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  1. Games
  2. Sim
  3. EVE Online

EVE Online player-owned structure overhaul announced

Features
By Phil Savage published 19 March 2015

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The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 1 of 11
Page 1 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 2 of 11
Page 2 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 3 of 11
Page 3 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 4 of 11
Page 4 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 5 of 11
Page 5 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 6 of 11
Page 6 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 7 of 11
Page 7 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 8 of 11
Page 8 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 9 of 11
Page 9 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 10 of 11
Page 10 of 11

The biggest cheer of the EVE Online keynote at this year's Fanfest went to the announced changes to player-owned structures. That is, it seems, how EVE players roll. The planned overhaul is an exciting improvement—bringing structures more into line with how the game handles ships.

For instance, there will be new types of buildings, and each will be of a different size and shape. The idea is to give player-owned structures a more aspirational quality, making them more desirable for corporations and alliances. There are offices, research labs, drilling platforms and observatories—the latter designed to aid intrigue and subterfuge. Players will also be able to build ment centres—huge billboards that let their owner stamp a message across the sky.

C says form follows function when it comes to structure design. Offices will be clean, stark temples to corporate might, while drilling platforms will be grimy and utilitarian in design.

The structures will also offer a fitting system that functions much like the one used for ships. It will allow players to pick specific modules, thus defining how that building will operate. Those fittings can be performed in-station, meaning modules can be installed in safety before the structure is moved or traded.

Page 11 of 11
Page 11 of 11
Phil Savage
Phil Savage
Editor-in-Chief

Phil has been writing for PC Gamer for nearly a decade, starting out as a freelance writer covering everything from free games to MMOs. He eventually ed full-time as a news writer, before moving to the magazine to review immersive sims, RPGs and Hitman games. Now he leads PC Gamer's UK team, but still sometimes finds the time to write about his ongoing obsessions with Destiny 2, GTA Online and Apex Legends. When he's not levelling up battle es, he's checking out the latest tactics game or dipping back into Guild Wars 2. He's largely responsible for the whole Tub Geralt thing, but still isn't sorry.

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