Playtesting EVE Mod

It's nowhere near complete, mind you, but I have completed basic stats (don't let the basic fool you, this has been a tedious conversion) on the Minmatar ships I'll be using for the first release.

Why only one race you ask (maybe you don't)?  With one race done I can start mirror matches to discover what's broken, what's working, what needs tweaked, you get the idea.  And once I have one side working with the tools we've been given, it'll be a snap to use the work I've already done to make up the other races.

I can go on doing this for quite awhile without any help whatsoever, but what that's going to get me is a great playable mod using converted EVE stats with the same old visuals.

So what I'm looking for is artists for ship models and other models (stations, gates, etc).  And I'm accepting input on how to add in what makes Eve so great while making sure it stays a good strategy game at the same time.

Drop me a message if you are interested in helping.

-Sov


15,973 views 21 replies
Reply #1 Top
Interesting, but do you have permission from EVE ONLINE to use thier trademarked property in your mod?
Reply #2 Top
Mods generally don't ask for or need permission from the owner, because the mods are not being sold or made a profit from. If anything, most companies would encourage free mods to be developed. Then more and more people would be introduced to their product. Personally, if I were a developer I would encourage and support mods for other games that used my property.
Reply #3 Top
Most major companies discourage user mods under different engines. Lots of bad impressions while playing a mod.

And it's copyright infringement (or something similar) to use something someone else made and copywrited without asking them first.
Reply #4 Top
Most major companies discourage user mods under different engines. Lots of bad impressions while playing a mod.And it's copyright infringement (or something similar) to use something someone else made and copywrited without asking them first.
End of quote


I disagree, but I can see where you're coming from. I think if the mod is done right, most developers, not at all, but most would be all right with it. And I don't hear too often of a mod getting into trouble except for the Halo mod for EAW I think. But at the same time MS is coming out with Halo Wars so the mod would pull business from that. I think modders need to realize where the line is. If there is a game coming out that is going to do the exact same thing you are creating, back off. Or just shoot the devs an e-mail. See what they say and if they give permission, save the e-mail, just in case.
Reply #5 Top
I do not have permission from CCP, and I'm very well aware that I don't need it.

However, I do plan to start talking with them when there's more to show.

But until there's any reason to bother them, this is just a project I'm working on in my spare time for myself. When it becomes more than that, I'll show them what I've got and see if they're cool with it. Not trying to piss in anyone's cornflakes.
Reply #6 Top
Modding is one of those gray areas. As long as you dont use there moddles and textures that are extracted aka make your own from scratch there isnt much they can do. They can ask and send cease and desist letters and try that. But there really isnt much legal persadent over the whole thing thats why its a gray area. Now EVE is gonna be a lot like say halo and eaw cause they are very protective of there stuff.

the hw2 mod.
http://hw2evemod.proboards82.com/index.cgi

cant seem to find the thread on the eve-o forums.
Reply #7 Top
It's kind of a moot point. If they have a problem with it, you transpose two letters in whichever words they actually copyrighted and call it a parody (protected under "fair use" laws).
Reply #8 Top
Since the discussion so far has been entirely academic, I'll add what information I have (though I cannot, sadly, remember any details)

Please note that CCP - the produces of EvE online, not only have not so far objected to any mods, they have in fact offered one modding group (using the Homeworld 2 engine IIRC) permission to use their 3d models.

I strongly recommend the OP spend some time on the EvE Online forums and/or communicate with the developers of that mod to discuss parallel development.

Oh, and if you'd like me to playtest, I'd be happy to. I've been playing EvE for over a year, and I love the flying venetian blinds.
Reply #9 Top
Who cares what EVE lawyers I dont see any signatures of approval from Lucas Arts on the star wars mod.
Reply #10 Top
Mmm, Hurricane. What I really want is Sins ships in Eve. Specifically, I want the Rapture Battlecruiser. Delicious.

Anyways, do the Gallente last. So ugly.
Reply #11 Top
Who cares what EVE lawyers I dont see any signatures of approval from Lucas Arts on the star wars mod.
End of quote


Gallente? UGLY?

Have you ever SEEN a Minmatar or Caldari ship?

The Megathron is the best looking ship in the game!
Reply #12 Top
i'm interested in testing. thats all i can do, i don't know how to mod. i love EVE though
Reply #13 Top


Gallente? UGLY?

Have you ever SEEN a Minmatar or Caldari ship?

The Megathron is the best looking ship in the game!
End of quote


The Hyperion, Thorax, Myrmidon, and a few others are cool. The rest? Eh. Certainly not the Megathron.
Reply #14 Top

hey I know quite a bit about eve.. been playin since 2006.  I also love sins and would love to see this mod happen.  I can help you with a lot of the concept ideas for how the game mechanics of this mod should work.  Some examples just off the top of my head would be:

1)  When a ship spawns, give each ship its own countdown timer.  When the timer ticks the ships get more powerful.  this may lag the game out I don't know, would definitely have to be tested on large fleets to see about the lag factor.  But really, each ship would be piloted by a pilot who has skills set to be trained, and it only makes sense that each ship would "level up" so to speak in a time based fasion to mimic the eve training regime.  To reduce lag maybe make it possible for the frigates to hit lvl 2, cruisers lvl 3, HACS and T2 BC's to lvl 4, battleships lvl 5, and capital ships lvl 6.  By the time you have a large fleet most of your ships would be leveled up anyway.  This would elimitate a lot of the tech tree however, but would be a good way to fit eve into this game.

2)  Frigate factory:  Since the smaller factory in sins has the option to make 2 different ship classes, then you should have frigates and assault frigates in the first one, and cruisers, HAC's and battlecruisers in the second.
     Capital Factory:  You should have several slots to make different types of ships.  Make T2 BC's, battleships, and capital ships (carriers and dreads).
     Titan class ships:  A titan class ship should be more like it's own mobile building.  Instead of building a titan through the capital ship array, it should be purchasable as a planetary structure.  This would give more realism to the sheer size of a titan since they are HUGE, and very rare.  I'm not sure if this would work or not, but sins modders have done some very interesting thing with sins, and with sins it seems anything is possible (Arilou race from 7 deadly sins for example).

3)  Speaking of titans, you can give them special abilities like a mobile repair facility, ship transport (can dock frigs and cruisers into it), media broadcasting centres (for broadcasting in hostile territory), setting up mobile starbases (or POS, if you choose to go this route), fabrication of frigates, and increase to surrounding ship weapons damage.

4)  As you know, each race has their choice in weapons.  Caldari = missiles/hybrids, gallente is hybrids, minmitar is hybrid/cannon, and amarr is lasers.  Keep this in mind when you are figuring out what types of weapons your ships train up for.  For example, a raven makes a great close range missle gank boat.  Total destruction for pvp, extremely high damage.  It can also act as a long range missile snipe boat.  The player should be able to choose which way they want to train up their raven.  Another good example is the gallente's Dominix.  Makes an excellent drone boat, this ship should be able to run many drones, should offer drone link augments (increased drone damage and speed) and with little actual firepower, or makes an extremely damaging hybrid machine, specifically with blasters and speed upgrades, with still many drones but not the drone upgrades.  A dominix with upgraded drones would offer an exciting way to lock down a gravity well, since drones would be able to go anywhere and would be powerful enough to act like the ship's weapons (I'm a fan of the domi).  Also, for any ship, more than just your standard fighter and bomber drone, you could have a drone that depletes a ship's antimatter, or drones that can repair other ships, or drones that can inturrupt the targetting of an enemy ship, etc.  There are many ideas involved in this.

5)  The tech tree:  Since I have stated that the ships themselves should be the tech, there are still several things that you can still train up for in the tech tree.  Since weapon damage and armour/shield strength will be derived from the ships themselves being leveled up, you can turn to your tech tree more for fleet size, economical management, and so forth.  For example, training up an item in the tech tree can allow your ships to train themselves to the given level.  If your highest level trained ship can be 6 (for capital ships), then a branch in your tech tree would allow for the higher levels of training.  For example, a weapons lab could allow all ships to train to lvl 1.  A second weapons lab to lvl 2, a 3rd lab to lvl 3, so on.  This would also make the players want to plant their labs down and get their fleet size increased.  There are many factors in the tech tree with the individual ship based leveling system, but depending on what you go for.  For example, you could have an entire branch in your weapons tree for each capital/battleship.  So, say for the raven, if you want it to be a close range gank boat instead of long range, you would have tech branches for each setup, allowing you to select which way you want to take the setup of your larger ships.  Also, you could have titans in the tech tree, so if you want to build a titan you need to have tech 7 and certain things like, structure build speed, structure hit points, broadcasting efficiency, trade ship upgrades and so forth (all economy based stuff), and then for the ship itself a T7 tech which actually unlocks the ship (military).

6)  Going more into the economy tech tree, you could make it so that fleet sizes are capped in such a way that you may have 300 ships floating about, but you can only fleet say 50 of them if you have basic corp management.  So in your economy tech, you could make a branch that deals with fleet sizes (not capacity) ranging from corp (small, 15- 20 ships) to alliance control (huge, 500+ ships).  Trade ships could get a majour revamp, allowing them to also mine resources.  In your mod, it may be possible to make an asteriod belt to be minable.  So there are many options to make the game feel eve-ish.

If you like any of these ideas let me know this is just the tip of the iceburg.   Like I said I can help greatly with concept ideas and know eve pretty good.  Just send me a tell or e-mail me [email protected].  Hope you enjoyed some of these suggestions.

Reply #15 Top

Quoting Trebuchet666, reply 14
hey I know quite a bit about eve.. been playin since 2006.  I also love sins and would love to see this mod happen.  I can help you with a lot of the concept ideas for how the game mechanics of this mod should work.  Some examples just off the top of my head would be:

1)  When a ship spawns, give each ship its own countdown timer.  When the timer ticks the ships get more powerful.  this may lag the game out I don't know, would definitely have to be tested on large fleets to see about the lag factor.  But really, each ship would be piloted by a pilot who has skills set to be trained, and it only makes sense that each ship would "level up" so to speak in a time based fasion to mimic the eve training regime.  To reduce lag maybe make it possible for the frigates to hit lvl 2, cruisers lvl 3, HACS and T2 BC's to lvl 4, battleships lvl 5, and capital ships lvl 6.  By the time you have a large fleet most of your ships would be leveled up anyway.  This would elimitate a lot of the tech tree however, but would be a good way to fit eve into this game.

2)  Frigate factory:  Since the smaller factory in sins has the option to make 2 different ship classes, then you should have frigates and assault frigates in the first one, and cruisers, HAC's and battlecruisers in the second.
     Capital Factory:  You should have several slots to make different types of ships.  Make T2 BC's, battleships, and capital ships (carriers and dreads).
     Titan class ships:  A titan class ship should be more like it's own mobile building.  Instead of building a titan through the capital ship array, it should be purchasable as a planetary structure.  This would give more realism to the sheer size of a titan since they are HUGE, and very rare.  I'm not sure if this would work or not, but sins modders have done some very interesting thing with sins, and with sins it seems anything is possible (Arilou race from 7 deadly sins for example).

3)  Speaking of titans, you can give them special abilities like a mobile repair facility, ship transport (can dock frigs and cruisers into it), media broadcasting centres (for broadcasting in hostile territory), setting up mobile starbases (or POS, if you choose to go this route), fabrication of frigates, and increase to surrounding ship weapons damage.

4)  As you know, each race has their choice in weapons.  Caldari = missiles/hybrids, gallente is hybrids, minmitar is hybrid/cannon, and amarr is lasers.  Keep this in mind when you are figuring out what types of weapons your ships train up for.  For example, a raven makes a great close range missle gank boat.  Total destruction for pvp, extremely high damage.  It can also act as a long range missile snipe boat.  The player should be able to choose which way they want to train up their raven.  Another good example is the gallente's Dominix.  Makes an excellent drone boat, this ship should be able to run many drones, should offer drone link augments (increased drone damage and speed) and with little actual firepower, or makes an extremely damaging hybrid machine, specifically with blasters and speed upgrades, with still many drones but not the drone upgrades.  A dominix with upgraded drones would offer an exciting way to lock down a gravity well, since drones would be able to go anywhere and would be powerful enough to act like the ship's weapons (I'm a fan of the domi).  Also, for any ship, more than just your standard fighter and bomber drone, you could have a drone that depletes a ship's antimatter, or drones that can repair other ships, or drones that can inturrupt the targetting of an enemy ship, etc.  There are many ideas involved in this.

5)  The tech tree:  Since I have stated that the ships themselves should be the tech, there are still several things that you can still train up for in the tech tree.  Since weapon damage and armour/shield strength will be derived from the ships themselves being leveled up, you can turn to your tech tree more for fleet size, economical management, and so forth.  For example, training up an item in the tech tree can allow your ships to train themselves to the given level.  If your highest level trained ship can be 6 (for capital ships), then a branch in your tech tree would allow for the higher levels of training.  For example, a weapons lab could allow all ships to train to lvl 1.  A second weapons lab to lvl 2, a 3rd lab to lvl 3, so on.  This would also make the players want to plant their labs down and get their fleet size increased.  There are many factors in the tech tree with the individual ship based leveling system, but depending on what you go for.  For example, you could have an entire branch in your weapons tree for each capital/battleship.  So, say for the raven, if you want it to be a close range gank boat instead of long range, you would have tech branches for each setup, allowing you to select which way you want to take the setup of your larger ships.  Also, you could have titans in the tech tree, so if you want to build a titan you need to have tech 7 and certain things like, structure build speed, structure hit points, broadcasting efficiency, trade ship upgrades and so forth (all economy based stuff), and then for the ship itself a T7 tech which actually unlocks the ship (military).

6)  Going more into the economy tech tree, you could make it so that fleet sizes are capped in such a way that you may have 300 ships floating about, but you can only fleet say 50 of them if you have basic corp management.  So in your economy tech, you could make a branch that deals with fleet sizes (not capacity) ranging from corp (small, 15- 20 ships) to alliance control (huge, 500+ ships).  Trade ships could get a majour revamp, allowing them to also mine resources.  In your mod, it may be possible to make an asteriod belt to be minable.  So there are many options to make the game feel eve-ish.

If you like any of these ideas let me know this is just the tip of the iceburg.   Like I said I can help greatly with concept ideas and know eve pretty good.  Just send me a tell or e-mail me [email protected].  Hope you enjoyed some of these suggestions.
End of Trebuchet666's quote

1) The coding alone would be a nigh-impossible task.

2) Not everything is possible. A lot is, but not everything. Additionally a lot would have to be sorted out as concerns ship classes; ex: do Tech I ships get research upgrades into their Tech II counterparts, or are the Tech I/II vessels different ships? This is especially perplexing on those vessels whose hulls form the basis of 3+ ships.

3) I can see two things in that list that are definitely possible, and one that might be. Buffing surrounding friendly ship damage and being a mobile AoE/targeted repair vessel are things we can already do in Sins. But you can't make frigates dock with Capitals, you can't make a ship spawn a Starbase without 'killing' the constructor, and the only way to do mobile frigate construction is by either using a copy of the Vasari ship-cloning ability or by making an ability-spawned ship. And if you use an ability to spawn it, then that's one less ability you can use for the other items; especially as the Doomsday weapon would HAVE to be an ability.

4) Minmatar never use hybrid weapons. They use missiles and guns; the Gallente also have a heavy emphasis on drone technology.

5) Only Caps can level up. Hardcoded BTW.

6) Basic common sense says that if I need lots of ships, then I'll be using lots of CHEAP ships. As a result, frigates/cruisers, on the EVE scale. Which means that you can't just arbitrarily hardcap the number of ships you can control unless you set every ship to consume the same amount of fleet supply and then cap the max amount of supply at some multiple of that amount that gives you the desired number of ships. Which is dumb.

 

On the other hand, I think it's quite frankly a bit dumb that there's a second thread on an EVE mod when one's already been released with some new icons and ship models. And the modders for the Sins of New Eden mod (which is the mod's name) have explicit permission from CCP. Which IS important, as they can (and quite possibly would) bombard you with C&D notices.

Reply #16 Top

oh I didn't realize there was another eve mod for sins.  I did quite a google search and this is the only one that came up. 

Reply #18 Top

zzzzzzzzzzzzzzZZZZZZZZZZZ Phan art no one cares about the mod only Microsoft get's stupid about Phan created art.

Reply #19 Top

Quoting DFM6000, reply 18
zzzzzzzzzzzzzzZZZZZZZZZZZ Phan art no one cares about the mod only Microsoft get's stupid about Phan created art.
End of DFM6000's quote

1. Please spell "Fan" correctly. It conveys the impression that you're nothing but a teenager who's trolling when you don't.

2. It's not fan art when you use the actual assets from EVE in Sins.

Quoting gruntmaster1, reply 17
About the copyright see the secound post in this thread: https://forums.sinsofasolarempire.com/389504
End of gruntmaster1's quote

That would be the mod I referenced; however as for legal notice I'm pretty sure that it would be better to be on the safe side and say that the permissions are only for the Sins of New Eden mod.

Quoting Trebuchet666, reply 16
oh I didn't realize there was another eve mod for sins.  I did quite a google search and this is the only one that came up. 
End of Trebuchet666's quote

That would be because the other EVE mod for Sins is called "Sins of New Eden" not "Sins EVE Mod", or something like that. Despite the retardation of the forum search engine, it IS marginally useful.

Reply #20 Top

Haiyoo is working on sins of new eden.

 I happen to be on the mod team, and I can tell you all that they are doing a great job so far.

 

 

BTW, who did the revival of this necrothread?

Reply #21 Top

Trebuchet666