‎A Comparative Analysis of Eve Online (Summer 2016) and Eve Echoes (Today) | Google Gemini

Updated 04062025-141241


I. Introduction: A Tale of Two New Edens

Eve Online, as it existed in the summer of 2016, stood as a monumental, PC-based massively multiplayer online role-playing game celebrated for its intricate, player-driven sandbox environment. For over a decade, it had cultivated a reputation for its vast scale, complex economic and political systems, and the freedom it afforded players to forge their own destinies within the sprawling universe of New Eden. Its enduring popularity stemmed from its unique blend of strategic gameplay, large-scale conflicts, and a truly emergent player-created narrative.

In contrast, Eve Echoes represents a more recent endeavor to translate the core essence of this universe to the mobile platform. Launched several years after Eve Online's 2016 state, Eve Echoes aims to capture the spirit of its PC counterpart, offering a similar sandbox experience tailored for on-the-go gameplay on smartphones and tablets. While sharing the same fundamental setting and many core concepts, the transition to a new platform necessitates significant adaptations in user interface, control schemes, and even some gameplay mechanics.

As a former player of Eve Online during the summer of 2016 and a current participant in the world of Eve Echoes, the nuances of their differences are of particular interest. This report seeks to provide a meticulous comparison between these two iterations of the New Eden universe. By examining key aspects such as core gameplay mechanics, user interfaces and control schemes, available content and career paths, the scale of their respective game worlds, the complexity of their systems, and their monetization models, this analysis aims to provide a comprehensive understanding of how these two games diverge and where they maintain their shared heritage.

II. Core Gameplay Mechanics: Bridging PC and Mobile

Piloting and Navigation

Within a star system, sub-warp navigation was crucial for maneuvering around celestial bodies and other entities. Pilots could orient their ships towards chosen targets or locations, initiating an approach at maximum speed or establishing an orbit at a desired range. The Overview, a comprehensive interface element, served as the pilot's primary tool for identifying and tracking all nearby entities, providing vital data such as names, types, affiliations, distance, and velocities. This information was critical for effective targeting and tactical decision-making. 

For more precise control, Eve Online offered manual piloting. By double-clicking on any point in empty space, a pilot could set their ship's course, allowing for much finer control over movement. This was particularly useful in combat, where skilled pilots could execute maneuvers like spiraling inwards towards a target to maximize their angular velocity, making it significantly harder for enemy turrets to track and hit them. Keyboard shortcuts could also be used to make directional adjustments or alter the ship's speed. 

Traveling across the immense distances between celestial objects within a star system primarily relied on the ship's warp drive. To initiate warp, a player would issue a command to warp to an object more than 150 kilometers away in the same system. After a brief alignment maneuver, the ship would enter warp, traveling at speeds measured in astronomical units per second. However, a ship's warp drive could be temporarily disabled by warp disruption weapons, a fundamental aspect of combat that prevented targets from escaping. Conversely, some ships, like the Venture, possessed an intrinsic bonus to warp core strength, and pilots could fit Warp Core Stabilizers to increase this resistance against disruption. 

For automated travel across multiple star systems, pilots could utilize the autopilot system. This allowed for the setting of a route through a series of stargates, with the ship automatically warping between them. Stargates themselves served as the primary connection points between different star systems. However, a pilot with an active Weapons Timer, incurred after engaging in aggressive actions, was unable to pass through a stargate or dock at a station until one minute after the aggressive action ceased. 

The "command" style of piloting in Eve Online placed emphasis on strategic thinking and fleet coordination, making it distinct from more action-oriented space simulators. The availability of manual piloting, however, provided a deeper layer of tactical maneuvering for skilled individuals. The reliance on warp drives and stargates created a galaxy interconnected by specific pathways, influencing strategic considerations such as the importance of controlling key stargate chokepoints.
The core concepts of approaching targets, orbiting celestial bodies, and utilizing warp drives for faster travel within and between systems likely remain fundamental to Eve Echoes gameplay. However, the execution of these actions would be tailored to the mobile interface. For instance, initiating warp might involve tapping on a destination in a simplified star map or through a context menu. 

Similarly, the autopilot system for navigating between stargates would likely be present but adapted for the mobile platform, potentially featuring streamlined route-setting interfaces and clearer visual cues. The need for efficient interaction on smaller displays would likely lead to simplifications in navigation menus and control options compared to the more complex PC interface of Eve Online.

The transition to mobile necessitates a more direct and accessible control scheme for piloting. While this offers greater ease of use on touchscreens, it may come at the cost of some of the nuanced manual control and intricate maneuvering capabilities available in Eve Online through mouse and keyboard interactions. The focus on mobile platforms inherently leads to user interface and control adaptations that prioritize accessibility and efficient interaction on smaller displays.

Combat Engagements

Weapon systems primarily consisted of turrets and missiles. Turret-based combat involved considerations of optimal range, the distance at which the chance to hit was unaffected by range, and falloff, the range beyond optimal where the chance to hit decreased. Tracking, the ability of a turret to follow a moving target, was also crucial, with smaller turrets generally having better tracking than larger ones. The angular velocity of a target relative to the firing ship significantly impacted the likelihood of a hit. Pilots often employed maneuvers like spiraling towards a target to maximize their angular velocity and evade enemy fire. Modules like Tracking Computers and Tracking Enhancers could be fitted to improve turret tracking and range. 

Missile-based combat differed, with damage application determined by the missile's explosion radius and explosion velocity rather than a direct hit-or-miss chance. A target with a smaller signature radius than the missile's explosion radius would only take partial damage. Missile range was a factor, as missiles traveled their calculated range from the point of firing, meaning a target moving away could potentially outrun them. Guidance Computers were modules that could enhance missile explosion radius and velocity. 

Electronic warfare (EWAR) played a vital role in Eve Online combat. ECM (Electronic Countermeasures) modules could inflict a chance-based disruption of enemy target locks, with the success determined by the strength of the jam versus the enemy ship's sensor strength. Sensor Dampeners reduced the targeting range and scan resolution of enemy ships, making it harder for them to lock targets. Target Painters increased the signature radius of a target, making it easier to hit with both turrets and missiles. Capacitor warfare was also a tactic, with Energy Neutralizer modules directly attacking an enemy's capacitor, potentially disabling their weapons and defenses. 

In large fleet engagements, specialized support ships like Force Auxiliaries (FAX) were critical. These ships possessed powerful remote repair capabilities, allowing them to sustain friendly fleets under heavy fire. The presence of FAX significantly influenced the dynamics of large-scale conflicts, extending the survivability and combat endurance of participating fleets. 

The core of Eve Online's combat revolved around the intricate interplay of ship fittings, module choices, piloting skill, and the effective use of electronic warfare. The absence of direct aiming for turrets meant that positioning, target selection, and understanding the nuances of range, tracking, and signature radius were paramount to success.
Electronic warfare (EWAR) modules also likely exist in Eve Echoes, with their functionalities adapted for touch-based interaction. The effectiveness and balance of these modules in the mobile environment would be a key factor in the overall combat meta. The developers have mentioned ongoing efforts to improve combat-related logic and differentiate the roles of various ships, indicating a continuous refinement of combat mechanics. 

Heavy cruisers are noted as effective combat ships readily available even to Alpha pilots, suggesting a focus on accessible combat roles early in the game. Managing ship defenses, such as shields, armor, and capacitor, remains crucial for survival in player-versus-environment (PvE) encounters. 

Interestingly, Eve Echoes has introduced new weapon systems not present in Eve Online during the summer of 2016. These include "Fleet Close-in Defense Guns" mounted on extra-large ships for destroying smaller threats, and "Alliance Close-in Defense Guns" for structures, highlighting a potential divergence in the evolution of combat technologies between the two games. These new systems suggest a move towards more automated defensive capabilities for capital ships and player-owned structures in the mobile adaptation. 

Overall, while Eve Echoes likely retains the fundamental weapon types of Eve Online, it may feature a more streamlined approach to combat mechanics to accommodate the mobile interface. The introduction of entirely new combat systems indicates a separate trajectory in the game's development. The ongoing efforts to differentiate ship roles and balance combat suggest a dynamic and evolving combat environment.

The Art of Trade

Trading was primarily conducted through a market order system. Players could place buy orders for items they wished to acquire or create sell orders for items they wanted to sell. These orders would remain active until filled by another player or canceled. Broker fees and transaction taxes were levied on market transactions, with the amount of broker fees influenced by a player's standings with the NPC corporation controlling the station where the order was placed. Higher standings resulted in lower fees, incentivizing players to build positive relationships with various factions. 

Experienced players often engaged in sophisticated trading strategies such as margin trading, buying goods at a low price in one location and selling them for a higher price in another, exploiting regional differences in supply and demand. Station trading, a more localized form of market activity, involved placing buy and sell orders within the same station to profit from price fluctuations. The market system in Eve Online was remarkably transparent, providing real-time price data and order books visible to all players, a level of transparency often exceeding that of real-world stock markets. 

A significant development in 2016 was the introduction of Citadels in April. These player-owned structures offered a wide range of services, including market facilities, potentially leading to a decentralization of trading activity away from traditional NPC stations to these new player-controlled hubs. The implementation of Citadels added a new layer of complexity to the game's economy, allowing player corporations and alliances to establish their own trading centers and exert economic influence within their territories. 

The robust and intricate player-driven economy was a cornerstone of Eve Online, fostering a dynamic and ever-evolving market environment. The ability for players to actively shape the economy through their trading activities was a key element of the game's enduring appeal.
Players in Eve Echoes can engage in trading through various methods, including direct trades with other players docked in the same station (a feature limited to Omega clones), utilizing the in-game market to browse and fulfill buy and sell orders, and placing their own buy and sell orders that can be filled even while they are offline. This system mirrors the fundamental mechanics of Eve Online's market, adapted for the mobile platform. 

Skills play a crucial role in maximizing trading efficiency in Eve Echoes. The Trading skill increases the maximum number of open market orders a player can have, while the Accounting skill reduces the transaction taxes incurred when selling items. This emphasis on specific trading skills encourages players to specialize in market activities to gain a competitive edge. 

While the research material does not explicitly detail the presence of player-owned structures with market functionalities akin to Eve Online's Citadels, the core principles of a player-driven economy, with fluctuating prices based on supply and demand and the ability for players to profit through shrewd trading, are clearly present in Eve Echoes.

Resource Extraction: Mining the Void

Moon mining represented a more advanced and often more profitable form of resource extraction. This activity typically involved corporations and alliances establishing mining operations on moons, requiring specialized equipment and often the coordination of multiple players. The Rorqual, a capital-class industrial command ship, played a significant role in boosting the efficiency of fleet mining operations, and its introduction had a substantial impact on the abundance of minerals within the game during this period. 

A notable addition to mining mechanics was the introduction of "residue." This system created a trade-off when using Tech II mining equipment and certain crystals, offering a higher mining yield per hour but with a percentage of the mined ore being lost as residue. This forced miners to consider whether maximizing immediate yield or ensuring greater resource efficiency was more beneficial for their operations. 

Mining in Eve Online offered a spectrum of engagement, from solo ventures in high-security space to large-scale, coordinated fleet operations in more dangerous low and null-security regions. Different ships and modules catered to various needs and risk tolerances, making mining a diverse and economically significant career path.
Improving mining skills is crucial for increasing a miner's income and gaining access to more efficient mining equipment. The research suggests that an active Omega account is often required to fully develop these advanced mining skills. Similar to Eve Online, Eve Echoes features mining missions offered by NPC agents, providing an alternative way for players to engage with resource extraction and earn ISK. 

Mining in lower security space presents the opportunity to extract more valuable ores, mirroring the risk-reward dynamic of Eve Online. However, this also entails a higher risk of encountering hostile players. Players in Eve Echoes have the choice to either sell their mined ore directly on the market or to reprocess it into minerals, potentially yielding a higher profit margin if they possess the necessary reprocessing skills. 

While the scale and complexity of moon mining operations as seen in Eve Online in 2016 are not explicitly detailed in the provided snippets for Eve Echoes, the core gameplay loop of mining asteroids, upgrading ships and skills, and choosing between selling raw ore or processed minerals appears to be a shared element between the two games.

Exploration of the Unknown

Finding these cosmic signatures involved engaging in a scanning minigame. Players would deploy probes into space and then manipulate their scan range and positions to narrow down the location and identify the type of signature. Data and relic sites required further interaction in the form of a hacking minigame. Explorers needed to fit their ships with specialized analyzer modules and possess sufficient hacking skills to unlock the containers within these sites and claim their valuable loot. 

Exploration was not without its perils. Low and null-security space, often the most lucrative areas for exploration, were also rife with dangers, including hostile NPC encounters and the risk of being ambushed by other players lying in wait at stargates (gate camps). Despite these risks, exploration was considered a highly rewarding career, capable of generating substantial ISK even for relatively new players who focused on developing the necessary skills and knowledge. 

The combination of scanning, puzzle-solving through hacking, and the inherent risks of venturing into less secure areas made exploration a diverse and engaging gameplay loop for those seeking adventure and fortune in the hidden corners of New Eden.
Engaging in exploration effectively requires specific skills, notably Space Exploration Technology, and the use of appropriate tools such as wide resonance scanners and data/relic analyzers. Successfully hacking into the containers found within these sites can yield substantial rewards, including valuable rig materials and industry decryptors. 

Players exploring in Eve Echoes may encounter "Nihilus gates," which could represent the mobile equivalent of wormholes or other types of special connections to different areas of space. These gates likely lead to regions with different characteristics, potentially offering greater risks and rewards, similar to the wormhole systems in Eve Online. 

Eve Echoes translates the core experience of exploration to the mobile platform, retaining the fundamental elements of scanning for hidden sites and the potential for significant financial gain. The concept of Nihilus gates suggests a parallel mechanic for accessing more challenging or rewarding content beyond the standard star system network. The emphasis on specific skills and modules underscores exploration as a dedicated career path within the game.

III. User Interface and Control Schemes: PC Precision vs. Mobile Intuition

IV. Content and Career Paths: Charting Your Course in New Eden

Eve Online (Summer 2016)

Missions were further classified by levels ranging from 1 to 5, with increasing difficulty and correspondingly greater rewards. Access to higher-level missions was contingent upon a player's standing with the issuing NPC corporation and faction. Level 1 missions were the most basic, suitable for new players in frigates, while Level 4 missions often required battleships and offered substantial payouts. Level 5 missions were primarily found in low-security space and typically necessitated the coordination of multiple players or the use of capital ships. 

Beyond the basic mission types, Eve Online featured Storyline missions, which provided significant increases in faction standing upon completion. These missions became available after a player completed a set number of regular missions for the same corporation at the same level. Special mission types added further variety to the content. COSMOS missions were unique, static sites offering rare rewards. Epic Arcs were lengthy, story-driven mission chains with compelling narratives and valuable rewards. Anomic missions, also known as "burner" missions, were optional, more challenging Security missions offered by Level 4 agents. Research missions involved gathering data or conducting experiments, while Data Center missions focused on the transportation or hand-in of specific data or certificates. New players were often guided through the initial stages of the game by Career Agents, who offered a series of missions designed to introduce them to various professions and gameplay mechanics. 

The mission system in Eve Online provided a structured framework for player activities, offering a wide range of content to suit different preferences and skill levels, with a clear progression path tied to reputation and character development.
A key aspect of Eve Online was the freedom for players to pursue multiple career paths simultaneously or to switch between them as their interests evolved. While some paths required more specialized skills and equipment, the game did not rigidly confine players to a single role.
A major event that had recently occurred was the release of the Citadel expansion in April 2016. This expansion introduced player-owned structures of varying sizes, from small citadels to massive Keepstars, which could serve as player-run stations, trading hubs, and centers of power. The introduction of Citadels had a profound impact on various aspects of the game, including territorial control, warfare, and the economy. 

Looking ahead, the announcement of the "Ascension" expansion, slated for release in November 2016, generated considerable anticipation. The headline feature of this expansion was the introduction of Clone States, which included Alpha clones, allowing players to access and play Eve Online for free with certain limitations. Ascension also promised new industrial structures called Engineering Complexes, which were expected to further shake up the game's economy and the industrial backbone of player corporations and alliances. 

These events and announcements highlighted a period of significant evolution and change in Eve Online, with the game continuing to expand its features and accessibility.

Eve Echoes (Today)

A unique aspect of Eve Echoes' mission system is the presence of News Missions. These special missions serve as prerequisites for accessing rare and highly rewarding Storyline Missions. Storyline Missions themselves offer significant rewards and are initiated through tradable items known as "Assignments". These Assignments can be obtained after completing the necessary News Missions and can be sold on the market to other players, creating an interesting economic dynamic. Storyline missions are noted for their increased difficulty, requiring players to be well-prepared. 

Eve Echoes also features different tiers of missions, with higher tiers generally offering greater rewards but also presenting a greater challenge. These tiers often have recommendations for the tech level of ships that players should be using, indicating a progression in difficulty.
Due to the structure of the skill training system in Eve Echoes, it is often recommended that new players focus on a specific career path initially to maximize their efficiency and progression. Ship manufacturing is highlighted as a particularly profitable career path in the current state of the game.
Server-wide events like the "Mega Frontline" offer opportunities for players to participate in large-scale activities and earn rewards. The game also sees ongoing storyline developments, such as the "Hunter Becomes the Hunted" event, which introduced a narrative element with in-game consequences. These events often provide unique rewards, alter gameplay dynamics, or contribute to the evolving narrative of the Eve Echoes universe.

V. Scale and Complexity: The Vastness and Depth of Space

Galactic Dimensions

Player Populations

System Complexity: The Evolving Skillscape

The Art of Ship Fitting

Economic Ecosystems

VI. Monetization Models: Funding the Universe

VII. Conclusion: Echoes of the Past, Paths to the Future

In comparing Eve Online as it existed in the summer of 2016 with Eve Echoes as it is today, several significant differences emerge across key aspects of the games. Core gameplay mechanics, while sharing fundamental concepts, have been adapted to suit the PC and mobile platforms, respectively. Piloting in Eve Online emphasized strategic command and manual control, while Eve Echoes adopts a more direct, touch-oriented approach. Combat in Eve Online was intricate and relied heavily on module interactions and tactical maneuvering, while Eve Echoes appears more streamlined, with the introduction of new weapon systems. Both games feature player-driven economies, but Eve Echoes has regionalized markets and additional monetization currencies. Mining and exploration, while present in both, show differences in progression and specific mechanics.

The user interfaces and control schemes are naturally dictated by their platforms, with Eve Online boasting a complex, customizable PC interface and Eve Echoes featuring a more intuitive, touch-based mobile UI. Content and career paths are broadly similar, but Eve Echoes has a unique storyline mission assignment system and a potentially different emphasis on early career specialization. The scale of the game worlds is comparable in terms of star systems, and both games maintain active player populations. System complexity differs in the skill training, with Eve Echoes utilizing Tech Levels and tiered skills, and in the monetization models, where Eve Echoes employs a more intricate free-to-play system with multiple currencies and gameplay enhancements available for purchase.

The adaptation of the Eve Online universe for the mobile platform in Eve Echoes represents a significant undertaking. While successfully translating many core concepts, compromises have been made to accommodate the limitations and affordances of mobile gaming. The future direction of Eve Echoes will likely continue to see refinements in gameplay, content, and monetization as it seeks to carve its own identity within the vast landscape of mobile MMORPGs, while still echoing the rich history and depth of its PC predecessor. The shift to a mobile platform has undoubtedly broadened the accessibility of the Eve universe, introducing it to a new audience while offering a different experience for returning veterans.


Feature Eve Online (Summer 2016) Eve Echoes (Today) Key Differences
Piloting Command-based, manual piloting with mouse and keyboard Direct touch controls, simplified navigation Control scheme dictated by platform, level of manual control
Combat Complex, turret tracking, diverse EWAR, FAX support Streamlined, potential new weapon systems (close-in defense) Complexity of mechanics, introduction of platform-specific weapon systems
Trading Single dominant hub (Jita), transparent market Regional markets, separate economies Market structure, level of transparency, logistical considerations
Mining Specialized barges, moon mining, residue mechanic Basic progression, mining missions Depth of progression, presence of moon mining and residue
Exploration Scanning minigame, diverse sites, wormholes Scanning, data/relic sites, Nihilus gates Specifics of scanning, types of sites, potential mobile-specific connections
Aspect Eve Online (Summer 2016) Eve Echoes (Today) Key Differences
---------------- --------------------------------------- ---------------------------------------------------- -----------------------------------------------------------
Overall Approach Complex, customizable, information-rich Streamlined, intuitive, touch-optimized Design philosophy driven by PC vs. mobile platform
Key Elements Overview, multiple windows, HUD Character portrait menu, contextual menus, shortcuts Structure and organization of key functions and information
Control Method Mouse and keyboard, extensive shortcuts Direct touch input, simplified commands Precision and complexity of input methods
Camera System Orbit, Tactical, First-Person modes Not explicitly detailed, likely adapted for touch Specific camera modes and control methods
Aspect Eve Online (Summer 2016) Eve Echoes (Today) Key Differences
--------------------- ---------------------------- ------------------------------------------------------------- ------------------------------------------------------------------------------------
Primary Model Subscription-based Free-to-play with subscriptions (Alpha/Omega) Core access model and limitations
Subscription Required for full access Optional (Omega) for enhanced access and removing limitations Role and necessity of subscription for accessing full game features
Premium Currency PLEX (can be earned in-game) AUR (purchased with real money), PLEX (can be earned) Introduction of a premium currency not earnable in-game, role of multiple currencies
Gameplay Enhancements Primarily cosmetic (SKINs) Nanocores (direct stat boosts) Presence and nature of purchasable items that directly impact gameplay balance

<div dir="ltr"><section _ngcontent-ng-c1582191488 _nghost-ng-c1582191488><share-viewer _ngcontent-ng-c1582191488 _nghost-ng-c3737382845 jslog="200474;track:impression;BardVeMetadataKey:[null,null,null,null,null,null,null,null,null,null,null,[&quot;8f3c08894e85&quot;]]"><!----><div _ngcontent-ng-c3737382845><!----><share-turn-viewer _ngcontent-ng-c3737382845 _nghost-ng-c4163497209><div _ngcontent-ng-c4163497209><user-query _ngcontent-ng-c4163497209 _nghost-ng-c1304376651><span _ngcontent-ng-c1304376651><!----><user-query-content _ngcontent-ng-c1304376651 _nghost-ng-c2885474422><div _ngcontent-ng-c2885474422><!----><p><span _ngcontent-ng-c2885474422><!----><span _ngcontent-ng-c2885474422><p _ngcontent-ng-c2885474422> Start research <!----><!----></p><!----></span></span></p><!----><!----><!----></div><!----><!----><!----></user-query-content></span><!----></user-query><!----><response-container _ngcontent-ng-c4163497209 _nghost-ng-c1696333833><div _ngcontent-ng-c1696333833 selection jslog="173900;track:impression"><!----><!----><!----><!----><!----><message-content _ngcontent-ng-c4163497209 _nghost-ng-c537947294><p data-sourcepos="1:1-1:89">I've completed your research. Feel free to ask me follow-up questions or request changes.</p></message-content><!----><!----><div _ngcontent-ng-c4163497209><!----><!----><message-content _ngcontent-ng-c4163497209 _nghost-ng-c537947294><div _ngcontent-ng-c537947294 dir="ltr"><h2>A Comparative Analysis of Eve Online (Summer 2016) and Eve Echoes (Today)</h2><p><b>I. Introduction: A Tale of Two New Edens</b></p><p>Eve Online, as it existed in the summer of 2016, stood as a monumental, PC-based massively multiplayer online role-playing game celebrated for its intricate, player-driven sandbox environment. For over a decade, it had cultivated a reputation for its vast scale, complex economic and political systems, and the freedom it afforded players to forge their own destinies within the sprawling universe of New Eden.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Its enduring popularity stemmed from its unique blend of strategic gameplay, large-scale conflicts, and a truly emergent player-created narrative.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>In contrast, Eve Echoes represents a more recent endeavor to translate the core essence of this universe to the mobile platform. Launched several years after Eve Online's 2016 state, Eve Echoes aims to capture the spirit of its PC counterpart, offering a similar sandbox experience tailored for on-the-go gameplay on smartphones and tablets.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="2"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While sharing the same fundamental setting and many core concepts, the transition to a new platform necessitates significant adaptations in user interface, control schemes, and even some gameplay mechanics.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>As a former player of Eve Online during the summer of 2016 and a current participant in the world of Eve Echoes, the nuances of their differences are of particular interest. This report seeks to provide a meticulous comparison between these two iterations of the New Eden universe. By examining key aspects such as core gameplay mechanics, user interfaces and control schemes, available content and career paths, the scale of their respective game worlds, the complexity of their systems, and their monetization models, this analysis aims to provide a comprehensive understanding of how these two games diverge and where they maintain their shared heritage.</p><p><b>II. Core Gameplay Mechanics: Bridging PC and Mobile</b></p><ul><li><p><b>Piloting and Navigation:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Piloting in Eve Online during the summer of 2016 was characterized by a "command" style of interaction. Players did not directly manipulate the flight stick or aim weapons in a traditional sense. Instead, they issued high-level commands to their ships, such as targeting an opponent and ordering weapons to fire.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="3"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Navigating the vastness of space involved selecting targets, activating modules like propulsion systems, and issuing commands like "orbit" to maintain a specific distance or "approach" to close in.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="3"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This approach emphasized strategic decision-making over twitch reflexes, a defining characteristic of the game's combat and fleet coordination.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Within a star system, sub-warp navigation was crucial for maneuvering around celestial bodies and other entities. Pilots could orient their ships towards chosen targets or locations, initiating an approach at maximum speed or establishing an orbit at a desired range.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The Overview, a comprehensive interface element, served as the pilot's primary tool for identifying and tracking all nearby entities, providing vital data such as names, types, affiliations, distance, and velocities.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This information was critical for effective targeting and tactical decision-making.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>For more precise control, Eve Online offered manual piloting. By double-clicking on any point in empty space, a pilot could set their ship's course, allowing for much finer control over movement.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This was particularly useful in combat, where skilled pilots could execute maneuvers like spiraling inwards towards a target to maximize their angular velocity, making it significantly harder for enemy turrets to track and hit them.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Keyboard shortcuts could also be used to make directional adjustments or alter the ship's speed.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="5"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Traveling across the immense distances between celestial objects within a star system primarily relied on the ship's warp drive. To initiate warp, a player would issue a command to warp to an object more than 150 kilometers away in the same system. After a brief alignment maneuver, the ship would enter warp, traveling at speeds measured in astronomical units per second.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> However, a ship's warp drive could be temporarily disabled by warp disruption weapons, a fundamental aspect of combat that prevented targets from escaping.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Conversely, some ships, like the Venture, possessed an intrinsic bonus to warp core strength, and pilots could fit Warp Core Stabilizers to increase this resistance against disruption.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>For automated travel across multiple star systems, pilots could utilize the autopilot system. This allowed for the setting of a route through a series of stargates, with the ship automatically warping between them.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Stargates themselves served as the primary connection points between different star systems. However, a pilot with an active Weapons Timer, incurred after engaging in aggressive actions, was unable to pass through a stargate or dock at a station until one minute after the aggressive action ceased.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The "command" style of piloting in Eve Online placed emphasis on strategic thinking and fleet coordination, making it distinct from more action-oriented space simulators.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="3"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The availability of manual piloting, however, provided a deeper layer of tactical maneuvering for skilled individuals. The reliance on warp drives and stargates created a galaxy interconnected by specific pathways, influencing strategic considerations such as the importance of controlling key stargate chokepoints.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="7"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes, being designed for mobile devices, adopts a more direct and intuitive control scheme, likely involving touch-based interactions for ship movement and target selection. While specific details on the control interface are not explicitly provided in the research material, it is reasonable to infer that piloting would be adapted for ease of use on touchscreens, potentially involving virtual joysticks or direct taps on the screen to indicate movement direction.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="8"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The core concepts of approaching targets, orbiting celestial bodies, and utilizing warp drives for faster travel within and between systems likely remain fundamental to Eve Echoes gameplay.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="8"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> However, the execution of these actions would be tailored to the mobile interface. For instance, initiating warp might involve tapping on a destination in a simplified star map or through a context menu.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Similarly, the autopilot system for navigating between stargates would likely be present but adapted for the mobile platform, potentially featuring streamlined route-setting interfaces and clearer visual cues. The need for efficient interaction on smaller displays would likely lead to simplifications in navigation menus and control options compared to the more complex PC interface of Eve Online.</p><p>The transition to mobile necessitates a more direct and accessible control scheme for piloting. While this offers greater ease of use on touchscreens, it may come at the cost of some of the nuanced manual control and intricate maneuvering capabilities available in Eve Online through mouse and keyboard interactions. The focus on mobile platforms inherently leads to user interface and control adaptations that prioritize accessibility and efficient interaction on smaller displays.</p></li><li><p><b>Comparison:</b> The primary difference in piloting between Eve Online (2016) and Eve Echoes lies in the control scheme dictated by their respective platforms. Eve Online's strategic, command-based piloting, supplemented by precise manual controls via mouse and keyboard, contrasts with the expected more direct, touch-oriented controls of Eve Echoes. While the fundamental actions of navigation and maneuvering are similar, the level of manual control and the methods of interaction differ significantly due to the constraints and affordances of PC versus mobile gaming.</p></li></ul></li><li><p><b>Combat Engagements:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Combat in Eve Online during the summer of 2016 was a multifaceted affair, demanding strategic planning and a thorough understanding of various mechanics.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Engaging in combat typically began with targeting an enemy ship, either by selecting it on the Overview or directly in space, and then locking onto it.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="3"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Weapon systems primarily consisted of turrets and missiles. Turret-based combat involved considerations of optimal range, the distance at which the chance to hit was unaffected by range, and falloff, the range beyond optimal where the chance to hit decreased.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Tracking, the ability of a turret to follow a moving target, was also crucial, with smaller turrets generally having better tracking than larger ones. The angular velocity of a target relative to the firing ship significantly impacted the likelihood of a hit.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Pilots often employed maneuvers like spiraling towards a target to maximize their angular velocity and evade enemy fire.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Modules like Tracking Computers and Tracking Enhancers could be fitted to improve turret tracking and range.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Missile-based combat differed, with damage application determined by the missile's explosion radius and explosion velocity rather than a direct hit-or-miss chance.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> A target with a smaller signature radius than the missile's explosion radius would only take partial damage. Missile range was a factor, as missiles traveled their calculated range from the point of firing, meaning a target moving away could potentially outrun them.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Guidance Computers were modules that could enhance missile explosion radius and velocity.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Electronic warfare (EWAR) played a vital role in Eve Online combat. ECM (Electronic Countermeasures) modules could inflict a chance-based disruption of enemy target locks, with the success determined by the strength of the jam versus the enemy ship's sensor strength.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Sensor Dampeners reduced the targeting range and scan resolution of enemy ships, making it harder for them to lock targets.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Target Painters increased the signature radius of a target, making it easier to hit with both turrets and missiles.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Capacitor warfare was also a tactic, with Energy Neutralizer modules directly attacking an enemy's capacitor, potentially disabling their weapons and defenses.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="6"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>In large fleet engagements, specialized support ships like Force Auxiliaries (FAX) were critical. These ships possessed powerful remote repair capabilities, allowing them to sustain friendly fleets under heavy fire.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="11"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The presence of FAX significantly influenced the dynamics of large-scale conflicts, extending the survivability and combat endurance of participating fleets.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The core of Eve Online's combat revolved around the intricate interplay of ship fittings, module choices, piloting skill, and the effective use of electronic warfare. The absence of direct aiming for turrets meant that positioning, target selection, and understanding the nuances of range, tracking, and signature radius were paramount to success.</p></li><li><p><b>Eve Echoes (Today):</b>
While the research material does not provide an exhaustive breakdown of Eve Echoes' combat mechanics, it suggests that the core weapon systems familiar to Eve Online players, such as turrets, missiles, and drones, are likely present.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="12"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> However, it is reasonable to anticipate that the intricacies of these systems might be streamlined to better suit the mobile platform and potentially faster-paced gameplay.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Electronic warfare (EWAR) modules also likely exist in Eve Echoes, with their functionalities adapted for touch-based interaction. The effectiveness and balance of these modules in the mobile environment would be a key factor in the overall combat meta.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="12"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The developers have mentioned ongoing efforts to improve combat-related logic and differentiate the roles of various ships, indicating a continuous refinement of combat mechanics.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="12"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Heavy cruisers are noted as effective combat ships readily available even to Alpha pilots, suggesting a focus on accessible combat roles early in the game.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="13"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Managing ship defenses, such as shields, armor, and capacitor, remains crucial for survival in player-versus-environment (PvE) encounters.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="14"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Interestingly, Eve Echoes has introduced new weapon systems not present in Eve Online during the summer of 2016. These include "Fleet Close-in Defense Guns" mounted on extra-large ships for destroying smaller threats, and "Alliance Close-in Defense Guns" for structures, highlighting a potential divergence in the evolution of combat technologies between the two games.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="16"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These new systems suggest a move towards more automated defensive capabilities for capital ships and player-owned structures in the mobile adaptation.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Overall, while Eve Echoes likely retains the fundamental weapon types of Eve Online, it may feature a more streamlined approach to combat mechanics to accommodate the mobile interface. The introduction of entirely new combat systems indicates a separate trajectory in the game's development. The ongoing efforts to differentiate ship roles and balance combat suggest a dynamic and evolving combat environment.</p></li><li><p><b>Comparison:</b> Combat in Eve Online (2016) was characterized by its depth and complexity, with intricate mechanics governing turret tracking, missile application, and a diverse range of electronic warfare tactics. Eve Echoes, while likely retaining the core weapon systems, appears to offer a more streamlined experience tailored for mobile platforms. The introduction of new weapon systems like close-in defense guns in Eve Echoes signifies a departure from Eve Online's 2016 state. The tactile and strategic depth of PC-based combat, relying on nuanced module interactions and manual piloting, might be somewhat simplified in the mobile adaptation to prioritize accessibility and faster engagement.</p></li></ul></li><li><p><b>The Art of Trade:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
The economy of Eve Online in the summer of 2016 was a vibrant, player-driven ecosystem where the vast majority of transactions occurred between players through a network of market hubs.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="17"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Jita, located in the high-security region of The Forge, served as the undisputed primary trade hub, a bustling center of commerce for the entire galaxy.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="18"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Trading was primarily conducted through a market order system. Players could place buy orders for items they wished to acquire or create sell orders for items they wanted to sell. These orders would remain active until filled by another player or canceled. Broker fees and transaction taxes were levied on market transactions, with the amount of broker fees influenced by a player's standings with the NPC corporation controlling the station where the order was placed.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="20"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Higher standings resulted in lower fees, incentivizing players to build positive relationships with various factions.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Experienced players often engaged in sophisticated trading strategies such as margin trading, buying goods at a low price in one location and selling them for a higher price in another, exploiting regional differences in supply and demand.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="17"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Station trading, a more localized form of market activity, involved placing buy and sell orders within the same station to profit from price fluctuations.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="17"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The market system in Eve Online was remarkably transparent, providing real-time price data and order books visible to all players, a level of transparency often exceeding that of real-world stock markets.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="22"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>A significant development in 2016 was the introduction of Citadels in April. These player-owned structures offered a wide range of services, including market facilities, potentially leading to a decentralization of trading activity away from traditional NPC stations to these new player-controlled hubs.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="18"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The implementation of Citadels added a new layer of complexity to the game's economy, allowing player corporations and alliances to establish their own trading centers and exert economic influence within their territories.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The robust and intricate player-driven economy was a cornerstone of Eve Online, fostering a dynamic and ever-evolving market environment. The ability for players to actively shape the economy through their trading activities was a key element of the game's enduring appeal.</p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes also features a player-driven economy with a marketplace where players can trade goods and services.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="23"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Similar to Eve Online, Jita and Amarr serve as prominent trade hubs within the game.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> However, a key difference is that different trade hubs in Eve Echoes maintain separate economies, meaning that prices for the same items can vary significantly from one location to another.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="23"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This regional segmentation adds a layer of logistical consideration to trading, as players must factor in transportation costs and risks when moving goods between different markets.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Players in Eve Echoes can engage in trading through various methods, including direct trades with other players docked in the same station (a feature limited to Omega clones), utilizing the in-game market to browse and fulfill buy and sell orders, and placing their own buy and sell orders that can be filled even while they are offline.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="23"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This system mirrors the fundamental mechanics of Eve Online's market, adapted for the mobile platform.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Skills play a crucial role in maximizing trading efficiency in Eve Echoes. The Trading skill increases the maximum number of open market orders a player can have, while the Accounting skill reduces the transaction taxes incurred when selling items.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="23"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This emphasis on specific trading skills encourages players to specialize in market activities to gain a competitive edge.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>While the research material does not explicitly detail the presence of player-owned structures with market functionalities akin to Eve Online's Citadels, the core principles of a player-driven economy, with fluctuating prices based on supply and demand and the ability for players to profit through shrewd trading, are clearly present in Eve Echoes.</p></li><li><p><b>Comparison:</b> Both Eve Online (2016) and Eve Echoes feature robust player-driven economies with market systems allowing for the buying and selling of goods between players. Key differences arise from the platform. Eve Online's market was characterized by a single dominant hub (Jita) and a high degree of transparency across the entire galaxy. Eve Echoes, while also featuring prominent hubs like Jita and Amarr, has regionalized markets with separate economies, adding a logistical layer to trading. While both games utilize market orders and are influenced by supply and demand, the user interface for managing these orders and analyzing market trends would likely be more streamlined in Eve Echoes to suit the mobile platform.</p></li></ul></li><li><p><b>Resource Extraction: Mining the Void:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Mining in Eve Online during the summer of 2016 was a foundational activity, providing the raw materials essential for the game's vast industrial complex.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Aspiring miners typically began their careers in the Venture, a dedicated mining frigate, equipped with mining lasers to extract ore from asteroid belts scattered throughout New Eden.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="27"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> As their skills progressed, players could upgrade to more specialized mining barges, such as the Procurer, known for its strong defenses, the Covetor, boasting a high mining yield, and the Retriever, which offered a large ore cargo hold.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="27"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These barges could also be fitted with strip miners, more powerful mining modules that offered significantly higher extraction rates than standard mining lasers.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="27"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Moon mining represented a more advanced and often more profitable form of resource extraction. This activity typically involved corporations and alliances establishing mining operations on moons, requiring specialized equipment and often the coordination of multiple players. The Rorqual, a capital-class industrial command ship, played a significant role in boosting the efficiency of fleet mining operations, and its introduction had a substantial impact on the abundance of minerals within the game during this period.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="18"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>A notable addition to mining mechanics was the introduction of "residue." This system created a trade-off when using Tech II mining equipment and certain crystals, offering a higher mining yield per hour but with a percentage of the mined ore being lost as residue.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="29"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This forced miners to consider whether maximizing immediate yield or ensuring greater resource efficiency was more beneficial for their operations.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Mining in Eve Online offered a spectrum of engagement, from solo ventures in high-security space to large-scale, coordinated fleet operations in more dangerous low and null-security regions. Different ships and modules catered to various needs and risk tolerances, making mining a diverse and economically significant career path.</p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes also incorporates asteroid mining as a fundamental activity, with new players often starting in the Venture, equipped with mining lasers to extract ore from asteroid belts.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="28"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While the research material does not explicitly detail a tiered system of mining barges analogous to Eve Online, it is reasonable to assume that more advanced mining ships become available as players progress and improve their mining skills.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="28"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Improving mining skills is crucial for increasing a miner's income and gaining access to more efficient mining equipment. The research suggests that an active Omega account is often required to fully develop these advanced mining skills.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="28"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Similar to Eve Online, Eve Echoes features mining missions offered by NPC agents, providing an alternative way for players to engage with resource extraction and earn ISK.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="28"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Mining in lower security space presents the opportunity to extract more valuable ores, mirroring the risk-reward dynamic of Eve Online. However, this also entails a higher risk of encountering hostile players.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="31"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Players in Eve Echoes have the choice to either sell their mined ore directly on the market or to reprocess it into minerals, potentially yielding a higher profit margin if they possess the necessary reprocessing skills.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="28"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>While the scale and complexity of moon mining operations as seen in Eve Online in 2016 are not explicitly detailed in the provided snippets for Eve Echoes, the core gameplay loop of mining asteroids, upgrading ships and skills, and choosing between selling raw ore or processed minerals appears to be a shared element between the two games.</p></li><li><p><b>Comparison:</b> The fundamental activity of mining is present in both Eve Online (2016) and Eve Echoes. Both games feature an entry-level ship (Venture) and the concept of progressing to more specialized vessels. Eve Online in 2016 offered a more detailed progression with distinct mining barges catering to different priorities (tank, yield, hold), and a complex system of moon mining. Eve Echoes, while retaining the core activity, may have a somewhat simplified progression path for mining ships. The introduction of residue in Eve Online's mining mechanics is not mentioned in the context of Eve Echoes. Both games, however, emphasize the importance of skills for mining efficiency and highlight the risk-reward associated with mining in lower security space.</p></li></ul></li><li><p><b>Exploration of the Unknown:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Exploration in Eve Online during the summer of 2016 was a captivating career path centered around discovering and exploiting hidden locations within the vastness of New Eden.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="33"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Explorers utilized specialized ships and equipment, primarily core scanner probes, to scan for cosmic signatures, anomalies that indicated the presence of various types of sites.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="33"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These sites could range from combat anomalies populated by hostile NPC pirates to valuable data and relic sites containing ancient artifacts and blueprints.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="33"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Wormholes, unstable connections to other parts of the galaxy, including potentially more dangerous and rewarding systems, were also discovered through exploration.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="35"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Finding these cosmic signatures involved engaging in a scanning minigame. Players would deploy probes into space and then manipulate their scan range and positions to narrow down the location and identify the type of signature.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="35"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Data and relic sites required further interaction in the form of a hacking minigame. Explorers needed to fit their ships with specialized analyzer modules and possess sufficient hacking skills to unlock the containers within these sites and claim their valuable loot.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="33"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Exploration was not without its perils. Low and null-security space, often the most lucrative areas for exploration, were also rife with dangers, including hostile NPC encounters and the risk of being ambushed by other players lying in wait at stargates (gate camps).<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="33"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Despite these risks, exploration was considered a highly rewarding career, capable of generating substantial ISK even for relatively new players who focused on developing the necessary skills and knowledge.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="33"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The combination of scanning, puzzle-solving through hacking, and the inherent risks of venturing into less secure areas made exploration a diverse and engaging gameplay loop for those seeking adventure and fortune in the hidden corners of New Eden.</p></li><li><p><b>Eve Echoes (Today):</b>
Exploration remains a significant activity in Eve Echoes, with players able to scan for data and relic sites using specialized equipment.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="37"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> It is highly probable that a scanning minigame, adapted for the touch interface of mobile devices, is involved in pinpointing the locations of these sites.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="39"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Engaging in exploration effectively requires specific skills, notably Space Exploration Technology, and the use of appropriate tools such as wide resonance scanners and data/relic analyzers.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="37"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Successfully hacking into the containers found within these sites can yield substantial rewards, including valuable rig materials and industry decryptors.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="40"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Players exploring in Eve Echoes may encounter "Nihilus gates," which could represent the mobile equivalent of wormholes or other types of special connections to different areas of space.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="37"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These gates likely lead to regions with different characteristics, potentially offering greater risks and rewards, similar to the wormhole systems in Eve Online.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Eve Echoes translates the core experience of exploration to the mobile platform, retaining the fundamental elements of scanning for hidden sites and the potential for significant financial gain. The concept of Nihilus gates suggests a parallel mechanic for accessing more challenging or rewarding content beyond the standard star system network. The emphasis on specific skills and modules underscores exploration as a dedicated career path within the game.</p></li><li><p><b>Comparison:</b> Both Eve Online (2016) and Eve Echoes feature exploration as a key gameplay mechanic involving scanning for hidden sites and acquiring valuable loot. Eve Online utilized core scanner probes and a scanning minigame to find various cosmic signatures, including combat sites, data/relic sites, and wormholes. Eve Echoes similarly involves scanning for data and relic sites, likely through a touch-adapted minigame. Both games require specific skills and modules for effective exploration and carry inherent risks, especially in less secure space. The rewards in both can be substantial. Eve Echoes introduces "Nihilus gates," which may serve a similar function to Eve Online's wormholes, providing access to unique areas. While the fundamental principles are shared, the specifics of the scanning minigame and the diversity of site types might differ between the two games due to platform constraints and design choices.</p></li></ul></li></ul><p><b>III. User Interface and Control Schemes: PC Precision vs. Mobile Intuition</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
The user interface of Eve Online in the summer of 2016 was a complex yet highly functional system designed to present a wealth of information to players on PC monitors.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The Heads-up Display (HUD) provided crucial real-time data, including the ship's capacitor level, active modules, and targeting information.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The Overview was the cornerstone of spatial awareness, acting as a customizable list of all nearby objects, providing details like distance, velocity, type, and affiliation.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Players could tailor the columns displayed in the Overview to prioritize the information most relevant to their current activity.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="41"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Key game functions and information were accessed through a variety of windows, such as the Inventory (Alt-C) for managing assets, the Fitting window (Alt-F) for equipping modules to ships, the Market window (Alt-T) for trading, and the Map (F10 for the solar system map, F11 for the galaxy map) for navigation and strategic overview.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="42"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These windows could be opened, closed, minimized, and arranged on the screen according to the player's preference, allowing for a high degree of customization in the user's workspace.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Efficiency in Eve Online was often tied to the mastery of keyboard shortcuts. Numerous commands, ranging from navigation (e.g., A to align, Q to approach, W to orbit, S to warp) to combat (e.g., Ctrl-click to lock target, F1-F8 to activate modules), and window management (e.g., Ctrl-W to close active window, Ctrl-Alt-W to close all windows), could be executed with keyboard shortcuts.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="42"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This reliance on hotkeys enabled experienced players to perform complex actions quickly and efficiently.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Eve Online offered three primary camera modes: Orbit camera (Alt-2) centered the view on the player's ship, allowing for rotation around it; Tactical camera (Alt-1) provided a more strategic, detached perspective that could be panned and zoomed; and First-person camera (Alt-3) offered a cockpit view with limited zoom.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="44"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The Orbit camera was the default, while the Tactical camera was often preferred for combat and spatial awareness. New camera features were introduced in early 2016, including improvements to zooming, dynamic field of view, and tracking functionalities.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="44"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Throughout 2016, CCP Games continued to refine the user interface, with patch notes detailing adjustments to elements like scanning hit spheres and various camera behaviors.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="10"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These iterative improvements reflected an ongoing effort to enhance the player experience and address usability issues.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The user interface of Eve Online in the summer of 2016 was a testament to the game's depth and complexity. While potentially overwhelming for new players, its high degree of customization and reliance on keyboard shortcuts allowed experienced users to manage vast amounts of information and execute intricate maneuvers with precision.</p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes, designed as a mobile-first MMORPG, features a user interface optimized for touch-based interactions and smaller screen sizes.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="48"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The interface is generally more streamlined and intuitive to accommodate gameplay on smartphones and tablets. Key functions are often accessed through a central character portrait menu, which typically provides access to character information, skills, ship fitting, inventory, and other essential features.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="48"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Common actions like approaching, orbiting, and warping are likely executed through contextual menus that appear upon tapping on objects in space or through dedicated buttons on the screen.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="8"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While specific details on the control layout can vary, the general principle is to provide direct and easily accessible controls for navigation and interaction. Quick access shortcuts for frequently used functions are also present, allowing players to rapidly switch between important screens or activate specific commands.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="49"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Eve Echoes offers settings for user interface customization, including options for scaling the UI, choosing between light and dark themes, and adjusting map displays.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="51"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These settings allow players to tailor the interface to their preferences and the capabilities of their mobile devices.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Given the limitations of screen real estate on mobile devices, the user interface in Eve Echoes likely presents information in a more condensed format compared to the expansive UI of Eve Online. Menu structures are likely simplified, and the number of simultaneously visible windows might be more restricted to maintain clarity and usability on smaller screens.</p><p>The design philosophy behind Eve Echoes' UI prioritizes ease of use and efficient interaction through touch input. While aiming for accessibility, the mobile UI retains core information displays necessary for the strategic gameplay inherent to the Eve universe.</p></li><li><p><b>Key Differences Arising from Platform:</b>
The most significant differences in user interface and control schemes between Eve Online (2016) and Eve Echoes stem directly from their respective platforms. Eve Online, designed for PC, utilized a complex interface with numerous windows, extensive keyboard shortcuts, and precise mouse controls, allowing for intricate multitasking and detailed information management.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="42"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Eve Echoes, built for mobile, adopts a more streamlined approach with touch-based interactions, simplified menus, and condensed information displays to suit smaller screens.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="48"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The precision afforded by a mouse and keyboard in Eve Online enabled fine-grained control over ship movement and module activation, whereas Eve Echoes relies on more direct but potentially less precise touch inputs.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="8"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The limited screen real estate on mobile devices necessitates a more hierarchical menu structure and potentially fewer simultaneously visible elements compared to the highly customizable and multi-window environment of Eve Online.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="51"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>These platform-driven differences impact how players interact with the game in fundamental ways. Multitasking, such as simultaneously managing market orders, fitting ships, and navigating, which was facilitated by multiple windows on PC, might be less seamless on mobile. Similarly, the rapid execution of complex command sequences through keyboard shortcuts in Eve Online contrasts with the more deliberate touch-based actions in Eve Echoes. While Eve Echoes aims for intuitive controls on mobile, it may sacrifice some of the information awareness and intricate control options available on PC.</p><p>It is conceivable that Eve Echoes incorporates platform-specific features, such as gesture-based commands or voice controls, to further enhance the mobile experience, although the research material does not explicitly detail these. Overall, the UI and control schemes of the two games reflect the distinct requirements and capabilities of their respective gaming platforms.</p></li></ul><p><b>IV. Content and Career Paths: Charting Your Course in New Eden</b></p><ul><li><p><b>Eve Online (Summer 2016):</b></p><ul><li><p><b>Mission Landscape:</b>
In the summer of 2016, Eve Online offered a diverse landscape of missions provided by NPC agents stationed throughout New Eden.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These missions were broadly categorized into Security, Distribution, and Mining.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Security missions primarily involved combat, requiring players to eliminate hostile NPC ships.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Distribution missions, also known as courier missions, tasked players with transporting cargo between different stations.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Mining missions directed players to specific asteroid belts to extract a certain quantity of ore.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Missions were further classified by levels ranging from 1 to 5, with increasing difficulty and correspondingly greater rewards.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Access to higher-level missions was contingent upon a player's standing with the issuing NPC corporation and faction.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Level 1 missions were the most basic, suitable for new players in frigates, while Level 4 missions often required battleships and offered substantial payouts. Level 5 missions were primarily found in low-security space and typically necessitated the coordination of multiple players or the use of capital ships.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Beyond the basic mission types, Eve Online featured Storyline missions, which provided significant increases in faction standing upon completion. These missions became available after a player completed a set number of regular missions for the same corporation at the same level.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Special mission types added further variety to the content. COSMOS missions were unique, static sites offering rare rewards.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Epic Arcs were lengthy, story-driven mission chains with compelling narratives and valuable rewards.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Anomic missions, also known as "burner" missions, were optional, more challenging Security missions offered by Level 4 agents.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Research missions involved gathering data or conducting experiments, while Data Center missions focused on the transportation or hand-in of specific data or certificates.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> New players were often guided through the initial stages of the game by Career Agents, who offered a series of missions designed to introduce them to various professions and gameplay mechanics.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="52"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>The mission system in Eve Online provided a structured framework for player activities, offering a wide range of content to suit different preferences and skill levels, with a clear progression path tied to reputation and character development.</p></li><li><p><b>Forging Your Identity:</b>
Eve Online's sandbox nature allowed players to pursue a multitude of career paths, often blending elements from different areas.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Combat was a popular choice, encompassing mission running for NPC corporations, "ratting" (hunting NPC pirates for bounties and loot), engaging in player-versus-player (PvP) combat, and participating in Faction Warfare, where players aligned with one of the four empires and fought against their rivals.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Exploration offered the thrill of discovering hidden sites and valuable treasures through scanning and hacking.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Industry was the backbone of the player-driven economy, involving mining and refining raw materials, engaging in planetary interaction to harvest resources from planets, manufacturing ships and modules, and conducting research and invention to create advanced technologies.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The business-oriented could focus on hauling goods between markets, trading commodities for profit, or even engaging in skill farming by training characters specifically to sell their skill points to other players.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Some even carved out niches in deception and crime, such as can flipping (stealing loot from unsecured containers), suicide ganking (destroying valuable ships in high-security space at the cost of their own), and various forms of scamming and theft.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Administrative and meta careers, such as corporate executive, member of the Council of Stellar Management (CSM), or EVE journalist, also existed, though they were less directly tied to traditional gameplay loops.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="26"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>A key aspect of Eve Online was the freedom for players to pursue multiple career paths simultaneously or to switch between them as their interests evolved.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="59"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While some paths required more specialized skills and equipment, the game did not rigidly confine players to a single role.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Chronicles of New Eden:</b>
The summer of 2016 was a dynamic period in the history of Eve Online. Preparations were underway for the Amarr Coronation, a significant lore event, and the Council of Stellar Management (CSM) Summit, a meeting between CCP Games developers and elected player representatives, took place.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="60"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>A major event that had recently occurred was the release of the Citadel expansion in April 2016.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="18"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This expansion introduced player-owned structures of varying sizes, from small citadels to massive Keepstars, which could serve as player-run stations, trading hubs, and centers of power. The introduction of Citadels had a profound impact on various aspects of the game, including territorial control, warfare, and the economy.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Looking ahead, the announcement of the "Ascension" expansion, slated for release in November 2016, generated considerable anticipation.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="61"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The headline feature of this expansion was the introduction of Clone States, which included Alpha clones, allowing players to access and play Eve Online for free with certain limitations. Ascension also promised new industrial structures called Engineering Complexes, which were expected to further shake up the game's economy and the industrial backbone of player corporations and alliances.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>These events and announcements highlighted a period of significant evolution and change in Eve Online, with the game continuing to expand its features and accessibility.</p></li></ul></li><li><p><b>Eve Echoes (Today):</b></p><ul><li><p><b>Encounters in the Stars:</b>
Eve Echoes offers a range of mission and encounter types for players to engage with.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Combat anomalies are combat sites of varying difficulty where players can immediately engage hostile NPC pirates, providing a source of modules and ISK bounties.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Encounters are minor missions that can vary in objective, including exploration, combat, and other tasks, generally offering a reliable source of income within the "Empire" space (high and low security systems).<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>A unique aspect of Eve Echoes' mission system is the presence of News Missions. These special missions serve as prerequisites for accessing rare and highly rewarding Storyline Missions.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Storyline Missions themselves offer significant rewards and are initiated through tradable items known as "Assignments".<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These Assignments can be obtained after completing the necessary News Missions and can be sold on the market to other players, creating an interesting economic dynamic.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Storyline missions are noted for their increased difficulty, requiring players to be well-prepared.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="19"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Eve Echoes also features different tiers of missions, with higher tiers generally offering greater rewards but also presenting a greater challenge.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="64"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These tiers often have recommendations for the tech level of ships that players should be using, indicating a progression in difficulty.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Defining Your Role:</b>
Players in Eve Echoes have access to a variety of career paths, mirroring many of those found in Eve Online.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Combat remains a core activity, with "ratting" (killing NPC pirates in anomalies) and player-versus-player (PvP) engagements being prominent options.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Industry plays a vital role, encompassing mining ore from asteroid belts, reprocessing it into minerals, and then utilizing these materials along with blueprints to manufacture ships and modules.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Trading is another significant career path, with players buying and selling goods on the market to generate profit.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Exploration allows players to scan for hidden data and relic sites, hack them open, and retrieve valuable loot.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Due to the structure of the skill training system in Eve Echoes, it is often recommended that new players focus on a specific career path initially to maximize their efficiency and progression.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Ship manufacturing is highlighted as a particularly profitable career path in the current state of the game.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Echoes in Time:</b>
Eve Echoes features a range of in-game events designed to keep the player base engaged. These include collaborations with other gaming franchises, such as the "Romance of Space and Mecca" event with Super Mega Champion, which introduced special drones and fighters.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="68"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Festive events also occur, such as the Starfaring Festival, commemorating a significant lore event, and the Yoiul Festival, celebrating the holiday season with login bonuses and limited-time activities.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="69"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p><p>Server-wide events like the "Mega Frontline" offer opportunities for players to participate in large-scale activities and earn rewards.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="68"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The game also sees ongoing storyline developments, such as the "Hunter Becomes the Hunted" event, which introduced a narrative element with in-game consequences.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="71"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These events often provide unique rewards, alter gameplay dynamics, or contribute to the evolving narrative of the Eve Echoes universe.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li></ul></li><li><p><b>Comparison:</b> Both Eve Online (2016) and Eve Echoes offer a diverse range of content and career paths for players. Both feature mission systems with varying levels of difficulty and rewards, encompassing combat, trading, and mining. Eve Online in 2016 had a more extensive array of specialized mission types (COSMOS, Epic Arcs, Anomic, Research, Data Center) compared to the current information available for Eve Echoes. Career paths are broadly similar, including combat, industry, trading, and exploration, but Eve Echoes might encourage earlier specialization due to its skill training system. Both games feature in-game events, with Eve Echoes showcasing collaborations and recurring festivals alongside potential storyline-driven occurrences. The tradable nature of Storyline Mission Assignments in Eve Echoes is a unique feature not present in Eve Online's 2016 mission system.</p></li></ul><p><b>V. Scale and Complexity: The Vastness and Depth of Space</b></p><ul><li><p><b>Galactic Dimensions:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
The universe of Eve Online in the summer of 2016 was immense, encompassing over 5000 regular star systems interconnected by stargates.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> In addition to these, approximately 2500 randomly accessible wormhole systems existed, offering unpredictable connections to various parts of the galaxy, often leading to more dangerous but potentially more rewarding environments.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These star systems were classified based on their security status, ranging from 1.0 (high-security) down to -1.0 (null-security), with low-security space falling in between.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The security status dictated the level of intervention by CONCORD, the NPC law enforcement agency, with high-security space offering the greatest protection and null-security space being lawless, often controlled by player alliances.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Star systems were further organized into regions and constellations, providing a hierarchical structure to the game's geography.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes boasts a comparable, if not slightly larger, number of star systems, with approximately 8000 solar systems available for exploration.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="2"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The game also features regions, such as The Kalevala Expanse and Cobalt Edge, which consist of multiple constellations and star systems, all with security levels below 0, indicating a focus on lawless space for some of the newer content.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="74"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The "Sun Chaser Funding Program" involves players locating a series of specific star systems based on navigation data, suggesting a potentially more directed or event-driven approach to exploring the galaxy compared to Eve Online's static and fully revealed map.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="76"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Player Populations:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Estimates of Eve Online's concurrent player population during peak times in the summer of 2016 varied, with forum discussions and data from platforms like Steam suggesting a range of approximately 15,000 to 27,000 active players.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="77"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> It was widely acknowledged that a significant portion of the logged-in accounts represented "alts," or alternate characters controlled by the same players.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="77"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Towards the end of 2016, following the summer period, the announcement and subsequent release of the "Ascension" expansion, which introduced Alpha clones, led to a notable spike in the player count.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="80"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes experienced a substantial initial player base upon its launch, with concurrent user counts exceeding 50,000 during its first week.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="81"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While the initial hype has likely subsided, the game still maintains an active player presence. Evidence suggests the existence of large player alliances with memberships ranging from 5,000 to over 10,000 members, indicating a significant number of active participants within the Eve Echoes universe.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="82"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> More recent data from player-created sources indicates fluctuating but consistent active player counts in the tens of thousands.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="83"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Comparison:</b> In terms of the sheer number of star systems, Eve Echoes boasts a comparable, if not slightly larger, galaxy than Eve Online did in the summer of 2016. Both games offer a vast environment for players to explore and inhabit. Regarding player populations, Eve Online in 2016 maintained a solid and established community, while Eve Echoes saw a large initial influx of players on the mobile platform, with a substantial player base continuing to engage with the game. The feeling of a populated universe in both games is likely significant, although the distribution of players across the galaxy and the nature of their interactions may differ due to the platform and game design.</p></li></ul></li></ul></li><li><p><b>System Complexity:</b></p><ul><li><p><b>The Evolving Skillscape:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Eve Online's skill training system in the summer of 2016 was a unique and defining feature of the game. Characters progressed by passively training skills in real-time, even when the player was logged off.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Players could manage a skill queue, scheduling up to 50 different skills to train sequentially over potentially long periods.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Each skill had five levels, with each subsequent level requiring a progressively larger number of skill points to complete.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="85"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Many skills had prerequisites, requiring other skills to be trained to a certain level before they could be started.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Skills also had training multipliers, affecting the rate at which skill points were accumulated.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="85"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> A character's attributes (Intelligence, Memory, Perception, Willpower, and Charisma) influenced the speed at which different skills trained, and players had a limited number of opportunities to remap these attributes to optimize their skill training.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="84"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> For players seeking faster skill progression, "skill injectors" were available, allowing for the instant injection of skill points, often purchased with in-game currency or real money.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="86"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This system fostered a long-term approach to character development, encouraging players to plan their skill training according to their desired career paths.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes also features a skill training system, with some similarities to its PC counterpart but with notable adaptations.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> A key difference is the introduction of "Tech Levels," which act as a gating mechanism, restricting access to higher-tier ships, modules, and skills until a certain Tech Level is reached.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="37"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Skills are often categorized into "Basic," "Advanced," and "Expert" tiers, with training in the latter tiers frequently requiring an Omega subscription, the game's premium access.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="25"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Players accumulate skill points over time, and these can be used to train skills within their current Tech Level. Eve Echoes offers mechanisms for accelerated skill training, such as the use of "free skill points" acquired through various means and an "expedite" function that allows players to spend these points to instantly complete training.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="87"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Omega subscribers often benefit from "Bonus Skill Point" events, further accelerating their progression.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="88"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While the passive skill accumulation of Eve Online is present, the Tech Level system and tiered skills introduce a more structured progression path in Eve Echoes.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Comparison:</b> Both Eve Online (2016) and Eve Echoes utilize a real-time skill training system, allowing for passive progression. However, Eve Echoes introduces the concept of Tech Levels, which gate access to higher-tier content, a system not present in Eve Online's 2016 iteration. While Eve Online featured a single, continuous skill queue, Eve Echoes employs tiered skills (Basic, Advanced, Expert) with Omega subscriptions often required for the higher tiers. Both games offer ways to accelerate skill training, with Eve Online having skill injectors and Eve Echoes providing free skill points and an expedite function. The role of attributes in influencing training speed, a significant aspect of Eve Online's system, is less explicitly detailed in the context of Eve Echoes. Overall, Eve Echoes appears to have a more structured and potentially faster initial skill progression, albeit with monetization integrated into accessing the full breadth of skills.</p></li></ul></li><li><p><b>The Art of Ship Fitting:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
Ship fitting in Eve Online during the summer of 2016 was a deeply intricate and customizable process.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Players could equip their ships with a wide variety of modules, categorized by function (weapons, defenses, utility), into designated high, mid, and low slots, as well as rig slots.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Successful fitting required careful consideration of the ship's power grid, CPU, and capacitor capacity, as different modules consumed varying amounts of these resources, necessitating a balance to ensure the ship could function effectively.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="4"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Meta modules, variations of standard modules, offered different attribute profiles, such as "Compact" versions with lower fitting requirements, "Scoped" versions with increased range, "Enduring" versions with reduced capacitor consumption, and "Restrained" versions with specific performance bonuses.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="93"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> To aid in this complex process, players could utilize the in-game Fitting Simulation tool, introduced in late 2016, to test out different module combinations and assess their impact on ship performance.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="94"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Additionally, third-party tools like EVE Fitting Tool (EFT) were widely used for planning ship fits offline and sharing them with other players.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="91"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The depth and breadth of available modules and the nuances of balancing fitting requirements allowed for an immense degree of customization, enabling players to create highly specialized ship builds tailored to specific roles and tactical doctrines.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes also features a ship fitting system, adapting the core concepts of Eve Online for the mobile platform.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="48"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While the specific interface is tailored for touch interaction, it retains the fundamental structure of equipping modules into high, mid, and low slots, as well as utilizing rigs for further customization. A notable addition in Eve Echoes is the introduction of "General Units," which function as implants providing passive bonuses to ship performance, often accompanied by corresponding penalties.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="101"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These General Units offer another layer of customization beyond the standard module fitting. Eve Echoes includes an in-game fitting tool, and the ability to share ship fits using QR codes has been mentioned, suggesting a focus on ease of sharing and experimentation.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="96"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While the sheer number of modules might be smaller than in Eve Online's 2016 state, Eve Echoes still provides a significant degree of flexibility in outfitting ships for various roles.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Comparison:</b> Both Eve Online (2016) and Eve Echoes feature robust ship fitting systems involving equipping modules into designated slots and managing fitting resources. Eve Online offered a vast array of modules and intricate meta module variations, allowing for extremely fine-tuned ship builds. Eve Echoes adapts this core concept for mobile, potentially with a somewhat smaller initial module pool but introducing unique elements like General Units for additional customization. Both games provide in-game tools for fitting, with Eve Echoes emphasizing ease of sharing fits through QR codes. The fundamental challenge of balancing power grid, CPU, and capacitor remains relevant in both games.</p></li></ul></li><li><p><b>Economic Ecosystems:</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
The economic ecosystem of Eve Online in the summer of 2016 was a complex and dynamic entity, primarily driven by the interactions of its player base.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="17"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The in-game currency, ISK (InterStellar Kredits), served as the lifeblood of this virtual economy, facilitating trade and industry across the galaxy.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="102"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> CCP Games regularly published Monthly Economic Reports (MERs), providing detailed insights into the health and trends of the economy, analyzing data on production, consumption, trade, and destruction of assets.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="104"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> These reports often highlighted the impact of major game updates and player activities on market prices and economic indicators.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="18"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The various economic activities within Eve Online were deeply interconnected, with mining providing the raw materials for manufacturing, which in turn supplied the ships and modules needed for combat, exploration, and further industrial endeavors.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="102"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This intricate web of production and consumption created a realistic virtual economy that was even studied by real-world economists.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="103"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes also features a player-driven economy with ISK as its primary currency.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="23"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Similar to Eve Online, the prices of goods and services are largely determined by the forces of supply and demand, influenced by the collective actions of the player base.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="107"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> However, Eve Echoes introduces additional currencies, namely PLEX and AUR, which play significant roles in its monetization model and also interact with the in-game economy.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="107"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The meta of the game, including the effectiveness of different ship types and modules, also has a considerable impact on market trends.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="107"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The potential for market volatility exists, and players engaging in trading and industry need to understand basic economic principles to succeed.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="108"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> While official economic reports akin to Eve Online's MERs might not be as prominent or publicly available, the underlying principles of a player-driven market remain central to Eve Echoes.<sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Comparison:</b> Both Eve Online (2016) and Eve Echoes boast complex, player-driven economic systems with ISK as the core currency. In both games, supply and demand, shaped by player activities, dictate market prices. Eve Online in 2016 had a well-established and extensively tracked economy with official Monthly Economic Reports providing deep insights. Eve Echoes, while also player-driven, introduces additional currencies (PLEX and AUR) tied to its monetization model, adding another layer of complexity to its economic landscape. The interconnectedness of various economic activities, from resource extraction to manufacturing and trade, is a shared characteristic.</p></li></ul></li></ul></li></ul><p><b>VI. Monetization Models: Funding the Universe</b></p><ul><li><p><b>Eve Online (Summer 2016):</b>
The primary monetization model for Eve Online in the summer of 2016 was subscription-based.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Players were required to pay a recurring fee to gain full access to the game's features and content. However, Eve Online also utilized PLEX (Pilot's License Extension), an in-game item that could be purchased with real money and then traded with other players for ISK or redeemed to pay for subscription time.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="1"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> This system allowed players who invested sufficient time and effort into the game to effectively fund their subscription through in-game earnings, providing a pathway to play without direct monetary expenditure. Additionally, Eve Online offered optional cosmetic microtransactions, primarily in the form of ship SKINs (Ship Identification Numbers), which allowed players to customize the appearance of their vessels without affecting gameplay.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="10"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Although it occurred shortly after the summer of 2016, the impending arrival of the "Ascension" expansion in November 2016, which introduced Alpha clones and a free-to-play option with certain limitations, was a significant development on the horizon.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="62"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>Eve Echoes (Today):</b>
Eve Echoes employs a free-to-play monetization model with a dual clone state system: Alpha and Omega.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="90"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> All players begin as Alpha clones, granting them free access to the game but with certain limitations, such as a slower skill training speed, restrictions on the tech level of ships they can fly (up to Tier 7), and limited access to advanced skills and modules.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="90"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> To unlock the full game experience, players can subscribe to Omega, which is available in various tiers: Basic, Standard, and Duo.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="90"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Omega subscriptions remove the Alpha clone limitations, increase skill training speed, and grant access to higher-tier ships and advanced skills.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="90"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Similar to Eve Online, Eve Echoes utilizes PLEX as an in-game currency that can be earned through gameplay or purchased with real money and used for various transactions, including acquiring Omega time.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="90"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> Eve Echoes also features AUR, a premium currency purchased with real money, which can be used to buy items from the in-game store, such as nanocores (which directly enhance ship performance) and the Concord Pass.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="107"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The Concord Pass is a battle pass-style system that offers a series of rewards and incentives for players who participate in in-game activities.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="116"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span> The presence of nanocores, which provide direct gameplay advantages, has raised concerns about potential "pay-to-win" mechanics within the game.<span><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><source-footnote _nghost-ng-c473352478><sup _ngcontent-ng-c473352478 data-turn-source-index="114"><!----></sup></source-footnote><!----><!----><!----><!----><!----><!----><!----><!----></response-element></span><sources-carousel-inline ng-version="0.0.0-PLACEHOLDER" _nghost-ng-c861665054><!----><span _ngcontent-ng-c861665054 hide-from-message-actions> &nbsp; <!----></span><!----><!----><!----><!----></sources-carousel-inline></p></li><li><p><b>A Comparative Look:</b>
The most fundamental difference in monetization between Eve Online (2016) and Eve Echoes lies in their primary models: subscription-based versus free-to-play with subscriptions. While Eve Online primarily relied on a recurring subscription fee for full access, with PLEX offering a way to play without direct payment, Eve Echoes adopts a free-to-play approach with Alpha clone limitations and various tiers of Omega subscriptions to unlock the full experience. Both games utilize PLEX as an in-game currency that can be earned or purchased for subscription time. However, Eve Echoes introduces AUR as a premium currency for purchasing store items, including gameplay-enhancing nanocores and the Concord Pass, a feature not present in Eve Online in 2016. The presence of direct gameplay enhancements available for purchase in Eve Echoes, unlike the primarily cosmetic microtransactions of Eve Online during that period, marks a significant difference in their monetization strategies.</p></li></ul><p><b>VII. Conclusion: Echoes of the Past, Paths to the Future</b></p><p>In comparing Eve Online as it existed in the summer of 2016 with Eve Echoes as it is today, several significant differences emerge across key aspects of the games. Core gameplay mechanics, while sharing fundamental concepts, have been adapted to suit the PC and mobile platforms, respectively. Piloting in Eve Online emphasized strategic command and manual control, while Eve Echoes adopts a more direct, touch-oriented approach. Combat in Eve Online was intricate and relied heavily on module interactions and tactical maneuvering, while Eve Echoes appears more streamlined, with the introduction of new weapon systems. Both games feature player-driven economies, but Eve Echoes has regionalized markets and additional monetization currencies. Mining and exploration, while present in both, show differences in progression and specific mechanics.</p><p>The user interfaces and control schemes are naturally dictated by their platforms, with Eve Online boasting a complex, customizable PC interface and Eve Echoes featuring a more intuitive, touch-based mobile UI. Content and career paths are broadly similar, but Eve Echoes has a unique storyline mission assignment system and a potentially different emphasis on early career specialization. The scale of the game worlds is comparable in terms of star systems, and both games maintain active player populations. System complexity differs in the skill training, with Eve Echoes utilizing Tech Levels and tiered skills, and in the monetization models, where Eve Echoes employs a more intricate free-to-play system with multiple currencies and gameplay enhancements available for purchase.</p><p>The adaptation of the Eve Online universe for the mobile platform in Eve Echoes represents a significant undertaking. While successfully translating many core concepts, compromises have been made to accommodate the limitations and affordances of mobile gaming. The future direction of Eve Echoes will likely continue to see refinements in gameplay, content, and monetization as it seeks to carve its own identity within the vast landscape of mobile MMORPGs, while still echoing the rich history and depth of its PC predecessor. The shift to a mobile platform has undoubtedly broadened the accessibility of the Eve universe, introducing it to a new audience while offering a different experience for returning veterans.</p><div><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><table-block _nghost-ng-c2922884804><div _ngcontent-ng-c2922884804 not-end-of-paragraph><table><thead><tr><td><p>Feature</p></td><td><p>Eve Online (Summer 2016)</p></td><td><p>Eve Echoes (Today)</p></td><td><p>Key Differences</p></td></tr></thead><tbody><tr><td><p>Piloting</p></td><td><p>Command-based, manual piloting with mouse and keyboard</p></td><td><p>Direct touch controls, simplified navigation</p></td><td><p>Control scheme dictated by platform, level of manual control</p></td></tr><tr><td><p>Combat</p></td><td><p>Complex, turret tracking, diverse EWAR, FAX support</p></td><td><p>Streamlined, potential new weapon systems (close-in defense)</p></td><td><p>Complexity of mechanics, introduction of platform-specific weapon systems</p></td></tr><tr><td><p>Trading</p></td><td><p>Single dominant hub (Jita), transparent market</p></td><td><p>Regional markets, separate economies</p></td><td><p>Market structure, level of transparency, logistical considerations</p></td></tr><tr><td><p>Mining</p></td><td><p>Specialized barges, moon mining, residue mechanic</p></td><td><p>Basic progression, mining missions</p></td><td><p>Depth of progression, presence of moon mining and residue</p></td></tr><tr><td><p>Exploration</p></td><td><p>Scanning minigame, diverse sites, wormholes</p></td><td><p>Scanning, data/relic sites, Nihilus gates</p></td><td><p>Specifics of scanning, types of sites, potential mobile-specific connections</p></td></tr></tbody></table></div></table-block><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----></response-element></div><div><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><table-block _nghost-ng-c2922884804><div _ngcontent-ng-c2922884804 not-end-of-paragraph><table><thead><tr><td><p>Aspect</p></td><td><p>Eve Online (Summer 2016)</p></td><td><p>Eve Echoes (Today)</p></td><td><p>Key Differences</p></td></tr></thead><tbody><tr><td><p>Overall Approach</p></td><td><p>Complex, customizable, information-rich</p></td><td><p>Streamlined, intuitive, touch-optimized</p></td><td><p>Design philosophy driven by PC vs. mobile platform</p></td></tr><tr><td><p>Key Elements</p></td><td><p>Overview, multiple windows, HUD</p></td><td><p>Character portrait menu, contextual menus, shortcuts</p></td><td><p>Structure and organization of key functions and information</p></td></tr><tr><td><p>Control Method</p></td><td><p>Mouse and keyboard, extensive shortcuts</p></td><td><p>Direct touch input, simplified commands</p></td><td><p>Precision and complexity of input methods</p></td></tr><tr><td><p>Camera System</p></td><td><p>Orbit, Tactical, First-Person modes</p></td><td><p>Not explicitly detailed, likely adapted for touch</p></td><td><p>Specific camera modes and control methods</p></td></tr></tbody></table></div></table-block><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----></response-element></div><div><response-element ng-version="0.0.0-PLACEHOLDER"><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><table-block _nghost-ng-c2922884804><div _ngcontent-ng-c2922884804 not-end-of-paragraph><table><thead><tr><td><p>Aspect</p></td><td><p>Eve Online (Summer 2016)</p></td><td><p>Eve Echoes (Today)</p></td><td><p>Key Differences</p></td></tr></thead><tbody><tr><td><p>Primary Model</p></td><td><p>Subscription-based</p></td><td><p>Free-to-play with subscriptions (Alpha/Omega)</p></td><td><p>Core access model and limitations</p></td></tr><tr><td><p>Subscription</p></td><td><p>Required for full access</p></td><td><p>Optional (Omega) for enhanced access and removing limitations</p></td><td><p>Role and necessity of subscription for accessing full game features</p></td></tr><tr><td><p>Premium Currency</p></td><td><p>PLEX (can be earned in-game)</p></td><td><p>AUR (purchased with real money), PLEX (can be earned)</p></td><td><p>Introduction of a premium currency not earnable in-game, role of multiple currencies</p></td></tr><tr><td><p>Gameplay Enhancements</p></td><td><p>Primarily cosmetic (SKINs)</p></td><td><p>Nanocores (direct stat boosts)</p></td><td><p>Presence and nature of purchasable items that directly impact gameplay balance</p></td></tr></tbody></table></div></table-block><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----><!----></response-element></div></div></message-content></div><!----><sources-list _ngcontent-ng-c4163497209><!----></sources-list><!----></div><!----></response-container><!----></div><!----><!----></share-turn-viewer><!----></div><!----></share-viewer><!----><!----></section></div>