EUREKA!

An offer for someone skilled out there...

I have an Eve Online account that is about 7 months or so along and is good  until July 10 of this year.  It has essentially been parked with me just updating the skill queue for the characters of which there is a well developed Minmatar main, a fairly developed alt and a new char waiting or to be replaced.  I've around 100 million isk (which isn't a fortune but it lets you get what you need and is good seed money) plus a rigged heavy cruiser, battle cruiser, a cloaked scout, cloaked transport and sundry other cruisers and the like plus a bit of gear and commodities stashed about.

I would like to create a small SINS mod that simply adds a few new worlds (mostly modified current ones), a single new ship type (no model required--an existing one can be used) and perhaps  a very small number of new planet abilities.

I am swamped all the time on my schedule and don't get an opportunity to spend hours plugging away often so here's an offer if anyone's interested...I'll gift you the Eve account if you can pull the working mod together for me.  I can tinker at it after it's created and give you the file info that needs to be added.  Just need someone to create it so it runs and isn't bjorked. I also don't mind if someone develops it further after its done and wants to use it or parts of it and the creator can take credit for the creation.  I just want to play it.

Eve Online is an MMO that requires an SSE2 capable processor to play--meaning if you have a pre-Pentium 4 era processor it isn't a given.  You also need a decent graphics card if you want to be a big PVPer there.  If you have a fairly modern system you will be fine but if you are using really old gear you might want to check the stats.

My alt in Eve has primarily financial skills while the main has combat and operational ones--both have some planetary development skills too  So you can trade, speculate, manufacture or mission for cash.  Eve allows you to play for "in-game" cash called "ISK" and if you can generate the isk in-game at high enough levels you can pay for your game time.  many players do, I just don't have the amount of time needed to play at that level.

Send me a PM if you are interested.  I actually enjoy Sins more though Eve is beautiful and intriguing to explore.  I'm more of a strategy than tactics type.  hopefully I'll get a chance one day to marathon on here but with running my own business, working on contract and having a wife and kids--it's tough.

 

More than happy to provide the  API, answer questions etc. for the Eve account if someone is seriously interested.  Would be nice for someone who can't afford to pay to get to play and for me to not lose my mind and get what I want too ;)

3,017 views 13 replies
Reply #1 Top

Sounds very interesting. I promised myself I would never pay a monthly fee for playing a game but would love to try EVE. 

I already have a bunch of Aamar ships ready for Sins along with music and player pictures. This would be easy to throw together. The other eve mod didn't go anywhere and would much prefer to be in charge of my own project. Can mod anything in sins but abilities and buffs I could use some help with. Here is 2 ships I uploaded for anyone to use in Sins.

Battleship_AmmarArmageddon.7z

Battleship_AmmarApocalypse.7z

   

 

 

Reply #2 Top

For abilities and buffs, Eve fits would work well. (Armor repper, sensor booster, etc.)

 

:fox:

Reply #3 Top

Quoting Kitkun, reply 2
For abilities and buffs, Eve fits would work well. (Armor repper, sensor booster, etc.)
End of Kitkun's quote

I realize a lot of sins abilities could be used for eve with some simple renaming but would need to play or have someone that does play know which ship has what abilities and what they are called. There is a lot of info on the web for each ship but its not the same as playing experience.

Reply #4 Top

I could help you there. Also, you can do a trial account on Eve for 14 days. That'd give you a very good idea of how ship roles work. Eventually, at least. ('Buddy key' from a current for 21 day trial. Could probably rustle one up somewhere.)

Each ship is simply tailored to a role, then you have module equipment to put on it. So you can go mining in a battleship if you want.

 

:fox:

Reply #5 Top

I looked at that and you are required to still enter credit card or pay pal info just to get the trial to work. Thats a big no no for me. I was allowed to download so I have all Eves assets and models on my hard drive.

Lets start with the 2 above ships I have already in Sins. What are the Abilities and Weapon types that can be used in Sins?

Now the Apocalypse will kick a Kols ass in about 1 min due to all the side guns. If that many guns are on each side will need to tone down power or time between shots.

Reply #6 Top
I'll take you up on it Myfist0. You can do the Eve trial now with no credit card--in past you could not. I'm not doing an Eve conversion but I do need one new ship for my planned mod. I have one planet ability I did want created but I'm sure I can stumble through that...eventually. I am setting up a pc raid sata server tonight but I'll get some proposed mod info to you. I also have a website and will get some FTP access created so you have an easy file swap and stash for this. It's a very light mod concept so shouldn't be overwhelmingly difficult. I am waiting a reply from an Eve admin to make sure my credit info is wiped from the account and it's all yours. Before you blast into space and blow up a billion isk of gear you might want to chat at me though :)
Reply #7 Top

Tip: Do the trial version first. It'll help to learn from the start. Oh, and when in doubt, right-click.

Eve is an immensely complicated game. Six months in and there were still some parts of manufacturing and research I was a bit hazy on. Takes about the length of the trial to get the basics down.

 

It's hard to pin down a ship to certain abilities due to the wide number of fits, but here goes:

Battleships: Not capital ships. They're one step below, and are most effective against opposing battleships, or some battlecruisers. In groups, they can kill capitals and structures well. Some battlecruisers are quite vulnerable to battleships as well.

Amarr: Favor lasers and heavy armor. (Though their shield aren't terribly weak either.) Slow, but they can take a lot of hits.

Lasers: Good mid-range weapons. No problems with ammo like other weapon types, but very capacitor heavy. (Capacitor is kinda like antimatter.) Very good against shields due to the thermal and EM damage, less effective against armor.

Armageddon: Cheapest of the Amarr battleships at 40,000,000 ISK, It's a good mid-range combatant with seven slots that can hold heavy laser turrets. (Note: Each weapon that uses turrets places two on a ship, one on either side to cover all angles. They're treated as one weapon and only one will fire at the target. The other will remain idle.) Has an extra slot in which a Remote Repairer (Restores shield or armor or hull of a single ally.) or an energy neutralizer or energy nosferatu. (Neut drains an enemy's capacitor, Nos steals it.) Carries room for a flight of heavy drones good against larger targets such as battlecruisers or battleships.

So: Weapon type of lasers. Abilties I'd give it offhand are self hull repair, single-target ally hull repair.

 

Apocalypse: Armageddon, only more so. Second tier of the Amarr battleships and 60,000,000 ISK, it gains a range bonus making it the primary ranged combatant and in general has higher survivability. It also trades the utility slot for an eighth turret. Carries room for a flight each of medium and light drones.

So: Weapon type of lasers. Abilties I'd give it offhand are self hull repair.

 

Possibly an accuracy bonus on each due to tracking modules or RoF due to heatsinks. Or range due to sensor boosters.

Oh, and this is all simplified a fair bit. ;P

 

:fox:

Reply #8 Top

Wow, thanks kitkun.

It would help a bit if you could put this a little more in Sins lingo :S

3 ship classes in sins, capital, cruiser and frigate. Cant make more build slots. Can have 9 of each. Also strike craft or Drones.

If the battleships are not capitals, would you put them in the sins cruiser build slots or early capital slots with their capitals later on with research?

Sins ships use 5 ability slots. Ships can use research to upgrade but they are not like star bases, researching lets say another gun on the ship would give all the ships that gun. Hull regen or shield regen can be done with each ships entity file, allowing more can be researched. Healing another ship would be 1 of the 5 abilities.

Drones can be swapped for stikecraft with and placed on ships with hangars. Drones can also use abilities.

Maybe a list of what you would place for the 9 capitals, 9 cruisers and 9 frigates and not sure yet how many strikecraft or drones we can use but 5 types is good to start. I will start on importing these models.

Reply #9 Top

Minmatar major on projectile weapons, Amarr on beam weaponry, Gallente on Mass Drivers and Missiles and Caladari on Drones (I've played Gallente in trial along with Amarr but stuck with Minmatar on my paid account so apologies if I muddled any of that).

I'll get the stuff for my mod to you shortly.

The active chars you get have implants worth hundreds of millions and if they die they are lost.  The ships are nicely outfitted and have non-replaceable "rigs" if they are destroyed--which also cost hundreds of millions.  So you want to use the "jump clones" and some economical ships to learn and burn with.

There is little kindness in the Eve universe--most players will delight if they catch you ignorant and show no mercy--it's all about planning your actions and watching carefully--the two cloaked ships will help a lot and you aren't terribly far from being able to pilot one of the best niche battleships in the game (Panther).

Lol--when in doubt--DOCK!

Reply #10 Top

Hmmmm... time to ramble.

There's way too many frigates and cruisers to stick battleships in there. I'd have them built at the capital factory.

Side note: Start with just the tech 1 ships. Eve has a lot of ships. Example: Each race has: 3 Tech 1 Battleships. 2 Tech 2 Battleships. 2 Faction Battleships. And 1 or 2 limited edition Battleships. (Tech and tier are separate things in Eve. The tier 1 Armageddon is weaker in most ways to the tier 2 Apocalypse. On the other hand, tech 2 ships tend to be much more specialized into a specific role.)

Actual Eve caps could work like module constructors in that they're spawnable but not on a build page, being called in for cash by an ability like Returning Armada. (Best compromise I can get with Eve mechanics. Their combat capitals [And higher industrial one] can't travel between systems on their own and require another ship to use a beacon they can jump to. Not at all able to replicate in Sins.)

Abilities would be based on the module fitting of the ship. Such as the healing of an ally with a remote repair. Same as local repair due to it using capacitor. Ship rigs (Like modules, only you can't remove them without destroying them.) could be done by research I suppose.

Drones are basically like strikecraft, yeah. The carrier and supercarrier capital ships have fighters and fighter-bombers as well. They work pretty much the same way, just a lot tougher. (As far as I know, at least. I never even saw a combat capital. Everything I've read points to them working that way though.)

So... Frigate factory:

Frigates: The tech 1 frigates and destroyer. 7 ships.

Cruisers: The tech 1 cruisers and battlecruisers. 6 ships.

Capital factory: Battleships: Tech 1 battleships. 3 ships.

Capital ships: Spawned via ability.

 

Minmatar use mostly speed and projectile weapons. Some use primarily armor, some shields. Tend to be a bit on the short range side though.

Caldari are the ones I'm most familiar with as they're the ones I used. They aren't the big drone users. Caldari use missiles with a side of railguns. Lots of range on most ships. They're real big on shields.

Gallente are the drone users and also use blasters. They prefer armor. Good range on drones, bad on blasters.

 

:fox:

Reply #11 Top

Awesome start Kitkun. Thanks again and keep it coming. 

Reply #12 Top
I use torpedoes, cruise missiles and long range cannon for stand off effect but change the load out for particular missions. You can mount and de-mount shield and armor hardeners, propulsion and power boosts, different remote drone load outs--it's quite heady. My main is near being able to fly a strategic cruiser which can change load out and configuration on the fly. The alt has boosted planet engineering skills and is able to generate income from them while drifting in space. There are now Sansha incursions into player space (think "bad@@@ npc's on steroids) and if you can locate a wormhole with remote probes, yo can find Sleeper bases and if you manage to take them down you can loot their advanced tech. Then there is trading, manufacturing--even market speculation...plus flying missions and salvaging which can sometimes make yo up to 100 million in bounties and salvage. Scores of npc factions and corporations to manage reputation with and storyline missions as well...then there's the roughly 30-40k players on everyday. Very nice graphics. Oh yeah--Gallente are the drone guys. As for Calamari- tasty eating : P
Reply #13 Top

My main is near being able to fly a strategic cruiser which can change load out and configuration on the fly.
End of quote

It's not really on the fly. When you buy the ship you assemble it with the 5 subsystems of your choice. In order to change the subsystems you need to repackage the ship, which will cost you any rigs you have attached to it. They're still awesome ships, though. :)

 

Minmatar use mostly speed and projectile weapons. Some use primarily armor, some shields. Tend to be a bit on the short range side though.

Caldari are the ones I'm most familiar with as they're the ones I used. They aren't the big drone users. Caldari use missiles with a side of railguns. Lots of range on most ships. They're real big on shields.

Gallente are the drone users and also use blasters. They prefer armor. Good range on drones, bad on blasters.

End of quote

I'll expand on this.

Quick EVE fitting primer so this makes sense - each ship has 3 "racks" where modules are fitted. High - has weapons and other weapon-like emitters/utilities (remote repair, energy drain, etc). Medium - has shield tanking modules, afterburners/microwarpdrives (ABs on steroids), and Electronic Warfare modules. Low - has armor tanking modules, maneuverability modules (overdrives, hull mods), damage increasing modules. There are general, there are odds and ends here and there.

Each weapon type has a short and long range variant. For lasers, Pulse laser = short, Beam = long. For projectiles, Autocannon = short, Artillery = long. For missiles, Assault = short, Normal = long (normals don't have a special name, the assault launchers are just named such), for battleship-sized, Torpedoes = short, Cruise Missiles = long. For magnetic, Blasters = short, Railgun = long.

Minmatar ships are more agile and generally speedier. They have some of the fastest ships of all 3 races. Most of their ships use projectiles (auto-cannons or huge howitzer artillery, high alpha strike but very long reload). Some of their ships use a combination of projectiles and missiles. In general, most Minmatar pilots prefer Autocannons for their DPS. Artillery is only really used for extreme range sniping. They are fairly even on armor/shields, and most of their ships can be fitted to tank on either shields or armor (very similar number of mid and low fitting slots). Shield tanking is preferred only because armor tanking uses low slots which are very precious for boosting a ship's damage output and maneuverability.

Caldari are exclusively shield tankers and basically missile boats. The majority of their ships are only used with missiles, and most of their railgun ships are not used. The Rokh battleship is a notable exception as it gets very good range and useful in PvP Fleet battles.

Gallente ships are exclusively armor tankers. They are generally hybrid drone/railgun boats. They have some of the biggest drone bays, and some of their ships have bonuses to drone damage and health. They tend to be pretty durable. Most Gallente pilots in PvE use drone boats, drones are not used much in fleet PvP by battleships, so other Gallente ships are taken.

 

Drones can be swapped for stikecraft with and placed on ships with hangars. Drones can also use abilities.
End of quote

One thing to note is that the capital Carriers and Supercarriers in EVE get special drones, which are bigger and badder. Carriers can use Fighters which are cruiser-sized drones that deal a lot of damage and can warp around the system (normal drones have an operational range of just about 50km around the ship without extensions). Supercarriers can also use Bombers, which do even more damage. I don't know how much use you'll be able to make of this since in Sins you can't allow a squadron to jump out of the grav well to simulate the Fighter/Bomber warping, but maybe you could use a speed-like ability on them to simulate being able to go farther faster.