eve-online game sourced
EVE Online
A single-universe space MMO in which players mine, manufacture, trade, and fight in ships that are destroyed for good, inside a player-made economy and a galaxy of high-, low-, and null-security space where player alliances claim sovereignty.
core loop
train skills in real time -> mine, salvage, or run missions for materials and ISK -> manufacture or buy ships and modules on the player market -> fit ships and fly into space of a chosen security level -> lose ships in combat and replace them -> corporations and alliances fight over sovereignty
design notes
EVE keeps one economy for all players: nearly everything is player-made and ship losses are permanent, so wars create manufacturing demand. Risk and reward are tied to space security, with the most profitable activities in low-sec and null-sec, where the NPC police do not destroy aggressors. CCP hired an economist in 2007 to oversee the economy. Security-graded zones and permanent asset loss on destruction are not yet mechanics in the taxonomy (proposals pvp-security-zones, loss-on-death).
relations
14 stored edgesLoss on death
A destroyed ship and its fittings are gone for good, part of its cargo and modules drops in a lootable wreck, and ship insurance pays back part of the hull's value.
Persistent shared world
One shared universe on the Tranquility server holds more than 5,000 stargate-linked systems plus about 2,500 wormhole systems; system security from 1.0 to -1.0 sets whether CONCORD police destroy aggressors.
Player-driven markets
Players gather raw materials and manufacture nearly all ships and modules, then trade them in a supply-and-demand market with price history charts, where manipulation such as ramping and bear raids is possible.
Player organizations
Corporations led by a CEO assign roles, tax members, declare wars for a weekly fee, and join alliances that claim sovereignty over null-sec systems.
PvP security zones
Each system's security from 1.0 to -1.0 decides whether CONCORD police destroy aggressors; high-sec deters player attacks, low- and null-sec leave them to players, and the riskier zones hold the richer activities.
Agent skills
Skills have prerequisites, and capital-ship skills take several times longer to train than frigate skills.
Elections
Players elect the Council of Stellar Management, which carries requests to CCP; the first election in 2008 had 66 candidates for nine seats.
Modular assembly
Ships are fitted with modules in high, mid, and low slots plus semi-permanent rigs.
Real-time clock
Skills train in real time, including while logged off, from a queue of up to 50 skills.
Reputation
Unprovoked aggression in secure space costs security status and draws police response.