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Furthermore, once targeted, your ship will automatically approach and start to orbit the closest enemy in range. As you don't always want to orbit an enemy in combat, it's EVE Echoes Items a nice improvement too, again, it take away unnecessary clicks. More advanced players will know the scenarios where you want to just burn and turn to keep at a safe range from an enemy, or other advanced maneuvers depending upon the ship you are piloting. Howeverit worked superbly from the demo as my boat auto attacked one boat till it had been destroyed and then promptly moved onto the second.

I set out in search of enemies to kill and easily found them in an anomaly from the machine I began my session inside. I had swapped my boat to an Armageddon, which gave me a opportunity to have a look at the adjustments made into the fitting and inventory windows while at a station.

Fitting is simpler compared to PC. There are considerably fewer fitting slots in Echoes versus EVE Online. When some ships in EVE might have eight separate high slots, EVE Echoes seemingly has that restricted to three. Whether that is to simplify the fitting procedure or a technical limit, I'm not sure, but it will mean that fittings will need to be approached differently in Echoes versus the PC client.

The market and inventory screens are a marked improvement over the PC client, and it's another facet that I hope the dev team takes into consideration at CCP. Each item is clearly displayed with EVE Echoes ISK For Sale a massive icon so there's no missing it, whereas currently it in EVE I find myself glossing over objects the way the inventory is displayed and sorted by default. Though the UI on display screams mobile, CCP may take some cues in the design to make EVE's existing UI feel less convoluted.

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