EVE-online starmaps?

Reckon they would work in sins?

Aight so here's the bottomline. I love EVE and I love Sins. That being said I need to familiarize myself with new regions in eve since Im doing pvp in them. I figured what the heck, I can create a map that'll mirror EVE's starsystems!

the search only revealed posts such as  "Should I or should I not play eve" and Sins of new eden, but nothing on maps. As Im writing this Im creating a lookalike of Geminate, potentialy expanding into Kalevala and / or other surrounding systems.

 

The way I figured I'd do this is a bit of a mis-match since I can't mod. Replace normal jump-gates with standard issue paths between planets (In eve you'd have full systems but I reckon thats a bit much for sins, considering the map should be fun to play too), and use wormholes between two regions. Try to balance out starting positions and what have you and play the maps with people I know that live in same sectors. Meawhile you learn the system (Planet-names in sins.) names and how to traverse them.

Sounds decend enough? Is it done before? Got suggestions to make it beter beside swapping models in that I can't do? Lemme know! =)


Edit: Oh and yeah, I  kinda figured I'd make no path to actual star, as to limit movement options further.

6,847 views 8 replies
Reply #1 Top

good luck.  the larger the map the greater the load on the game.

You can use wormholes to connect systems.

 

Reply #2 Top

I am doing similar for soa2. But I make a huge map as a base but dont use to play because of the game load. once the huge map is done I delete big chunks and save them as separate maps so if you play in series it will have some uniformity. Even 5 stars causes game lag a lot sooner than 1 star with the same amount of planets. I suspect bad programming.

You can also change the wormhole particle effect with an eve jumpgate model. Still needs its own well though.

Reply #3 Top

Well I kinda figured I'd keep it compact, lot of planets with short distances around a single sun, sun being there for backdrop and nothing more. So far I got Geminate done and suprisingly, using the fair planets to balance out clusters of planets into equals, the gameplay is actually rather fun, even if there are too many chokepoints thanks to only having one region for now.

That single region takes about 20% of a bit larger sun's radius. So Im hoping I can make some wormhole compromises and fit 2-3 easy and fun to play regions into a single star for a slightly less laggy experience, with 4-8 players. Anything larger than that is just going to be absurd since Geminate alone has 80 planets (Systems in eve. Not going to mirror that with sin's engine. =) ).

 

Ofcourse the planetcount is going to be extreme, so might have to tweak a bit upon that but since the point is to be educational for system names and paths, maybe it can be improved upon by playing with larger fleetcounts? Afterall its probably going to be at least 2-3 combat fronts, so fast rotation of units in and out is to be expected. Also Vasari's prototype's going to be a pain to deal with, a bit like remote cyno for those whom are aware of the term, but it'll be fun to see wether I can counter it or not. Will be losing some planets to it, so much is certain. =)

 

Well, if we exclude the massive ammount of planets it has everything Im looking for in a fun sins map so will have to keep tinkering with the concept. And I apreciate the tought myfist0 but like I said, I can't mod for life of me, so thats out. I'll leave eve models for eve mod that has ccp's permission. =)

 

If there is one thing to mod tho it'd be jumping speed (Near instant departure-arrival) and the arrival/departure 'zones' that allow the actual process of jumping to create smaller bottlenecks between systems, and make it so that arrival is closer to planet than actual departure point, disallowing warp in and out before defense can react to it. Maybe I'll look into that once I got the gameplay where I want it. =)

Reply #4 Top

You could relive the decimation of SMASH after ATLAS got ripped up by the russians and their pets.

Spacing helps reduce lag.

 

Reply #5 Top

Hmm, dying shame it isn't possible to add and/or reduce amount of resource asteroids per planet. That'd been superb in bringing smaller amounts of owned space into viable option, allowing me to field several players controlling smaller spaces into this whole ordeal. Would have been suddenly a lot more interesting having to fight on 2-3 frontiers against different, smaller, foes.

 

Also found out that balancing each cluster results into gameplay more focused on controlling entrance&exit point for that cluster rather than each planet. Something we found more fun in testing. As if whole cluster would be a single entity.

 

Having said that also came to realization that when the map becomes dominated by few major player the 80ish planets suddenly don't feel that much when we include fleet upkeep tax. In fact it seems a bit low since they're "Fair" planets, with most having 1/1 asteroids, with exception of rare volcanic & ice planets.

 

Need to start working on adding vale of the silent since it provides 3 connection points into geminate, once that's done I can upload it somewhere if you're willing to give it a go. Would appreciate especially if you're on lower-end computer.

 

And as it stands - Go TEC Rebels and Ragnarov. Both the modern and antiquated doomsday in one package. Poor bastards don't know what hit 'em. =)

Reply #6 Top

Quoting Deroven, reply 6
Hmm, dying shame it isn't possible to add and/or reduce amount of resource asteroids per planet. That'd been superb in bringing smaller amounts of owned space into viable option, allowing me to field several players controlling smaller spaces into this whole ordeal. Would have been suddenly a lot more interesting having to fight on 2-3 frontiers against different, smaller, foes.
End of Deroven's quote

Umm, yes it is.

Quoting Deroven, reply 3
If there is one thing to mod tho it'd be jumping speed (Near instant departure-arrival)
End of Deroven's quote

You might be able to do this if you adjust the map scale.

Reply #7 Top

It is? How exactly, I tried to find it earlier but found out that game uses the planet's info to spawn ammount of mineral asteroids rather than a flag I can change in GalaxyForge?

 

Far as the instant warp-in goes, Im pretty happy as it is now, near-instant really. But as I need to bridge two sectors together there will be longer phaselanes, but I suppose thats something to do with ship stats rather than map stats since individual phaselanes can't be edited to be 'quicker', and since there's an artifact to boost your speed the flag has to be somewhere else. Hence my suspection its in the ship's own stats.

Reply #8 Top

Quoting Deroven, reply 8
It is? How exactly, I tried to find it earlier but found out that game uses the planet's info to spawn ammount of mineral asteroids rather than a flag I can change in GalaxyForge?
End of Deroven's quote

Ah, it sounded like you were fine making a mod to do that. But I've been told the Rebellion version does support asteroids when you select the asteroids tag from that new selection menu thing. I'll actually try it today and let you know.

Quoting Deroven, reply 8
Far as the instant warp-in goes, Im pretty happy as it is now, near-instant really. But as I need to bridge two sectors together there will be longer phaselanes, but I suppose thats something to do with ship stats rather than map stats since individual phaselanes can't be edited to be 'quicker', and since there's an artifact to boost your speed the flag has to be somewhere else. Hence my suspection its in the ship's own stats.
End of Deroven's quote

If you're willing to make a mod to do it, there are separate research modifiers for in system and between system jump speeds. Between systems is already faster but if you modified say that artifact to have a base value of 1.0, all ships would jump twice as fast by default.