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Eve-Online Mod

Eve-Online Mod

It's time to bring the best space MMO ever to the best space RTS ever...

First question: is anyone else already working on something like this?  If so what have you done so far?  Would you like to collaborate?

Now I know that a game as complex as Eve cannot be fully incorporated into Sins... I just want to take the best elements and come up with a good mix.

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I first want to go over the various aspects of Eve and hash out what we can and can't do in Sins.

I want to compile lists of:

  • Frigates and Capitals Ships
  • Fighters/Bombers
  • Structures
  • Abilities
  • Star and Planet name lists
  • Planet Types
  • Planet bonuses
  • Races

I'll compile this info here and expand to separate threads only if necessary.

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I'd like to get community feedback first.

So? I know there must be at least a few former or current Eve players here.

349,815 views 170 replies
Reply #151 Top

Don't forget the tradeports and refineries for EVE -create as outposts, but with some defenses please.  You can model some low-poly ORE ships as refinery ships and the larger T1 industrials as trade ships.  If this is going to be a "TRUE" EVE-mod, there must be miners and haulers for pirates at heart to insta-pop or the game just fails to capture the spirit of EVE.

Reply #152 Top

ya but that is limited in itself. there are still Sins engine limitations to some things. it will be intresting to see how everything falls into place.

Reply #153 Top

If custom maps are done then the way resources are collected could be changed, along with tech changes., Utilising harvesting ships etc more and allowing for resource pirating over the traditional SOSE methods of wealth (ie, building on a rock, boom badda bang)

Reply #154 Top

We're not even at structures yet. I imagine the best way to go about designing the mod is keeping random maps in mind. There are now starbases in SoaSE that can allow essentially the same functionality as Outposts from EVE Online. I will submit that there is no docking, but then again there is no docking in SoaSE all together. The Starbases in SoaSE, however, are upgradable in very much the same way outposts in EVE are (but stock starbases come with significant offensive and defensive capabilities).

There will not be a way to translate EVE to SoaSE to fit everyone's desires . . . and to be honest, so far the things that have come to my attention that we cannot translate into SoaSE I havn't cared about, ever.

Reply #155 Top

Still working on this!

Would like to get in contact with Progress Bar... I've been working while discussin with Prime. Anyone else who wants to join the circle of discussion that we've got so far, just PM me.

I came across a problem that was only a problem until I realize another armor type has been given to us; the module armor type will probably be applied to capital ships, and most things that do not move. I was told we cannot create new armor types, so this epiphany brought great relief. Here is what I have in mind for armor types.

Very Light: Light Drones (doing without the distinction between light and medium drone unless we can add a fourth type), Scout frigates (Executioner, Condor, Atron, Slasher), and Construction vessels (Tormentor, Bantam, Navitas, Burst).

Light: Light Frigates (Crucifier, Griffin, Maulus, Vigil), capture/stealth/cyno frigate (Magnate, Heron, Imicus, Probe), Missile Frigates,  and Heavy Frigates. If we can create a fourth fighter type, Medium drones would be here, too.

Medium: Destroyer Frigates and Heavy Drones. Sentries would be here if we could create additional drone types.

Heavy: All cruisers, the colony 'cruiser' (industrial), and hopefully we can modify mine drones to become like EVE Fighters in this armor catagory.

Very Heavy: Battlecruisers, some structures (ie: mining fascility) and the typhoon @_@

Capital: The other battleships, most orbitals.

Module: Dreadnought, Carrier, Mothership, Titan, Towers, Stations, Ship Assembly Arrays, more?

Reply #157 Top

Hello DastMunk, I have created the Titan for Amarr and a scout vessel. Unfortunately I'm in the process of A) moving house B) having no phone or internet C) kick starting a new year of University.

My free time is dead in the water for a little while till AT LEAST I get the net all connected up which will take time. I had some pictures of the Titan but lost the links so will get purdyaw to post the lastest one I sent him.

Reply #159 Top

yup... I am busy getting used to modding in general. I just started creating the Amarr as a race. Just a little history of the evolution of how this has played out so far.

 

I started out, thinking we would exclude the 3 Sins races, so I went on a tangent in excel, making formulas that would directly translate them, balanced, into sins. When I decided it was pretty awesome that Advent could par taken in battles against star wars entities in the Star Wars mod, I decided I would revise the fleet count and damage formula. Those formulas are quite small compared to the other formulas which translate well, still.  For now, I think we'll just stick to filling traditional SoaSE role with 1 of each of the race's ships. I am thinking, later on, after a full version is released, we'll work in additional ships from EVE with complete SoaSE race counterparts. This will be REALLY FAR from now.

Right now, I've introduced the idea to PRiME to just make Titans Vasari-like starbases, and then maybe providing them all inter-planetary capability while trying to keep the advent and TECH starbases immobile. Why keep them immobile? Well, the Advent Star Base can keep a gigantic fleet disabled half throughout a battle and has the best surviving (not self destructing) anti-ship DPS of all of the star bases. The tech can make ships on the go, and emergency mega fleet rape with self-destruct. The vasari can endure a bit more damage than the TECH star base, but probably not more than the advent (about the same), given the disorientation ability, and can thus move.

 

So, to people who have had time to play around with starbases extensively, we're looking at making Titans like them. Planets will take on the inherently passive-no damage trait that outposts in EVE take. We can put abilities on planets to simulate outpost abilities, too.... heh! There are just so many workarounds in SINS, we're going to make it work. I've studied in-depth in sin abilities. It's coming quite easy to me.  IMHO, EVE just seems to be easily simulated by the options presented to me.

Everyone who has ever bared witness to doomsday know how horrible an idea they are. I am hoping we can avoid doomsdays.

Reply #162 Top

Well last night I saw a guy on ICO saying he was working on it. He also say his ship modler has gone missing. Is that guy I saw the same guy as here I dunno the name was different your guest is as good as mine.

Reply #163 Top

Not sure if this is possible but can't you just import the models from EVE itself and scale down their polygons appropriately?

Reply #164 Top

That would be illegal, since the team doesn't have CCP's permission to do that.

Reply #165 Top

That would be illegal, since the team doesn't have CCP's permission to do that.

Well, that doesn't stop anyone from making their own mod without distributing it does it? And you do not have to reduce any poly-counts (albeit it is running on a REALLY nice computer). They look REALLY pretty! :)  The *_lowdetail_* files are the low-polygon models that are already available BtW.


Reply #166 Top
Well i was thinking, you had a problem with the cynosural field. But as far as i know, there is an asari cap that has the ability to act as a phase node stabilizer. I think if you put it on a scout-like frig, it can well looks like a cyno. Another point is the ability to warp everywhere you want in a system can easily be represented in GForge by making jump lanes between all the items in the same systems but the star (or disabling the between-stars phase jump reasearch) and replace the wormhole animation with a jump gate. We can take a game on soase as a one-night-life on EVE, so there is maybe no reason to implement mining ships. Also the map can be seen as the place where we fight not where we mine (frontline between alliances, no man's land etc.) so there won't be any mining ship on the battlefield (maybe they are mining elsewhere outside the map to keep the rp). ps: must be sorry if i said crap but i hope you understand the sense of my words
Reply #169 Top

what happend to this!!!???

Reply #170 Top

I joined the Navy, lol... that's what happened.