maheshjr2004 maheshjr2004

Why cant we do an Eve mod?

Why cant we do an Eve mod?

what are the reasons for it(with sever modelling and hacking I think we can make it work :D)

Seriously go ahead  give me a reason so I can see If  I can shoot it down. :D
22,685 views 34 replies
Reply #26 Top
ive made is but im not releasing it. *evil grin*
Reply #27 Top
i've been playing EVE for roughly 2 years now, and if theres one thing i've noticed it's that CCP is VERY, VERY, VERY protective of their copyrights. I've heard some nasty stories not just from other people modding EVE stuff into other games, but from people trying mod the EVE UI and the few other client side bits. Now as all the guys talking about homeworld 2 have said, yes CCP can be friendly, when you ask nicely, before hand, and are willing to accept their creative sodomy. Also, when you give them a copy of your work, make sure you keep one, they lose things on that fatty server of theirs...*points to expensive ass ship lost due to server side lag that they wouldn't give back then growls*
Reply #28 Top
*Grumble* Grumble* Lag *grumble* Maelstrom....*pout*
At least the boom was pretty...although I didn't like being the origin.
Reply #29 Top
I loved my Scorpion.
It was called "Headache"

... (:(
"Headache" died...
after 6 months of flawless flight and corpmate ass saving.
Piloting mistake...

"Headache 2"
Will be better

:(

Reply #30 Top
EVE was fun... Great "Sandbox", but too many turds.  :LOL: 

CCP isn't likely to give you permission, but ask away. I think the possibilities are great for RP leaning mods: Amarr vs Minmatar, Gallente vs Caldari. Just making a Mod for all 4 would be a balancing nightmare not to mention trying to come up with fittings that translate into SINS. Amarr -crap shields, heavy armor but slow repairing, short range pulse or ranged beam lasers only. Minmatar -fast, so-so shields/armor, varied ac/artillery, some fighters. Gallente: slow, average armor but fast repairs, lots of fighters, blaster and railguns. Caldari: very slow, lots of missiles, some railgun/blaster ships.

Eliminate all ewar ships -unless you can convert the ewar properly and in a balanced way

Do not include T2 ships!

Frigates (5 slots): 3 frigs, 1 ewar frigate/scout (see above), 1 destroyer: Colony Ship (miner ships converted or use SINS colony ship)
minmatar:
slasher (speed/close range), rifter (ranged damage), breacher (light missiles), Vigil (scout), , Thrasher (destroyer: weak shld/armor, good speed, high ranged damage, high accuracy)
amarr:
executioner (speed/close range), punisher (ranged damage, high armor), inquisitor (slow w/missiles), Crucifier (scout), Coercer (destroyer: good armor, slow, high ranged laser beam damage, high accuracy)
gallente:
atron (fast/close range), incursus (good armor, ranged damage), imicus (1 fighter wing [2 fighters], low ranged railgun damage), Mallus (scout), Catalyst (destroyer: slow, good armor, high ranged railgun damage)
caldari:
condor (fast/close range), merlin (high shields/ranged railguns), kestrel (slow, missiles, good shields), Griffin (scout), Cormorant (destroyer: average shields, extreme range railguns, high accuracy)

Cruisers (4 slots) 3 cruisers, 1 battlecruiser (any way to expand the slots for more???)
minmatar:
stabber (faster with average close range AC damage, low shield/armor), rupture (slow with ranged artillery, average shield, good armor), Bellicose (slow, high damage missiles), Cyclone (battlecruiser: above average speed, high shields, high damage ranged artillery and average damage ranged missiles, gang bonus -increased speed)
amarr:
omen (average speed, very good armor, close range pulse lasers), maller (high armor, ranged beam lasers), arbitrator (slow, has fighters), prophecy (high armor, above average damage ranged beam weapons, gang bonus -increased armor)
gallente:
thorax (faster with average close range blasters, good armor), celestis (slower with ranged railguns and missiles), vexor (slow with light railgun damage, 2 fighter wings), brutix (battlecruiser: slower, average railgun damage, 1 fighter wing, good armor and above average repair time, gang bonus -faster armor repair)
caldari:
moa (slow, high shields, long range railgun damage), caracal (slow, high shields, long range missile damage), Osprey (slow, low damage, repairs surrounding ship's shields), ferox (battlecruiser: slow, very high shields -damage resistance, long range railgun damage)

Battle/Capital ships (5 slots) 3 BS, 1 carrier, 1 dreadnaught)
minmatar:
Typhoon: high speed, average armor/shields, high damage close range ac's and short range torpedo
Tempest: average speed, average armor/shields, high damage/range artillery and cruise missiles
Maelstrom: slow, high shields -rapid shield HP recharge, high damage ranged artillery
nidhoggur: average speed, shield restore -area affect, average shields, lots of fighters/bobmers, flak cannons
naglifar: planetary/structure bombardment, 1 fighter wing, extremely high damage artillery and citadel torpedos.
amarr:
Armageddon: above average speed, high armor, high damage close range pulse lasers
Apocalypse: slow, high armor, high damage ranged beam lasers
Abaddon: slow, high armor -damage reduction, high damage ranged beam lasers
archon: slow as hell, high armor, armor restore -area affect, lots of fighters/bombers, flak cannons.
revelation: planetary/structure bombardment, extreme armor amount, 1 fighter wing, extremely high damage laser beam cannons
gallente:
Dominix: (nos monkey) Average speed, Antimatter diminish -area affect, 8 fighters/bombers, high shields, fast antimatter recharge
Megathron: average speed, high damage close range blasters, 1 fighter wing, enhanced weapon range/accuracy.
Hyperion: slow, high damage ranged railguns, rapid armor repair
thanatos: slow, average armor -rapid repair, armor repair -area affect, loads of fighters/bombers -rapid manufacture.
moros: planetary/structure bombardment, high armor -rapid repair, 3 fighter wings, extremely high damage railguns.
caldari:
Scorpion: slow, area affect target denial, average shields, low armor, low damage ranged cruise missiles
Raven: slow, long range high yeild cruise missiles, very high shields
Rokh: slow, extreme range railguns, very high shields -damage reduction, low armor
chimera: slow, high shields -damage reduction, lots of fighters/bombers, shield damage reduction -area affect
pheonix: planetary/structure bombardment, extreme shield amount -damage reduction, 1 fighter wing, extremely high damage citadel area affect torpedos

good luck, I hope they don't blind you, rip out your tongue and cut off your hands (and feet too).
Reply #31 Top
Why not add ewar and t2 ships.

ewar in most cases, if you think about it, is just a way to disable the enemy's weaponary. you can just as easily with sins disable engines/warpdrive for a webifier/warp disruptor, make weapons hit less like a tracking disruptor, make the enemy stop firing at anything like ecm, and drain antimatter like nos. That just about covers it all.

There are enough frigate/cruiser slots to keep all the t2 ships, just make them more specialized, expensive, and tougher. Balance is as easy as it is in eve.

Examples for balance: (only a few, just because it is really easy to draw balance from eve, because eve is already pretty well balanced)

Zealot's and Vagabond's are fast and effective but vulnerable to webifiers (IE, Huginn's and Rapier's which have tons of range to webify) People bitch about them in the game all the time.

Eagle's and Muninn's are slow, fairly weak, but will pop frigates EXTREMELY fast no matter what they are or how fast they are going. Their weakness of course is close combat or a foe that hits as hard or harder. This could easily fit into a race's "artillery" frigate as a slightly tougher but vastly more effective ship than that of the rupture.

Falcon's are mediocre in speed, can warp and move cloaked, but have to disengage cloak to use their ecm. Once uncloaked, they rely almost solely on their ability to jam multiple targets to gain ground. They are very easy to kill otherwise. Mostly a support ship in any practical role in eve, they're most effective in fleets as they will wreck several ships abilities to fight back. They are also mildly effective at jamming some capital ships, and can jam at extreme ranges effectively.



That being said, if you did want to cut types of t2 ships out, i would keep hacs, recons, stealth bombers, replace t1 versions of logistics ships with the t2 versions, and perhaps black ops battleships if you can somehow work in a recon/specops/blackops only jumpgate system. This way you get a more specialized race perspective.

Also, don't forget titans. As a bee, I get to witness their use now and then. Sure the doomsday will kill friends too, but whats been happening lately is multiple titans will jump in and double/triple/quadruple doomsday, which they can take, but almost nothing else can tank. Good for clearing out gravity well's i'd think, if you could field several of these massively expensive ships. Their main use to most fleets is as a jump bridge; smaller ships in the proximity of the titan can instantly jump to a cyno in another systems at their wish.

If this mod does happen, and you guys actually figure out how to make it so capitals can only jump, or can only jump to cyno's, that will make the game quite a bit more fun imo. Imagine an mp game where you have to breach a gate/system and slam up a cyno. Its not hard in eve to do, thats not the point. The idea of instantly jumping in a force that could be several hops away is insanely cool. (i've been wanting something like that since i read the bsg mod thread heh)
Reply #32 Top
I have a small idea for the EvE mod. Instead of capturing planets and resources, you start out with three shipyards. One for frigates and destroyers and one for cruisers and battle cruisers and last one battleships with 1 option of a captial ship. During start of the game you only start with certain amount of points and each class of ships requires more points to use. Some are logistics and other are barges to help with antimatter so you supply your fleet. Antimatter is your ammo and fuel. When you destroy a ship you can use the resources you gained from the kill and redeem it through the shipyard. In order to win, you need to kill their whole fleet!
Reply #33 Top
If people get permission from CCP, its not a problem.

The Homeworld eve mod guys asked for permission and got it. Also CCP gave the Homeworld mod guys a set of guidelines to work in and also gave them High Quality Ship models. Thats some of of the most time consuming parts done for free.

CCP will shut down mods that dont ask permission, since they are not following any guidelines. Ask first, get the guidelines then move forward within the guidelines so you dont make a eve mod that makes eve look crap or anything.
Reply #34 Top
Out of cusiosity, does anyone know of the correct e-mail address to write to asking about permission for stuff like this? (I'm willing to send them an e-mail and find out what they've got to say about the possibly of the mod for Sins, but would rather it not get lost amid a pile of corporate mail or sent to the wrong addy.)