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Thread: Perpetuum Online launches RSN(tm)

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    Perpetuum Online launches RSN(tm)

    With early start...today.
    This is basically Eve, but with 'Mechs. Developed by some Hungarian guys. I beta'ed it for about half a year. It was ok, still needs some refinement like everything new. They finally added ship insurance really recently so you don't have to worry about dying so much (you lose everything you're in and carrying when you die like in Eve). The market also sucks currently as everything is getting bootstrapped. Otherwise, it's pretty similar.

    One cool thing they did with skills compared to Eve is that instead of being stuck training a skill and queuing skill changes, each skill requires skill points, and you accumulate skill points over time. So unlike with Eve, where you have to keep fooling around with the skill queue, or you have to stop a skill train to switch, this one lets you throw sp at any skill you want. You won't be able to finish training a skill level until you throw enough sp at it. So like to go from armor 1 to armor 2, you need 154 sp, which takes a couple of hours or whatever. But once you have 154sp you can spend it on any other 154sp skill too. It also means if you take a vacation, you can come back and allocate your sp to whatever you want instead of being like "crap I just spent a week training foo and now I need bar and I have to wait again", and trust me there will be plenty of those issues already (like do you train up gun accuracy, speed, cap efficiency, armor skills, or powergrid/cpu [to mount better stuff] first? and of course the mech pilot skill which you need to get the tier 1 trained up so you can actually pilot the next level mech). Like Eve, the faction you choose will determine your starting attributes. There are no basic intel/perpception/memory/willpower skills tho so none of that nonsense, however I think you can still get clone upgrades that will cause you to accumulate skill points faster, but there aren't any implants iirc. Oh and there is no clone permadeath, when your mech dies you respawn at the nearest "spacedock" with the starter mech.

    Compared to Eve, Shield tank mechanics are different. Basically in order to be functional, everyone more or less must armor tank. You can mount a shield generator on your mech but if you activate the shield you cannot fire through the shield, and it still eats cap until you run out of cap and the shield turns off and you are vulnerable again. But hopefully you have been able to shake aggro and run away by that point or something. Fittings follow the high-med-low slot layout of eve ships but they resemble mechwarrior crit slots as well. I did not notice any jumpjets in the game either...

    Industry works more like T3 production than anything else, there are no BPs you have to generate your own BPs from loot drops or reverse engineering using datacores and such.

    Uhm that's pretty much the main differences between Eve and Perpetuum, besides the fact that this takes place on land with 3D terrain. You can teleport from island to island via jumpgates which will also give a short moment of invincibility on the other side, wardecs and pvp more or less work the same way, except there is no "low-sec" it's just high-sec and the equivalent of 0.0. The three factions use your typical assortment of weapons from projectile weapons, to plasma based, to missiles, and of course lasers. Like eve weapons, each kind uses a different amount of cap. Mining and transport works the same way, with dedicated harvester gear and mechs, as well as sensor probes for mining (you're on land so you get to prospect for and mine stuff in the ground, you also get to pick organic materials off growing stuff - which can actually be pew pewed). In the beta there were no POSes yet but I think they are planning to add them in the future.

    That's basically it. So if you're used to Eve but you want to pew pew while riding giant robots then check it out. It is $10 for a month, you do not need to buy the game. And Goonswarm is already in there too
    Last edited by [CoFR]SirMoo; 11-18-10 at 02:06 AM.

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