming an alliance costs 1.000.000.000 ISK. Alliances also have a maintenance fee of 1.000.000 isk per month per corporation in the alliance. Meaning that an alliance of 10 corporations needs to pay 10.000.000 ISK each month to have access to alliances actions. The Executor corporation receives and pays the bills.

      This first alliance system incarnation in EVE is kept as simple as possible. An alliance is really only

      • a list of corporations
      • a list of corporations that the alliance has NAP (Non Aggression Pact) with
      • a list of corporations that are friends of the alliance
      • a list of corporations that are competitors of the alliance
      • a list of corporations that are enemies of the alliance

      If the bills of the alliance are not paid by the executor corporation then all actions that the Executor can normally perform are suspended until all bills are paid.

    • Alliance Executor

      Each alliance has a designated Executor corporation. The executor corporation is not necessarily the leader of the alliance but the CEO of the executor corporation is the one that has rights to do all formal actions on behalf of the alliance, most notably:

      • Modify the member list of the alliance (accept application / kick)
      • Modify the NAP (Non Aggression Pact) list of the alliance
      • Modify the friend list of the alliance
      • Modify the competitor list of the alliance
      • Modify the enemy list of the alliance

      The Executor of the alliance is a proxy to execute the will of the alliance. He should receive all of his power from a decision making apparatus agreed up on by the members of the alliance. The reason for having a designated Executor is to have one guy ultimately responsible for alliance actions and also for simplification. At some time CCP might consider implementing alliance voting but in EXODUS the problem is simplified by having one Executor corporation whose CEO handles all alliance actions.

      It is left to the members of the alliance to agree up on a decision making process endowing the Executor with his power. It is relatively obvious that an Executor going against the will of the alliance will quickly be replaced or the alliance will crumble.

      Most important role of the Executor is to accept and kick corporations from the alliance and manage the ongoing wars of the alliance.

    • Alliance Member Management

      Corporations that have no declared wars can apply to any Alliance, the Executor can then accept or decline the application.

      Alliance application can be in 4 states:

      • New: All applications start out in this state.
      • Accepted: When the Executor has accepted the application the application enters accepted state, the corporation is still not a member
      • Effective: Application that have been in state Accepted for more than 48 hour can be put in state effective by the alliance Executor, this makes the applying corporation a member of the alliance. Applications of corporations that have on going wars that they are the declarer of cannot be changed to state effective.
      • Rejected: The Executor can chose at all times to reject applications that have never been made effective

      The 48 hour wait period between Accepted and Effective is to reduce alliance hopping. All alliance applications go on the corporation permanent record and can be reviewed by all players of EVE at any time.

      The Executor can kick a corporation from the alliance at any time.

    • Alliances and war

      The member corporations of an alliances cannot declare war by themselves. Only the Executor can declare war on behalf of the alliance. When the alliance goes to war it has the same effect as if each of the individual corporations of the alliances declare war.

    • Declaration of Executor Support

      Each alliance member corp can declare their support for any of the other corps of the alliance to be the Executor. If they current Executor no longer has the support of more than 50% of alliance members, he can no longer perform actions on behalf of the alliance, he is still the Executor, just unable to perform the actions (there is a user error telling him that). This means that the alliance is basically powerless until a new Executor gains support of 50% of the alliance members.

      Each 24 hours the alliance system tries to assign a new Executor. Once a new executor is assigned by the system or the current executor regains support the alliance actions can be formed again. The declaration of support is only regarded form corporations that have been in the alliance for 7 consecutive days, is hidden from sight from everyone but the CEO who is the only one that can change it.

      As the Executor holds all power in the alliance a way is needed to replace him, if he no longer receives his power from the alliance, has quit the game, or is other vice unavailable (Note that when the Executor corporation changes CEO the transfer of power is automatic as Executor status is tied to CEOship of the Executor corporation).

      The process to change Executor corporations in alliance is done through what is called "Declaration of Executor Support" which is a simplified form of voting.

      Each alliance member corporation can change their declaration of support at any time. The default setting is the current executor. Declaration of support is only effective if the corporation has been in the alliance for more 7 days or more.

      For each alliance system action that the Executor makes the system checks to see if the Executor has support of 50% of the member corporation in the alliance. if the Executors support is less than 50% then he gets a user error telling him so each time he tries.

      There is an ongoing system process that runs every 24 hours which reassigns Executor rights to a corporation that has 50% support.

      Declaration of Executor Support is secret, i.e. only CEO and Directors in a given corporation can see what the corporation supports for alliance Executor.

    War Declaration
    war declaration

    EXODUS War declaration and war management changes

    "Strife is the father of all things, the king of all things, and has made gods and men, free men and slaves." - Heracleitus (500 B.C.)

    In EXODUS war declaration will be split up into 2 major cases, involving an alliance or not.

    • Corporation warfare

      The biggest change to normal corporation warfare is that declaring a war will cost depending on how many existing wars the declarer is currently in and there is a weekly cost for sustaining a war.

      All wars that don't involve an alliance as aggressor or victim are classified as normal corporation wars.

      In EXODUS starting such a war will cost the decelerator 1.000.000 isk * 2 * number of current wars. Meaning that first war will cost 1 million, next will cost 2 million and the 3rd 3 million, etc.

      Each week the war goes on a new bill for 1.000.000 isk is issued and if there is an unpaid bill for that war the war is cancelled.

    • Alliance warfare

      All warfare involving an alliance, as aggressor or "victim". Corporations with in an alliance can't declare war on other corporations or alliances, they can't be the target of a war declaration either, only the alliance.

      • Alliance to Alliance warfare

        The Executor of an Alliance can declare a war on another Alliance. this has the cost of 1.000.000 isk * the number of corporations in the declarer alliance * 2 * number of existing wars. The same weekly cost applies to maintain the state of war.

      • Alliance to Corporation warfare

        The Executor of an Alliance can also declare war on any corporation in EVE that is not a member of an alliance. Same cost and maintenance rules apply.

      • Corporation to Alliance warfare

        Corporations in no alliance can't declare war on individual corporations in an alliance. They have to declare war on the alliance itself. Same declaration cost and maintenance cost applies.

      • Ongoing wars and Alliance applications

        Corporations which have ongoing wars which they are the decelerator of can't apply to alliances, nor can their existing applications be changed to status Effective.

        If a corporation that is the victim of war, joins an alliance, the war will be adopted by the alliance. This means if you declare a war on a corporation that then joins an alliance you will be at war with the whole alliance.

    User Interface Improvement
    user interface improvement

    Ship Bracket Conceptual Drawing

    Tactical Control Conceptual Drawing
    Fleets will be displayed as
    groups within gangs

    Preliminary Screenshots of Hangar Views
    Hangar and cargo bays can now
    be viewed with small icons and list view
    • UI Improvements

      The user interface has gotten a number of optimizations for better performance. Most of the individual features will get their independent updates, many based on the ingame browser engine.

      With more critical information being displayed such as Agression and War information along with enhanced Fleet command and new Tactical view an overhaul of the general UI was needed.

    • Module Control

      You can now view all modules at the same time instead of only showing one class of modules. Their positions can also be configured.

    • Ship brackets

      The brackets around ships is getting updated, now showing whether player is dangerous or an outlaw with the possiblity of an NPC threat level indicator being added.

      Being targeted shows the target with red blinking outer brackets, and if that target starts shooting, the outer bracket will glow faster.

      Standing information is displayed seperate from information such as gang member, corp member, gang leader, has contraband, is wanted, at war and can fight or is an criminal.

      There is also generic indicator for "time left", such as with target lock, where the indicator counts down on the time that has the shortest duration till activation. It stacks multiple timers, shortest duration to activation at the top.

      The bracket shows alliance ticker in addition to corp ticker and the name of the ship.

      Click the image to the right for a detailed schematic with explanation of the changes.

    • Gang, Auto Scanner and Drones merged into Tactical Control Panel

      With the auto scanner gaining importance and useability, especially in combat situations while gang information still being a large part of combat, the two were combined in the UI overhaul along with drones control. The windows are collapsible as well as the groups within each section.

      The basic gang controls is sorted at the top, and takes into consideration grouping of gangs for fleet management and advanced commands when using the tactical view.

      Drones have a similar setup, where you can assign groups and command them as such. This is especially handy when fitting different types of drones in combat or mining operations.

      After the drones, the auto scanner is displayed, utilizing the same icons and information that the new brackets are using.

      The displayed information for both the ship bracket and the tractical control panel are also customizeable, allowing for changing of colors and what priority the icons have.

    • New Views

      Corp hangar and cargo bay can be sorted with list view and icon list view allowing easier management of multiple items.

    New Agent Functionality
    new agent functionality

    Agents, one of the best ways to gain the favor of the various factions in EVE are getting a number of improvements along with new additions. Level 4 agents will accept pilots if they have sufficient standing, black market services for those looking for less than legal goods and storyline missions that involve increasingly difficult tasks to solve with the corresponding addition in reward.

    Improved Mission Briefing
    Click for large version

    • General improvements

      The current journal is getting an update with some improvements regarding the useability of the information displayed such as locations and stations get interactive options, no more copy-past-search!

    • Level 4 agents

      The higher echelons of corporations are usually classified as level 4, meaning they have almost unlimited access to their corporations of factions resources - and are equally demanding on success from the people that seek their favor.

      Their missions usually require a group of pilots to solve within the given timeframe, but reward accordingly to all participants. However, to be accepted from them means you have to ... neutralize ... a fair amount of ... former business associates. Seems everybody has enemies in this world. Corporations just have more of them than others.

      These missions are not for little experienced pilots and should be done in groups.

    • Black Market Services

      If you can't get it on the market, this does not necessarily mean it can't be bought or that it doesn't exist. The black market is thriving in EVE, corporations and factions manufacture and buy a number of high end items not available to the general public.

      As with most markets, you can get less-than-legal from empire corporations but the beaten-with-the-illegal-stick wares are only available with the less reputable factions of this univers. Fancy a Sansha battleship? You know they exist, you just have to find someone that wants to part with it.

    New Aggression System
    new aggression system

    Better handling of Aggression and the way it treats player ownership, which is a prerequisite for player owned structures is in EXODUS. Better visual display of an aggressing pilot and the repercussions of breaking the law are now more logical and extensive. As a result, a CONCORD Memorandum has been issued to clarify Empire laws.

    • Concord Memorandum: Laws of Empire space

      Within this document, the term ‘ innocent' is used to describe a pilot: Who is not an outlaw Who has not committed a criminal action that affects you

      • Outlaws

        Outlaws have security status -5.0 and lower, they are not protected by Concord , and are actively hunted by empire navies as outlined later in this document.

      • Permissible Conflict

        Actions that would be considered criminal against a party are permissible in the following situations:

        • Defending yourself, an innocent gang member or an innocent corporation member.
        • Defending or assisting a gang member against someone their corporation is at war with
        • Attacking anyone who is criminally flagged against you, or their property
        • When the aggressor and victims corporations are registered by concord as being at war
        • When attacking members of gangs when you have a war against one of the members of that gang

      • Criminal Actions

        • Criminal actions are only considered in the same system as they occur, and in the systems visited by the criminal following their criminal action.
        • Attacking an innocent will cause someone to be criminally flagged to everyone.
        • Damaging someone else's property where they are considered an innocent
        • Aiding an outlaw will result in you being considered as a criminal, with no ill effects to those attacking you for a period of 15 minutes following your criminal action – additionally; any police response against the outlaw will also consider you as a guilty party to the offence.
        • Aiding a criminal [to everyone] is considered a criminal action [to everyone]
        • Aiding someone who is in conflict with other corporations will make you a permissible target to members of those corporations.
        • High Security Space (1.0 to 0.5 sec space)

          • You will not be punished for attacking known pirate organisations such as the gueristas. [NPCs]
          • You will be attacked by sentry guns for aggression against convoys within their range, but not by concord.
          • You will be attacked by sentry guns if you are criminally flagged to everyone
          • You will be subject to swift justice by Concord and sentry guns for attacking an innocent player
          • You may be hunted by empire navies due to low security status as per the table in section 4.

        • Medium Security Space (0.4 to 0.0 sec space belonging to Factions: Amarr, Ammatar, Caldari, Gallente, Khanid Kingdom , Minmatar)

          As above except:

          • Sentry guns will respond to aggression against innocents within their range, but concord will not.
        • Low Security Space

          • Concord protection does not extend to low security space.
          • You will be attacked by sentry guns if you are criminally flagged to everyone and the system security rating is greater than or equal to 0
          • You do not get criminal flagging in systems with security ratings less than 0
      • Travel

        • After any aggressive action, or aggressive-defensive action, stargates are locked to use for 30 seconds.
        • Low security rating will cause empire navies to hunt you when you enter a system as follows:
          Your Security Rating   Hunted by Empires upon entering
          less than -2.0   greater than 0.9 sec space
          less than -2.5   greater than 0.8 sec space
          less than -3.0   greater than 0.7 sec space
          less than -3.5   greater than 0.6 sec space
          less than -4.0   greater than 0.5 sec space
          less than -5.0   greater than 0.4 sec space
    • Contraband System

      The Contraband system is divided into two categories. Stealing and Illegal items. Stealing from another player triggers an criminal flag while Illegal items trigger responses from Customs officials.

      • Stealing

        When a player takes items from a container that is owned by a another player, it is regarded as stealing. Exceptions to this are:

        • Secure containers, as they are presumably already protected by password.
        • Members of same non-NPC corporation. (NPC corporations typically have a large member count with people not knowing each other)
        • Members of same Alliance.
        • Members of same gang.

        Stealing from a container gets you criminal flagged, triggering the appropriate response from the authorities.

      • Illegal Items

        Certain types of items (or even groups) can be registered as being illegal with certain factions. Furthermore, the illegality of the type can be ranked with 3 levels. There are no special limitations to illegal items, except that carrying them might result in hostile actions from faction controlled NPCs.

        Players should be warned when jumping or undocking into a system if they are carrying goods that are deemed illegal in the target system (this dialog can be switched off).

    New NPC Types
    new npc types

    Rogue Drone Screenshot
    Click for large version

    The mysterious Rogue Drones are getting visible, mindlessly chugging along with their harvesting tasks, until the passing by pilots starts converting them to space dust. It's not just because they look funny - it's because they carry the valuables they have gathered over time. A good example where greed is an very good motivator for conflict.

    Other factions are also stepping up their Industrial Operations, making them more visible and vulnerable than ever before.

    • Commanders

      The various factions have their own elites and veterans. They have better defenses, larger guns, stronger ships and can grow a beard. The Angels have the Domination corp to lead them, the Blood Raiders have their veteran Dark brethren, Guristas their elite Dread cadre, the Serpentis have underground cells called Shadows, Sansha has his True followers and the Guardian Angels have their Elders.

      Commanders follow their members in all security zones and may contain their factions customized modules.

    • Officers

      All organizations have prominent leaders, that guide and control their massive forces. They are seldomely seen and usually stay close to their headquarters, but if you see them you have two choices. Die running or die shooting - unless you have a couple of pilots with you.

      You will know them by their names, their reputation is immense. They carry the best of their factions modules and their bounty is unrivaled.

      Rogue Drone Screenshot
      Click for large version

    • Rogue Drones

      These drones are however considered quite valuable for those regular captains, since constant gathering of alloys and mineral compounds quickly increase the amounts in question from traces to tons, making the rogue drones a favorite target of many spacefarers.

    • Rogue Drones

      Pirate factions are stepping up their resource gathering effort to counter the massive amounts of ship losses incurred by pirate hunters and alliance warfare. But increased effort also means they are more common and can be encountered in asteroid belts.

    Market Improvements
    market improvements

    Market in space!
    Click for large version

    Info view and Search
    Click for large version

    Browseing with supply and demand
    Click for large version

    The market will be extended such that it will now be accessible anywhere, but not only while docked at stations. Specifically, the following functionality will now be available under all circumstances:

    • In a given region you can remote sell any item from your asset list located in stations in the same region. Skill based range restrictions will apply.
    • In a given region you can issue remote bids on any station within the region. Skill based range restrictions will apply.
    • In a given region you can modify any open order that you have in same region. Skill based range restrictions will apply.
    • In a given region you can get detailed quotes and browse the whole order stack for a given type. Quotes and order information will be slightly time delayed.

    At the same time that this is introduced some new constraints will come into effect:

    • Players will have a fixed maximum number of active orders (regardless of regions). The ceiling will be governed by skills.
    • When placing a bid order (buying stuff), a certain percentage of the order amount will be put aside (in escrow) while the order is active. This percentage can be lowered with a skill.
    • A market tax will be levied on all orders (both bids and asks) entered in a marketplace. This tax will be a fixed percentage (1% for now) of the order value, but will be affected by standings.
    • A transaction tax will be levied on all successful matches, and shall be paid by the seller. This tax will be a fixed percentage, affected by standing.

    These changes will be reflected by changes in the UI as follows:

    • The station market UI will be made obsolete
    • Market functionality will be available at all times through a new generic type browser, accessible from the Neocom.
    • Quotes will make more use of jump distance
    • Whole order stacks for a given type and a given region will be viewable and ordered according to player's whims.

    Fleet command and tactical view
    fleet command and tactical view

    Early tactical view screenshots
    Click for large version

    Fleet combat and Player Owned Structures requires giving the pilots a broader and more informational view of their surroundings. To meet these requirements. the Tactical View is being added. To further increase the usefulness of gangs and the tactical view, wing hierarchies and the ability to set common objectives for the gang are being added.

    • Tactical View

      With larger engagements, warp in angles, intra-solar system scouting and scanning gaining importance, the Tactical View expands the area that is viewable for the pilot.

      The view is enabled by zooming out and expands seamlessly to the solar system level, showing planets, stations, moons and other objects that are viewable and within range of the pilot.

      Grouping of drones is now possible allowing for a single command to be issued to the group. You can save presets for the auto scanner, now titled "Overview".

    • Wing Hierarchies

      Medium and large engagements require splitting the freindly forces into teams according to their purpose and responsibility. With wing hierarchies a fleet is assembled from multiple gangs, where the fleet commander can communicate on various levels with his gangs. This enables better control of the entities within a fleet and different objectives being set by the individual gang leaders.

    • Set Objectives

      The ability to set common objectives for the members of your gang is often vital to the success and survival of gang members. With objective, gang leaders can display to his gang members the targeting sequence of hostiles, that is then displayed on their respective ship brackets. The specific changes to the ship bracket can be found on the UI Improvements section.

    Updated Ingame Browser
    updated ingame browser

    The primary way to introduce and display external information within the EVE client is throught the ingame browser. The first version was HTML 1.0 compliant and had a few EVE specific tags, but both have beein improved.

    • HTML 3.2 support

      The main goal was table support and style sheet support along with numerous other enhancements that HTML 3.2 brings. It has some support for HTML 4 tags and functions. It allows use of colors, various font attributes and sizes, tables, image maps, background images, CSS1/2 for example.

      Detailed information on the support can be found here.

    • More specific EVE sags

      Increased game related functionality is being added to trigger ingame functions with websites. Displaying EVE starmaps and hooks to display game information on locations and items amongst other things. An example can be seen in the updated agents UI which utilizes the ingame browser engine and the new hooks and triggers.