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For months we have observed as fans asked for a Beta date on DUST 514, our PlayStation® 3 exclusive persistent shooter. During that time the DUST 514 team has worked busily on the game, preparing for the moment when the first inhabitants of New Eden descend from the skies to the planets below.
That time is now.
It is with great joy that I can now officially announce that registration for DUST 514: Mordu’s Private Trials, our gated access beta test, has finally begun!
For now, registration is available exclusively to active subscribers of EVE Online who will join the pool of participants that we will be using to allow entry into early testing and special events for DUST 514. Registration for Mordu’s Private Trials does not guarantee entry, but as an active EVE subscriber, you are the first to have access to sign up for the closed beta.
We’re hugely excited to be able to extend this exclusive opportunity to our player community.
Don’t miss out on your chance to take part in this historic moment, sign up now! I will see you on the battlefields of New Eden soon.

Vehicle classes in DUST 514 resemble some modern day battlefield armored vehicles but are more menacing, and multitudes more lethal, coupled with the ability to further customize the vehicles with weapons and modules ensures a highly dynamic as well as constantly evolving game-play, where no single vehicle can impose absolute supremacy. The ultimate goal is to create an experience where players make meaningful choices when deploying vehicles based on their surroundings and situations.
Customization

Vehicles are highly customizable; these units can be fitted with a broad arsenal of armaments, bolstered by modules that can be installed to apply bonuses and abilities to further enhance a vehicle’s combat effectiveness.
Players will be able to choose arms from all the familiar EVE weapon classes, from energy-based laser weapons, blaster and rail cannon hybrid technology, to traditional projectile and missile weaponry. Each of these weapon types are divided over racial factions, having an affinity towards vehicle hulls from similar origins. Vehicles like the Caldari heavy attack Vehicle (HAV) for example, are well suited towards using technologies embraced by the Caldari, such as their powerful armor-rupturing railgun cannons. This is not to say that this is the de facto weapon choice for the Caldari HAV. Players will have to weigh out their combat strategy, determining what style of weapon will appeal to their play style and the demands to be met for battle at hand. If there is a perceived aerial threat, players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemy’s dropships from the sky.
Add to this the power of vehicle modules onboard, a carefully tailored vehicle can truly be a force to be reckoned with. Modules tend to fall under many umbrellas: electronic warfare, weapons modules, and engineering, just to name a few. Engineering modules enable players to enhance essential functionality of their vehicle by increasing armor strength, increasing shield resilience, or improving overall speed and handling. Weapons modules and electronic warfare modules take on another dimension of utility. Weapons modules can outwardly boost the power of a vehicle’s turrets by increasing the rate of fire or damage factor per shot. Electronic warfare class modules enable players to immobilize unsuspecting targets with stasis webifiers, cripple enemy turrets with tracking disruptors, or enhance guided missile lethality on target-painted hostiles.
The modularity of these types of equipment allows players to create custom functionality across all vehicle classes simply by installing modules into a vehicle’s allotted number of slots on a vehicle fitting screen. The combined CPU and powergrid cost of all modules weighed against each vehicle’s unique CPU and powergrid resource pool determines the diversity and potency of its fit. This versatile system gives a player the ability to fit for specific tactics or purposes, putting as much creativity into the hands of the player as possible.
Importance of the Rapid Deployment Vehicle (RDV)
Vehicles can be delivered to any location on the battlefield accessible to the Rapid Deployment Vehicle (RDV). This allows players to analyze their current situation, evaluate their resources as well as their chance of success, and deploy vehicles and/or aerial units accordingly at any given time. Whether to deploy a heavy attack vehicle (HAV) to break through a tough defense point or a dropship to deliver infantry behind enemy lines to and wreak havoc is all up to the players, their strategy and current goals.
Role of vehicles on the battlefield
Vehicles play a large role on the battlefield and are a significant threat to the opposition. The heavily armored units use long range, heavy, concussive attacks while lighter units utilize their speed and flexibility. Aerial vehicles on the other hand are great for laying down fire from above; their vantage point over the battlefield also puts them in a good position to provide vital support functions for armored units. Each vehicle will have its own set of unique bonuses or abilities allowing them to turn the tide in battle. Many of these abilities are of a supportive nature, allowing different types of vehicles to team up to create even more unique roles between classes.
Vehicles and Infantry have a symbiotic relationship on the battlefield, and will rely on each other in many situations.
Fully utilizing the offensive capabilities of most vehicles requires the turrets to be manned. Players can spawn directly into vehicles equipped with clone reactivation units, allowing them to get into the midst of battle within seconds after dying. Infantry can be dropped off by aerial units to vantage points not reachable by foot, or they can hitch a ride with light vehicles to cross the vast terrains in a speedy manner. Vehicles also provide support in taking objectives, laying down suppressive fire, holding back the enemy, while infantry move in to take control of objectives.
In a similar way Infantry supports vehicles by scouting and setting up traps. Infantry can utilize stasis webification bubbles, target painters and other tools that disable or temporarily make enemy vehicles and installations open to attack.
Vehicle sneak peak

LAVs are highly versatile light armor attack vehicles with a crew capacity of up to three squad members. They are capable of stacking a wide array of lightweight modules in a single configuration, which allows them to assume a very dynamic support role on the battlefield. As an offensive unit they find strength in numbers, often found amongst a group of other LAVs at the front line of battle. Their high degree of mobility and relatively low cost make them a very common, favored anti-infantry unit amongst many mercenary contingents. However, the driver of an LAV needs to persistently be aware of how exposed his crew is to enemy fire and react appropriately so as to avoid having himself and his fellow crew mates picked off before they can land the first punch.

The Gallente light logistics vehicle (LLV) is designed specifically as an infantry armor augmenter, providing infantry on the front lines with emergency repairs in the heat of battle. Due to its lightweight advanced armor coating, the LLV is quite tough compared to its light vehicle siblings. It feels nimble and is able to traverse multiple terrain types with ease. Although the LLV is mostly focused on support, it is mounted with a weapon hardpoint allowing it to fend off enemy infantry.

The heavy attack vehicle (HAV) class has a great combination of weapon hard-points, thick armor, and all-terrain mobility. Their role on the battlefield is to provide heavily armed support at a mid- to long- range distance, assisting lightly armored units as well as infantry. Depending on the type of main turret equipped, an HAV can relinquish its ground-pounding power for an anti-air focus.
Their thick armor enables HAVs to sustain a heavy degree of damage, giving them great staying power to endure extended combat engagement. Their competency on rough terrain allows the driver to place the HAV in tactically advantageous positions to close the trap on the enemy, or to alternatively scale challenging geographical obstacles that would otherwise inhibit less off-road capable units.

The dropship’s function is to support ground units by laying down fire from its two small turret hardpoints, and dropping off infantry reinforcements. It is one of the most maneuverable vehicles capable of hover flight. This allows it to quickly insert fresh infantry into a combat area with great efficiency, as well as afford it the maneuverability to effectively fall back and lay direct fire from an aerial support position. The Gunnlogi has a built in mobile clone reactivation unit, allowing infantry to awaken strapped in and ready to be dropped into combat by the pilot, anywhere on the battlefield.

A Sky Lift-class RDV delivering a vehicle.
DUST 514 is an MMOFPS on the PS3 with large scale vehicle and infantry combat taking place in – and with a real time connection to – the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. Following is a thematic description of Rapid Deployment Vehicles, or RDVs. The RDVs deliver vehicles to players on the battlefield, provided that they own the vehicle’s blueprint, and are skilled for its operation. The RDVs are AI driven, with a robust path finding system that allows them to deploy anywhere on even the largest battlefields. (We will give more insight into the game’s vehicle mechanics in a blog post soon.)
Shrouded in advanced optical stealth and guided by automated networked navigation systems, the J42 “Sky Lift” RDV (Rapid Deployment Vehicle) drone is able to deliver even the heaviest armor, with pinpoint accuracy, anywhere on the battlefield. The proliferation of this invaluable tech has changed the face of ground warfare in the EVE universe, giving front-line commanders the ability to strike enemy positions with little warning or reinforce vulnerable points at a moment’s notice.
Originally designed for industrial transportation by Outer Ring Excavations (ORE), the Sky Lift was repurposed for combat missions with a few key alterations. Firstly, the engines underwent a massive upgrade, from aftermarket conventional jet turbines to the latest F/4 Ionized Plasma Forges. The extra thrust they provide compensates for the increased weight of the fuselage, which is augmented with 25mm radar absorbing armor plates. Without crew, the cockpit area has been redesigned with Tech 2 drone hardware, a multi-spectrum geospatial avionics system, and a state-of-the-art Phantom-65 stealth field controller.
One key feature that was completely unchanged, however, is the “Magnetar” lift system. This retractable electromagnetic crane is powered by the Sky Lift’s main reactor but also has an integrated backup capacitor for especially heavy loads. It generates a magnetic field so powerful that most of the vehicle’s EM shielding is in place to protect against the side effects of the lift system, rather than enemy electronic attacks.

DUST 514 is an MMOFPS on the PlayStation 3 with large scale vehicle and infantry combat taking place in – and with a real time connection to – the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. Following is a thematic description of Mobile Command Centers, or MCC’s. At 200 meters length, these vehicles represent the largest, most powerful weapon a team can acquire, and are flown by a team’s commander. Often destruction of the MCC means victory on the battlefield. (We will give more insight into the game’s command hierarchy, the system that allows players to group up into squads that are led by a player commander, in a blog post soon).
Colossal. Imposing. Devastating. Any of these words could describe the MCC, but only one truly sums it up : Control. The MCC is the nerve center of any army, the backbone upon which wars are waged and battles won. It is from here, locked within the confines of a modified hydrostatic pod, that the commander orchestrates the fate of those on the ground below. He does so having never set foot on the battlefield, but with the collective knowledge and situational awareness of every unit that has. If knowledge is power, it is the commander who wields it.
Heavily fortified and shielded, the destruction of an MCC is by no means an easy task, but not an impossible one. Only a sustained heavy weapons barrage is sufficient to disable the MCC’s shields and take down its armor. If the MCC does possess an Achilles heel, it is its dependence on fuel, without a constant supply of which, its turrets, critical systems and, most importantly, shields are worthless. Commanders would do well to be aware of any and all fuel sources in a given area and plan accordingly.
We haven’t heard a great deal about DUST 514 since it was shown at E3 2011, other than that it’s a first-person shooter connected to the vast sci-fi universe of PC MMO EVE Online, and that it’s coming exclusively to PlayStation 3. When developers CCP made the trip from Iceland to London to outline their vision for this new addition to their immensely popular EVE universe, I came out of the meeting amazed at the scale of the project. Suffice to say, DUST 514 is not just another shooter.
After the meeting, I interrogated Brandon Laurino, Executive Producer at CCP, to find out exactly why PlayStation 3 owners should be getting excited…..
To read the full blog please click here.
Daemon Hatfield from IGN writes, “Of the many games I’ve seen here at Gamescom 2011, DUST 514 may be the most ambitious.” IGN previewed socialization and combat in DUST 514 and wrote about the experience here.
Joystiq’s Ben Gilbert met CCP at Gamescom for a preview of DUST 514. He writes that DUST 514 is “without a doubt the biggest surprise for me of Gamescom. At the end of a long week of previewing dozens of games, I didn’t expect to be blown away by the little hyped game from the Icelandic devs at CCP, but here we are.” You can read about Joystiq’s time with DUST 514 here.
You’ll have to pay a one-off fee to play PlayStation 3-exclusive MMO shooter Dust 514, developer CCP has confirmed.
A payment of between $10 and $20 will be converted into in-game currency.
“In the beginning you have to pre-buy credits, so you pay something like $10-$20 to enter the game and you get the equivalent number of credits in the game once you do that,” CCP boss Hilmar Veigar Pétursson told Eurogamer sister site GamesIndustry.biz.
“We call this the cover charge.”
Despite the payment, CCP insists gamers are getting Dust 514, which ties into PC-exclusive MMO Eve Online, for free.
“We might go fully free-to-play down the line, but in the beginning we have a cover charge just to manage the initial launch of it.”
What, exactly, you’ll be able to spend your virtual money on is yet to be decided.
“We have some initial assumptions but we’ll put it out there and see how the player base during the trials reacts to it,” CCP said.
CCP showcased the Unreal Engine 3-powered game during Sony’s E3 press conference last month. A closed beta will happen at the end of the year ahead of a full PlayStation Network download-only release in spring 2012.
The console shooter directly connects to the PC MMO Eve Online, which launched in 2003. Dust 514 and Eve Online will share one “vibrant universe” – one single-shard super computer server.
“Sony allows us to use our systems,” CCP CTO Halldor Fannar explained to Eurogamer.
“Microsoft has Xbox Live. They’re very strict on that. There are a lot of issues we run into. It may be a basic thing people don’t realise, but with Dust and Eve on Sony’s network, we can allow them to chat together. Voice chat, text chat, that’s all one world.
“One of the reasons for the partnership with Sony is because they’re opening up new ways to do these things.
“We’re going to be managing most of it. We’re using PlayStation just for credentials, stuff like that. Then it’s all our stuff.
“With our agreement with Sony they seem to be fine with our three month expansion cycle. They’ve been looking at the MMO space for a while, trying to understand why something like that hasn’t still happened on the console. They’re coming to terms with it. There are certain things they have to relax just to allow these things to function.”
MMOCrunch declared DUST 514 as Most Innovative MMO in their E3 2011 awards, acknowledging that CCP is challenging the established shooter paradigm by introducing persistence and world impact to gameplay. Read all about it here
DUST 514 was named as Most Anticipated Project in Massively‘s E3 2011 awards. Massively Editor-in-chief Shawn Schuster writes, “With so many great MMO projects out there, this was a particularly difficult category, but what CCP is doing with DUST 514 is nothing short of astounding.”Read what Massively has to say about DUST 514 here.






