To use planetary interaction effectively and efficiently, there is a ton of routing involved between extractors, storage facilities, launchpads, and processors. I spend a while planning the end product out, but when I drop the command center on the planet and survey the resources I have to work with what is there and maximize my output. My routing can't be planned in an app before hand.
This app has been INCREDIBLE for two reasons, one of which I did not expect when I downloaded it. It has a fantastic notification system for when extractors will expire under various circumstances to allow excellent customization. The surprising feature is that it shows errors in my planetary routing that would lead to vast amounts of products being extracted/processed and then not sent anywhere! I have made these routing mistakes countless times and not noticed them for days.
To use planetary interaction effectively and efficiently, there is a ton of routing involved between extractors, storage facilities, launchpads, and processors. I spend a while planning the end product out, but when I drop the command center on the planet and survey the resources I have to work with what is there and maximize my output. My routing can't be planned in an app before hand. This app has been INCREDIBLE for two reasons, one of which I did not expect when I downloaded it.
It has a fantastic notification system for when extractors will expire under various circumstances to allow excellent customization. The surprising feature is that it shows errors in my planetary routing that would lead to vast amounts of products being extracted/processed and then not sent anywhere! I have made these routing mistakes countless times and not noticed them for days. It has a learning curve, go figure ? Pay the Isk to remove ads, well worth it. Ty Eve pi - Update: So I have been running this ap for a couple of months now. It cuts down on the time I spend micromanaging my colonies by 20 - 50% and if anything my income has gone up.
The interface is clear and easy to understand, and still Eve immersive. Customization is useful and not difficult to navigate. If you farm PI in Eve across multiple characters then this is a must have.
Still 5 stars.
As I have to rebuild all of my 18 planets with the new changes to PI, I took the time to sit down and make some calculations for once before I start fiddling around aimlessly again. The aim is to make POS fuel commodities, so I inspected in detail what I need for them. The idea was that I needed not only to find out which raw materials were needed, but to determine precisely how much of each I would consume, taking into account that some are used in more than just one commodity.
For example, Noble Metals are used for Enriched Uranium, Mechanical Parts, and indirectly in Robotics. Warning: I take no responsibility for any neuronal damage that may result from reading the rest of this post. It took me a while to figure out the best way to do this, but I managed to put it together in the end.
EVE: Dust 514 Release. WW: May 14, 2013 Mode(s) Eve: Dust 514 (stylized as EVE: DUST 514) was a developed by for the. Dust 514 took place in New Eden and was directly connected to CCP's game. There was direct interaction between the two; player actions in one game affected the political, economic, legal, environmental, and social status of the other. The two games were officially connected on January 10, 2013 in preparation for the on January 22.
The full game was released worldwide on May 14, 2013. While previews of the game were highly positive, the full game received a mixed reception upon its initial release even with constant updates and hotfixes deployed after release. The game was officially shut down by CCP on May 30, 2016. See also: Dust 514 took place in the same fictional universe as Eve Online, a science-fiction (MMORPG) set 21,000 years in the future. The Eve Online backstory explains that humanity, after using up the Earth's resources, began to colonize the rest of the. The development of travel allowed mankind to expand at an extremely fast pace, leading to violent competition between space-faring corporations.
A natural wormhole was discovered, and humanity entered through it to find an empty new galaxy which they began colonizing. However, the wormhole connecting the two galaxies collapsed, leaving the young colonies cut off from the worlds that had supplied them.
Without support, many of the colonies in the new galaxy died off, and over time the few that remained lost their knowledge of both their technology and of their origins from Earth. Eventually, a new era began when civilization was rebuilt and faster-than-light travel was rediscovered. Five unique space-faring cultures emerged from the colonies to become the only interstellar powers in the new galaxy; the Amarr, Caldari, Gallente, Jove and Minmatar. Eve Online players take the role of capsuleers, who are elite starship pilots made immortal using cloning technology and consciousness transfers. For much of Eve history, only capsuleers were immortal because the technology required to download consciousness was linked to a capsule that encloses them and leaves them in.
The capsule was designed specifically as an interface for pilots to control the ship that they were placed within. However, the discovery of a special made it possible to achieve a transfer of consciousness without the use of a capsule, so it became possible to make immortals that were not pilots. Dust 514 players took the role of immortal ground-based soldiers which were created by the military shortly after the implant was discovered.
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Gameplay. Dust 514 allowed players to customize infantry and vehicles with a modular fitting system similar to the ship fitting system in Eve Online. Dust 514 was a with elements of. Combat took place on the various planets found in Eve Online, each offering a substantial amount of unique maps and sockets.
Planets were divided into several large districts, which held resources and installations that dust players had to fight for control over in Planetary Conquest battles, or PC battles for short. Only the natural landscapes of each planet remained constant; the placement of buildings and surface structures was controlled by the player corporations. Infantry in Dust 514 were equipped with 'dropsuits' which functioned similarly to the ship hulls in Eve Online.
Dropsuits had various module slots which players could utilize to fit different weapons, equipment and skins. Dust 514 entities had two different health meters: Shields and Armor; of which each had individual advantages and disadvantages. In addition certain weapons affected one health type more than then the other. For instance, the Scrambler Rifle would deal 20 percent more damage to shields but 20 percent less damage to armor. There were 3 different dropsuit variants for each race with corresponding advantages and disadvantages; light, medium, and heavy dropsuits; each of which branched out to their corresponding specialized dropsuit. Some examples were the Caldari Heavy Frame which could lead to the Caldari Commando and Sentinel, the Gallente Medium Frame led to the Gallente Assault and Logistics, and the Minmatar Light Frame led to the Minmatar Scout. This gave players a broad range of customization choices and the ability to create specialized fits to perform specific roles and tactics on the battlefield.
Skill training, in a manner similar to Eve Online, was also available. CCP has stated that it would take seven years to train all skills, and that it was not intended for any player to learn all of the skills.
Instead, CCP believed that players would naturally become specialized by selecting a certain set of skills and becoming 'really, really good at them.' These skills unlocked new and better items, better passive bonuses, as well as unlocking other skills. Player-driven vehicles were also available in the game; these could be transported to anywhere within the battlefield using 'rapid deployment vehicles (RDV)' at the request of players. Knit dishcloth patterns - the wedding cloths. Vehicles shared the modular fitting system that infantry dropsuits had but modules cost more than those of a dropsuit. Different game modes in Dust 514 were Ambush, Acquisition, Domination, and Skirmish. In Ambush and Ambush OMS, the goal of each team was to deplete the event team's Clone reserves. In Acquisition, the goal was to control timed nodes that move every five minutes.
In Domination and Skirmish, the goal of each team was to destroy the opposing mobile command center. Although Dust 514 players were mercenaries, they could also seize territory from planets within a section of the Eve universe called Molden Heath for their own alliance and corporation, which took place in the form of Corporation vs.
Corporation matches. This allowed Dust 514 corporations to build infrastructure on captured territory, but it was unclear what manufacturing power Dust 514 corporations would have. Dust 514 players could also work together with Eve players in capturing systems in Eve Online's factional warfare space; Dust 514 players could speed up or slow down the rate at which a system could be captured by winning battles for the attacking faction. Connection to Eve Online.
Eve Tools Planetary Interaction Productions
In a demonstration by CCP Games, an Eve Online Abaddon-class battleship (left) fires on a ground target designated by a Dust 514 soldier (right). All combat within Dust 514 took place, in real-time, on planets found in the Eve Online universe. The player alliances and corporations of Eve Online could hire Dust 514 players as to fight for control over planets; the outcome of such battles were expected to eventually affect the sovereignty of player-run political powers in Eve Online.
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A direct form of interaction came in the form of 'orbital bombardments'. Orbital bombardments allowed a player in Eve Online to provide direct assistance to friendly forces in a battle in Dust 514. What color is your parachute 2012 epub to mobile. If a player in Eve Online were in position above a planet with proper bombardment equipment, the player could fire upon a target designated by a friendly Dust 514 player. This was first shown to the public as an actual in-game mechanic during EVE Fanfest 2012, although it had been previously featured during the 2011 fanfest in a cinematic trailer titled. Both games shared the same namespace, so a player in Dust 514 could not choose a username that already existed in Eve Online or vice versa. This allowed players from both games to join the same corporation or alliance, as well as communicate between the two games in real-time.
In an interview conducted by Simon Carless of, Hilmar said that he hoped 'these Eve Online and Dust 514 communities will meld over time', bridging the two environments. He described the relationship between the flying-oriented nature of Eve Online and the infantry-oriented nature of Dust 514, saying 'while the fleet does the flying, the infantry does the dying'. The massive Eve universe would have been the platform for all planetary combat. Brandon Laurino, executive producer of Dust 514, stated would not be a set number of maps at launch, saying 'We are covering literally a universe of planets, so there's thousands of different maps and they're all available to everyone who's playing.'
Development Dust 514 was announced on August 18, 2009 at the in, where it was introduced with a short trailer featuring footage of the game. In 2010, CCP updated Eve Online with the. Tyrannis introduced planetary interaction, allowing players to harvest resources from planets using ground installations. A developer blog by CCP mentioned that, while the expansion alone would not include planetary combat, the upcoming Dust 514 game would deal with the combat aspect by allowing players to 'project military force for attack and defense of planetary installations.' Planets in Eve Online previously held no value; the Tyrannis expansion was intended to tie into Dust 514 by giving players 'a reason to want to fight over the planets.' .
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