Player-vs-Player Systems Examined
Brendan Drain over at Massively has an in-depth look at PvP systems in general, using a comparison of two very different games in an attempt to find the ideal. EVE and Age of Conan are two very different games, yet each has their pros and cons to PvP. Is there a perfect middle ground to be had? "EVE Online and Age of Conan are both heavily PvP-oriented MMOs and while they take vastly different approaches to PvP, both approaches are successful in their own way. The high-consequence PvP in EVE leads to infrequent but meaningful conflicts with adrenaline pumping and guns blazing. In contrast, PvP in Conan is a fast-paced fantasy deathmatch where it's as fun to have your head chopped off as to burn someone alive. Where EVE Online would have me biting my nails nervously when attacked, Age of Conan has me laughing as a maniac smashes my head in with two clubs."
Not quite... EVE has skills that you train (takes time, but luckily training happens even when you're offline at the same rate it happens if you're online). However, even a two-week old character has the basic capabilities to be effective in PVP even against much 'older' opponents.
For example, a corporation had declared war on us once and several of us 'older' characters were flying battleships to fight them because of the firepower we needed in combat. However, battleships are slow and aren't necessarily good at 'tackling' (keeping an enemy ship from warping off, usually you need to close with the enemy fast and stick with them to prevent them from simply warping away from the fight). Some of our youngest members flew fast frigates with the sole purpose of tackling the enemy (warp jammers and webifiers to slow down their ships) so the battleships could bring the firepower onto the enemy's ships. Without our young players in tacklers, all of our firepower would have been useless as the enemy would have just warped away. However, since our younger players were able to tackle the enemy ships, our battleships were able to blow up the tackled enemy ships, almost completely due to the fact that our younger players tackled the targets.
Plus, the way skills work in EVE is that it may take a lot of time to train a skill to the 5th point (the highest any skill can go) but the 5th point only increases the bonus by 25% total (for example, Sharpshooting is 3% increased damage per point, so at 4 points in the skill, you're at 12% additional damage and at the 5th point, you have 15% bonus damage. However, going from 1 point in the skill to 4 points in the skill may take you a total of 5-ish days. The 5th point alone may take 20+ days to complete - of real time...)*. Plus, there are many skills that apply to only certain things. Battleship skill, for example, doesn't help you at all if you're flying something other than a battleship class vessel. If you have Battleship 5 and are flying a cruiser, that 40+ days that you used to train Battleship 1-5 doesn't give you *any* benefit for flying the cruiser. So, while character age does give you an idea of the versitility of a particular character, it isn't the end-all, be-all measurement of how powerful the character is.
*Skill progression in EVE is that each point costs 5x the real-time of the previous point. If the first point of a skill takes 1 hour to learn, the 2nd will take 5 hours, the 3rd will take 25 hours, the fourth will take 100 hours, and the 5th will take 500 hours. The bonuses for each point is linear, each point gives the same amount of bonus more. For example, if the 1st point gave you a 5% bonus, the 2nd point will give you 5% more bonus for a total of 10%, the 3rd will give a total of 15%, 4th is 20%, and 5th is 25%. A good thing to remember is that you can train 131 hours per 4 points in a skill like the one mentione before... you can train four skills to the 4th point in just a little longer as training that one 5th point for the skill. Sometimes it's better to have five skills at the 4th point than it is to have one skill at the 5th point.