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:
I'll compile this info here and expand to separate threads only if necessary.
I'd like to get community feedback first.
So? I know there must be at least a few former or current Eve players here.
There has been mention of it on the forums but I think more in request. Eve provides a lot of material to draw from and it could turn out really well.
Without more details on what you want to achieve or some of the elements you'd like to implemented it's hard to say if I'd like it or think it would work.
If you still have eve installed, could you use those ship models and import them into XSI/Sins? Might make cut off a lot of time.
http://www.newedenlibrary.net/sigs/models.shtml
Good place to start. I have Eve installed on my desktop, i'll try this out when I get home.
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My main goal is just to get some new multiplayer content (I'm sure we'll confuse the AI to all hell).
I'm a coder by day, so this sort of thing combines my favorite things about my job with two of my favorite games!
Being a software developer I favor the iterative approach and some sort of organized SDLC.
I guess my main deliverables for Version 1.0 would be:
Notes for Version 1.0:
Analysis Phase:
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Ok, just a start... I'll make a more specific list after I look over Eve's stuff for awhile.
Would you be doing any major changes to gameplay, or mostly a clone with Eve theme?
I think changes to gameplay would fit into an update after Version 1 clones Eve's ships and such.
Some ideas for new gameplay:
I'm open to anything... i'm still looking over the massive content of Eve and trying to see how far we can stretch the modability of Sins gameplay.
As it so happens I've been sorta working on an eve mod on my own, I got interdictor bubbles, webs, and warp scrams working, as well as working on the stats and such for the sabre, rifter, thrasher, and the four minmatar capital ships. I've been going for normal pvp fits on ships when chosing abilities and other stats.
Been thinking about how to get cynos working, only thing I can think up is making an ability that puts up a phase gate-type of beacon that can be warped to, but that would work for any ship...
I made one map a little while ago as a proof-of-concept, it has phase lines between every celestial except the sun, and to go across systems there are wormholes (poor man's stargates...) that are linked properly between systems, it's just Jita/Maurasi/Niyabainen/Perimeter. I figure a constellation-per-map setup wouldn't be bad.
Drones might be a bit of an issue since in sins you can just rebuild fighter squads, which doesnt really work in eve..
I am planning on converting the research trees into a make-shift skill system, where you would need racial frig 4 to train racial cruiser 4 to train racial battleship, which would unlock the battleships for that race.
Havent thought about pirate/minor factions at all yet, just been getting the minmatar ships in, and a research tree worked out...
Right now I'm waiting on a petition in eve to see if it's ok by CCP to distribute a mod like this, and if we can just use the models/textures from the client, since those can be extracted. If CCP says it' sgood, I'd love to work together with you (and whoever else wants to help) on it.
Check your PM's, Progress.
ther is a eve mod for homewold 2 maybe you could use those models?
i know nothing about modding at all
scout frigs should be interceptors
fighters should be the fighters carriers use in eve
starbase should be outposts not pos
this is just my opinion tho im sure ill love whatever you guys create
i would keel or be keeled for a eve rts mod keeel or be keeled
goodluck!
Then help him out!
It'll take a few days and you'll be codding like a pro..(well not like a pro..but getting real good)!! Its all about getting your feet dirty, once you understand the basic mechanics..ill fly by!
So why not join the EvE mod instead of just killing for it! You'll help, you'll make it go faster..and you'll have a hell of lot of fun doing! I PROMISE!! Plus the end result will look ohhhh so much better since you'll have a piece of it!
Justin S.
I just got a response from CCP on that petition, it's fine by them to distribute the mod (as long as we don't make money off of it, obviously), We can not use the models and textures from the client though. I'mma go ask the HW2 team about using their models and textures later today, unless someone else has doen that already.
Hey Ix, who did you contact about using EVE IP for a modification?
I talked to their legal department in March about it and got permission for the IP, but not game models.
I know the HW2 guys actually got permission from the EVE developers to use the ingame models for the mod; at least, that's what I remember. The difference with the Homeworld mod was that they had already established solid gameplay and were true to the EVE universe; maybe if you had everything BUT the models inplace and proved it was fun and was a bonus to EVE, they'd allow you to use the art assets as well.
Seeing as the art isn't what makes the gameplay fun, I'd recommend spending some time proofing out the art pipeline so you can show you can add the models if given permission. Focus on getting the gameplay set in stone first and add their ships toward the end of the project, if allowed.
Summary: Get some design working, prove to CCP that it's fun and near-complete, and maybe they'll grant you model permission. ^^ I am pretty sure that's what HW2 did.
Sounds to me like you guys have a good foundation for a great mod. If any one of you and i am sure there are several of you that are capable of putting up a basic web page for your mod, I would recommend it. This will allow you guys to sort out different parts of the project instead of scrolling through a form.
I will be keeping an eye on this project and give you guys some idea from time to time. though I dont have the time to be actively involved since I am already working on my own game.
Good luck guys!
Auido
The HW2 mod actually uses the original models and skins from the client (with CCP's permission), so they'll probably not be allowed to distribute them.
RE: the Eve models. I've had two accounts with them for over 5 years now, so I will draft a most eloquent supplication to CCP asking for use of such. Surely they must see the free marketing this gives them? Surely those of us who are already Eve veterans have at least this much? Surely even CCP could learn something from our development efforts that may help them in future Eve implementations?
I'm confident we can talk them into it.
As for the project, I will set up a simple website this weekend for this. We can use it to collaborate and organize work efforts, post messages, and store documentation and files.
Sounds like a blast! Can't wait to marshall my Minmatar fleet against the oppressive Amarr slavers.
you might be able to use the older models for SINS, they are lower poly count.
I played until 12/24/06 as Futher Bezluden then gave everything to a buddy in ATLAS alliance and left. Was a fun game but too addictive. I'd love to see a mod like this take off.
Eve is awesomely addictive and the fact that they don't charge for any updates or new content is a revolutionary concept in the gaming industry.
It's that new content and the constantly training skill system that keeps me hooked.
On the other hand... unless you're lucky enough to be married to a gamer (which I am not) MMO's are a short path to divorce if you're not careful.
long time EVE addict. would love to see this work out for you.
ill lend all the moral support i can
Kibbler: I was talking to CCP Fallout, CCP's Associate Community Manager.
If we can talk CCP into letting us use their models/tectures that would be awesome, but I don't think we can count on it.
Maybe we could make a fifth race for kicks that is all of the ships and such, for people *coughmecough* why love flying everything?
Edit: Forgot to mention, the pictures CCP has up in the online item database are fine to use, so maybe we could use those as icons in the Sins HUD?
I created a 1MN MWD ability that I gave to the scout frigate (500% speedboost) and I am using the proper icon taken from the EVE database. When active, the ability graphic is oversaturated by ~50% so the abilitiy is obviously 'on;, and the ship... well, he moves pretty fast. I'm working on giving him a web and a 20km warp scrambler and I think I'll have an effective little tackler going on. I don't think there is a way to calculate damage reduction due to speed, but if the player was to micromanage the ship effectively, he could probably easily out-track other ships firing arcs.
Although time consuming, it is a simple process to get custom icons ingame; the biggest problem is getting all the key abilities coded and working fine. Thankfully, a lot of Sins abilities and tech can be twisted a bit to fit EVE mechanics. For instance, MWD and AB are extremely simple, as are shield boosters and armor reps. Webs, scramblers, ECM, neuts... they should all be easy as well.
I don't think there is a simple way to allow the player to 'fit' their ships out with the modules they'd like. I have a theory as to how to get it working, though... have to look around a bit more to see if I could get it working. It wouldn't be possible on an individual module level, but it should be possible to select what role you want the ship to be through either research or abilities.
For what it's worth, my EVE test ships have 3 attributes: Shields, Armor, and Capacitor. I figured Armor was a better term than Hull, and would be more accurate to the eve tanking types; Armor and Shield tankers (nobody honestly (effectively) hull tanks. ^^ And we won't talk about honor tanks...) I changed Antimatter to Capacitor and gave Capacitor to every ship; NOS and Neuts will work great.
There is so much to talk about and discuss about an EVE modification. I need to cut myself off and get to sleep.
I'll be interested to see how you manage to make capitas work without breaking the AI - they're so widly different in price and abilities, either they'l looking nothing like, or the AI will only ever build the cheapest.
I've been thinking about that for a month or so, and the only solution I came up with was to implement battleships a capitals, which is hardly satisfactory :3
Also - cap industrials? what would you do with a rorqual in Sins?
yeah one of the expansions for sins needs to come with a galactic civ2 style ship designer.
To start for the ship stats i would use all of the default imformation found on them. Via the show info.
And would also like to join since ill ahve spare time to work on this mod durring the holydays.
More ideas:
To create damage type, damage resistance and proper chance to hit (sig resolution vs sig radius) we will need 4x ship zized x4 races so 16 armor types.
For weapons the number is 8 for short and long range guns, 7 for missile. so 71 weapon types not counting dones just turrents and missile to keep in track with the damage. Can we create that many armor types and weapons in sins?
JITA
In grawell of this planet, time slwos down by 1000000000000000000x times, GL HF.
Would be nice to see a fleet of megathrons bombard some Caldari scum.
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