# Playable classes beyond capsuleers!

**URL:** <https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272>\
**Category:** General Discussion\
**Tags:** game-mechanics\
**Created:** [October 15, 2026, 6:51pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272 "2026-10-15T18:51:14Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![CPT\_Rod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_rod/32/514262_2.png) [@CPT\_Rod](https://forums.eveonline.com/u/CPT_Rod)\
**Post date:** [October 15, 2026, 6:51pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/1 "2026-10-15T18:51:14Z")

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New Eden has an incredibly rich universe populated by many different types of humans, yet our playable experience remains largely centered around capsuleers.

With the existence of many advanced technologies in New Eden, I believe there is an opportunity to introduce a completely new playable class, offering a different perspective on the universe without replacing or diminishing the capsuleer experience and become part of the vanilla game experience rather than just another game with lore connection to the main servers.

My suggestion focuses on three main ideas:

### 1. Introducing a New Playable Class Beyond Capsuleers and Warclones

New Eden is not populated exclusively by immortal capsuleers. There are countless ordinary humans, military personnel, independent pilots, mercenaries, and other individuals who operate without access to capsuleer technology.

What if players could create characters belonging to an entirely different class of pilots?

These characters would coexist with capsuleers in the same universe, participating in New Eden’s economy, conflicts, and activities, but operating under different technological and gameplay limitations.

The intention wouldn’t be to create a separate game, but to expand the existing sandbox by introducing another way to experience it.

### 2. Hardcore Mode – Permanent Death

The defining characteristic of this new class would be **permadeath**.

Unlike capsuleers, who can transfer their consciousness into new clones, these pilots would lack the technology required to survive death.

**If your character dies, that character is permanently lost.**

This could introduce an entirely new level of risk and immersion into EVE Online.

- Every engagement would carry meaningful consequences.

- Survival, preparation, and risk assessment would become essential aspects of gameplay.

- Successfully completing dangerous activities would become a significant achievement.

- Experienced survivors could develop a reputation based on their accomplishments and longevity.

To make this mechanic practical, the game would need to distinguish between losing a ship and actually losing the pilot. Ship destruction would not necessarily mean character death, provided the pilot could escape or survive through other mechanics.

The class would be entirely optional, allowing players to choose whether they want this level of risk.

### 3. A Different Skill System Based on New Eden’s Lore

To make this new class more than simply a weaker capsuleer, I suggest introducing a **separate skill system with unique capabilities**.

Capsuleers possess extraordinary abilities because of their neural interfaces, capsule technology, and integration with spacecraft systems.

Non-capsuleer pilots could develop other specializations based on their different relationship with technology.

Possible examples include:

- **Conventional Piloting:** Specialized skills for operating vessels without capsule interfaces.

- **Crew Leadership:** Abilities focused on managing human crews, improving coordination, efficiency, and ship operations.

- **Electronic Warfare and Infiltration:** Alternative approaches to reconnaissance, intelligence gathering, and electronic systems.

- **Survival and Emergency Systems:** Skills that improve the chances of surviving ship destruction, escaping dangerous situations, or recovering from critical damage.

- **Specialized asset Operations:** Access to certain vessels, equipment, or operational mechanics designed specifically for non-capsuleer pilots.

These are only examples. The important concept is that the new class should have its own strengths, weaknesses, and progression rather than simply copying existing capsuleer skills.

Ideally, these abilities would create complementary roles and new interactions between capsuleers and conventional pilots, without making either class universally superior.

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**Author:** ![Drosera\_Binata](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drosera_binata/32/514743_2.png) [@Drosera\_Binata](https://forums.eveonline.com/u/Drosera_Binata)\
**Post date:** [October 15, 2026, 6:57pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/2 "2026-10-15T18:57:04Z")

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before that gets introduced i think that FW should be allowed for trigs and edencom

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**Author:** ![CPT\_Rod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_rod/32/514262_2.png) [@CPT\_Rod](https://forums.eveonline.com/u/CPT_Rod)\
**Post date:** [October 15, 2026, 7:10pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/3 "2026-10-15T19:10:45Z")

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seems like a good idea to introduce more faction into war, I believe the Triglavians and Edencom has more impact than the imperials, they are just not allowed by game mechanics to join the battle.  
Is there any discussion about this topic on the forum?

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**Author:** ![Drosera\_Binata](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drosera_binata/32/514743_2.png) [@Drosera\_Binata](https://forums.eveonline.com/u/Drosera_Binata)\
**Post date:** [October 15, 2026, 7:24pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/4 "2026-10-15T19:24:43Z")

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not much, i think i have recomended it elsewhere but it fell upon deaf ears

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**Author:** ![Namdor](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/namdor/32/396179_2.png) [@Namdor](https://forums.eveonline.com/u/Namdor)\
**Post date:** [October 15, 2026, 7:44pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/5 "2026-10-15T19:44:02Z")

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I am assuming the ultimate goal here is a faster form of skill training and the whole bit about playable classes is basically a fig leaf?

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**Author:** ![Syzygium](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/syzygium/32/510263_2.png) [@Syzygium](https://forums.eveonline.com/u/Syzygium)\
**Post date:** [October 15, 2026, 7:52pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/6 "2026-10-15T19:52:05Z")

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I wouldn’t mind being able to have some “hardcore” mode in the EVE Online Universe, but on a shared server with immortal capusuleers, thats totally insane. Absolutely nothing stops a capsuleer to simply suicide himself over and over just to kill a “hardcore player” - for the lulz.

It would basically mean a lot of development effort for a one-time spike in people trying this mode and after a while probably not even a 3-digit number of players continuing to do it.

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<div class="post-metadata">

**Author:** ![CPT\_Rod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_rod/32/514262_2.png) [@CPT\_Rod](https://forums.eveonline.com/u/CPT_Rod)\
**Post date:** [October 15, 2026, 8:28pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/7 "2026-10-15T20:28:25Z")

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That is the challenge point!  
Being able to create tactics and strategies to make your “non-capsuleer to thrive in space”. This would bring a new challenge to veteran and hardcore players alike. Also, nothing would stop you and your corp mates to prepare for such suicide gankers and deal with it, just like the tutorial mission where you sacrifice yourself to save some civilians, you would need to prepare yourself for every kind of possible situation.  
With the new achievement feature

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<div class="post-metadata">

**Author:** ![Drosera\_Binata](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drosera_binata/32/514743_2.png) [@Drosera\_Binata](https://forums.eveonline.com/u/Drosera_Binata)\
**Post date:** [October 15, 2026, 8:36pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/8 "2026-10-15T20:36:33Z")

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again, trig and edencom FW first, maybe also the ability to be a trig to

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**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [October 15, 2026, 8:45pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/9 "2026-10-15T20:45:31Z")

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> [@CPT\_Rod](#):
>
> ### 2. Hardcore Mode – Permanent Death
> 
> The defining characteristic of this new class would be **permadeath**.
> 
> Unlike capsuleers, who can transfer their consciousness into new clones, these pilots would lack the technology required to survive death.
> 
> **If your character dies, that character is permanently lost.**

I don’t think EVE is the kind of game for such a game mode.

It leads to severe risk-evasive behaviour, which isn’t going to create fun interactive gameplay with others. It also encourages a new kind of gameplay of targeting specifically such players, which is definitely not going to be a fun experience for the person selecting such an option and leads to complaints about ‘unfair PvP’ or demands for more ways to survive encounters which I also don’t see as a positive thing for the game.

Death is a normal thing in the EVE game loop, and it should be.

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<div class="post-metadata">

**Author:** ![CPT\_Rod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_rod/32/514262_2.png) [@CPT\_Rod](https://forums.eveonline.com/u/CPT_Rod)\
**Post date:** [October 15, 2026, 8:53pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/10 "2026-10-15T20:53:48Z")

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data around forum relevance must but considered by devs according to engagement numbers.  
So talking about real game improvements will only be considered revolving something that has big numbers and go beyond “they nerfed my ship and I am angry”.

The idea I bring to the table today is because it is a way to start a discussion beyond the corps politics / espionage and communication tools like the official discord or in game chat channels with everyone that loves Eve and want it to go beyond ina good way that pleases and expand the game community rather than getting bad Eve related products like Eve frontier and Galaxy Conquest.

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**Author:** ![CPT\_Rod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_rod/32/514262_2.png) [@CPT\_Rod](https://forums.eveonline.com/u/CPT_Rod)\
**Post date:** [October 15, 2026, 9:12pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/11 "2026-10-15T21:12:19Z")

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hey Gerard!  
To gather and discuss new gameplay improvements in New Eden and bring together the players and devs to talk about it is my goal. As you can see there are lots of ideas around here and many people that would enjoy a new tweak in the gameplay here and there, or maybe bring something small and new.

Maybe it is not or maybe it is good idea , lets just keep bringing them ideas to table and we might get a new expansion with your idea in it.

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**Author:** ![Spring\_Sky](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/spring_sky/32/447439_2.png) [@Spring\_Sky](https://forums.eveonline.com/u/Spring_Sky)\
**Post date:** [October 15, 2026, 9:15pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/12 "2026-10-15T21:15:58Z")

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What about space pirate with skills that prevent concord from arriving and blowing up your ship like extra time and get away chances? Or more chance to drop modules and loot it could be like crimson harvest everyday.

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**Author:** ![Drosera\_Binata](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drosera_binata/32/514743_2.png) [@Drosera\_Binata](https://forums.eveonline.com/u/Drosera_Binata)\
**Post date:** [October 15, 2026, 9:35pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/13 "2026-10-15T21:35:00Z")

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that would unbalance the game, there would also need to be skills to decrease concord response time to keep it fair

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**Author:** ![Geo\_Eclipse\_Oksaras](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/geo_eclipse_oksaras/32/500781_2.png) [@Geo\_Eclipse\_Oksaras](https://forums.eveonline.com/u/Geo_Eclipse_Oksaras)\
**Post date:** [October 15, 2026, 10:00pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/14 "2026-10-15T22:00:01Z")

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I dont think a non capsuleer pilot makes sense as a capsuleer is who ultimately controls the ships. Not to mention isk to a normie doesnt spend the same as a capsuleer

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<div class="post-metadata">

**Author:** ![Drosera\_Binata](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/drosera_binata/32/514743_2.png) [@Drosera\_Binata](https://forums.eveonline.com/u/Drosera_Binata)\
**Post date:** [October 15, 2026, 10:00pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/15 "2026-10-15T22:00:24Z")

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yeah.

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<div class="post-metadata">

**Author:** ![CPT\_Rod](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/cpt_rod/32/514262_2.png) [@CPT\_Rod](https://forums.eveonline.com/u/CPT_Rod)\
**Post date:** [October 15, 2026, 10:34pm UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/16 "2026-10-15T22:34:55Z")

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if you defend the point of where capsuleers are the pilots it does not make sense.  
But if you see the lorewise aspect, many pilots we go against are pilots with no pod or are slaves with no free will / empty clones. Wich changes the game point of view and experience.  
It would add a new layer to the game but it could cause frustration for the losses are / may be irreversible.

Or we could add other styles of interactions and not necessarily piloting.  
(Lore) There are conditions of sentient humans that have left physical form and can exist in a network between computer grids using infomorph technology.  
This adds some new layers of gameplay styles like the warclone logic did in Vanguard, or maybe a hacking game where we can support capsuleers hacking or producing digital assets for industry, refining or combat.  
We already do that in events producing and collecting items with industry / exploring / combat to get access to new contents. The economy would support this new gameplay style if the balancing works are done.

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<div class="post-metadata">

**Author:** ![Geo\_Eclipse\_Oksaras](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/geo_eclipse_oksaras/32/500781_2.png) [@Geo\_Eclipse\_Oksaras](https://forums.eveonline.com/u/Geo_Eclipse_Oksaras)\
**Post date:** [October 16, 2026, 12:20am UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/17 "2026-10-16T00:20:34Z")

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You’re correct that conventional pilots exist in New Eden. I should’ve been more specific: capsuleers are the pilots of the ships we control as players.

The problem isn’t whether non-capsuleer pilots exist in the lore. It’s how you make them viable alongside capsuleers.

Capsule technology gives us enormous advantages in ship control, reaction times, and combat effectiveness. A conventional pilot would be operating at a significant disadvantage before even considering permanent death.

Then there’s the economic disparity. ISK might be used by ordinary citizens, but the amounts capsuleers routinely spend would be astronomical to most baseliners.

So what would a conventional pilot actually bring to the game that a capsuleer couldn’t already do better, without introducing artificial advantages that undermine the lore?

Also im gonna leave this lil nugget here

 ![Screenshot_20260929_143202_Discord](https://global.discourse-cdn.com/eveonline/original/4X/3/2/4/324f548cf6775cf375e34bbe1efed151885ed36c.jpeg)

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<div class="post-metadata">

**Author:** ![Aiko\_Danuja](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/aiko_danuja/32/481237_2.png) [@Aiko\_Danuja](https://forums.eveonline.com/u/Aiko_Danuja)\
**Post date:** [October 16, 2026, 1:45am UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/18 "2026-10-16T01:45:03Z")

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Some people play as miners.

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**Author:** ![Wolfgang\_Jannesen](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/wolfgang_jannesen/32/496726_2.png) [@Wolfgang\_Jannesen](https://forums.eveonline.com/u/Wolfgang_Jannesen)\
**Post date:** [October 16, 2026, 2:40am UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/19 "2026-10-16T02:40:08Z")

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This really is just make a much weaker character with permadeath

You’d be better off recycling an alpha clone from scratch every time you lose a ship

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<div class="post-metadata">

**Author:** ![Geo\_Eclipse\_Oksaras](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/geo_eclipse_oksaras/32/500781_2.png) [@Geo\_Eclipse\_Oksaras](https://forums.eveonline.com/u/Geo_Eclipse_Oksaras)\
**Post date:** [October 16, 2026, 3:12am UTC](https://forums.eveonline.com/t/playable-classes-beyond-capsuleers/520272/20 "2026-10-16T03:12:20Z")

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Hmm, see the topic from 3 yrs ago you commented on, for a similar feature

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