I will probably revisit EVE: Origins with a part 2. But before I do that, I want to talk to you a little about industry. In particular, why it’s going to be the stone in the shoe of any sort of ‘colonization’ model in EVE Online.
The thought of ‘roughing it’ in EVE is very cool sounding. I love the idea of leaving ‘civilization’ behind and starting a colony in some remote and harsh part of space.
But we’re presented with kind of a strange problem if we’re to do this in EVE.
You see, our characters in EVE are kind of dumb when it comes to building things. No matter how many times they build even the most basic and smallest of items, they will never learn how to do it without a blueprint.
And these blueprints are supplied by NPCs in highsec and low-sec. If you drill back, going through every cart and every horse, this is the end of the line. Given an ibis, and access to resources, you still have to rely upon NPCs to give you a few basics.
For this reason, unfortunately, there’s no such thing as crossing the Rubicon in EVE. Unless you carry every BPO of every item you may ever want to have, there’s no such thing as not going back. We will always be tied to Empire space.
And for the idea of colonization, this simply doesn’t work. Imagine in real world colonization if the smiths could not build hammers or basic nails without a piece of paper that told them how to do so. And imagine if they lost that piece of paper? So what now? What happens when the colonists use the last nail, and break their last hammer? Should they just sit around, unable to build any more shelters or fix anything until a boat arrives providing them with another piece of paper from the motherland to tell them how to build nails once more?
Of course, this would never happen because in that situation a smithy doesn’t need a piece of paper to tell him how to make a nail.
The second issue is another one relating to self-sufficiency in industry. And by self-sufficiency, I do not mean the ability to survive without anyone else’s roles and abilities. EVE is a social game, and we should always be forced, more or less, to rely upon a variety of roles and professions.
I mean self sufficiency in a way where you cannot get to 10, coming from 0 in EVE. There are no links to get there –no tools. You cannot start with the clothes on your back and build an empire. It’s impossible.
Take Minecraft as an example. In Minecraft, you literally start with a hunk of wood. With this piece of wood you can perform basic actions and gather basic resources. From the ‘basics’ you can build better tools, which in turn allow you to more efficiently gather resources, and allow you to gather even better resources which in turn allows you to build better tools…and on it goes until you’re building palaces out of blocks of diamonds.
This does not exist in EVE. You cannot start with an Ibis in nullsec, and ever get to the point where you’re building ships and outposts and etc. There so no way to get from 0 to 10, even if you have access to all resources and all skills.
Outside of the obvious issue I’ve already mentioned of BPO reliance, how would you build things even if you didn’t need a blueprint? In order to build something you need some sort of facility, and in order to have that you need to build it, which in turn requires some way to build it…
Furthermore, even if you were able to get your hands on the most basic of facilities, there’s no way to ‘move up.’ There’s no way to build better facilities from lesser facilities so that you can build better items..etc.
People often complain about how those who live in nullsec tend to ship in a lot of stuff rather then being encourage to build on-site. This is far greater than an economic problem. It's foundational to how the entire industrial system was designed in EVE.
Our hands are tied. EVE Online is not a ‘survival’ type of world. We have a certain amount of reliance upon things out of our control. And, with such reliance there is no survivability on our own as players.
And without survivability, there is no colonization.