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Post by zatch on May 28, 2006 23:10:04 GMT
Nice job on the Punisher .
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Post by zatch on Jan 16, 2007 19:12:28 GMT
I know what a scan probe is, it functions differently from a HW2 probe in that you have no remote "viewing" capabilities, only 3 minutes of blindness and then a potential hit. If we do implement scan probes, they will work like mines dropped from covert ops ships. A Helios, for example, will be able to drop a probe once every 30 seconds or so for the base price of the probe (the ability costs ISK to use.) At the end of each probe's 5 minute cycle, the probe is destroyed.
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Post by zatch on Jan 2, 2007 19:18:24 GMT
There are no probes in EVE, not counting the Minmatar frigate by the same name.
Also that was the original plan, but I've had several requests for basic production capabilities (beyond fighter production) on the carriers. I'll start without it, and then add it later if it doesn't adversely affect the gameplay.
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Post by zatch on Dec 30, 2006 5:41:47 GMT
Carriers, Motherships, Dreadnaughts, and Titans will all be lumped under the "Capital" heading (in the build menu) although each will have different abilities. I may still give the Motherships some basic construction capabilities, Carriers being one step down will just have smaller ship holds, less armor, and less production capabilities. Dreadnaughts will be the only pure-combat capital ships, with the other three categories each having some sort of mass-transit (ship hold) or production ability. I'm excluding freighters from the Capital class because, if they're included, they will be lumped under the "Industrial" category.
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Post by zatch on Dec 15, 2006 19:40:36 GMT
Like I said, we're keeping Titans...
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Post by zatch on Nov 29, 2006 12:28:11 GMT
Yeah, we've decided in our private discussions that ship-capturing will be implemented.
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Post by zatch on Oct 7, 2006 20:54:06 GMT
Actually we are including Battlecruisers and Dreadnoughts. Every T1 ship will be included, with one possible exception: shuttles.
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Post by zatch on Sept 17, 2006 10:58:51 GMT
We're not dumping any of EVE's ships into HW2's built-in classes. We're rewriting the relevant scripts so those will be gone from the game mechanics, replaced by something much more EVE-like.
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Post by zatch on Jul 5, 2006 10:17:40 GMT
I don't see how he "trashed someone." The double post wasn't necessary, but it was clearly a mistake (exact same post less than one minute apart = a problem with his/her ISP or browser, not a message typed twice.
As for the barge drones, probably not going to happen. Also the maximum number of drones is 5 for any ship but a carrier (which can have up to 10 if the Advanced Drone Interfacing skill is trained to 5 and the Drone Control Modules are fitted.)
Tanking is being done in a grossly simplified form for now. Our primary focus at the moment is finding a texturer. If we can't find somebody to texture the ships, there's not much point in continuing to import models; hence we're stuck.
As has been stated several times before, this is not an EVE simulation. This is a mod for the HW2 engine that incorporates aspects of the EVE universe (weaponry and ships, relative speeds, etc...) Many aspects of EVE are NOT going to be included, however. Ship fitting is a bad idea, it slows the game down considerably (seriously, a fleet of 20 battleships where you need to fit 8 separate guns on EACH is ridiculous.) The goal is not to make this a slow, super-accurate simulation. What we want is a fun, faster-paced version of EVE that fits more with the RTS genre than MMOs. If people want to mess with detailed ship fittings, tanking, etc... then EVE: Online is the game for them. If they just want a quick fleet battle, that's where the mod steps in.
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Post by zatch on Jun 15, 2006 4:51:10 GMT
Considering the difficulty (often impossibility) of implementing certain modules, I think it would be best just to mention what weaponry and role the ship fits. (So we'd list what's in the high slots, as well as a description of the ship.) I thought about using the descriptions straight from the itemDB/market, but they're a bit lengthy and don't always reflect the ship's most useful role.
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Post by zatch on Jun 14, 2006 6:45:58 GMT
Should we make the Kestrel a rocket or missile boat? IIRC rocket Kessies are very popular in PvP, especially as suicide gank ships.
Either way, I'll have the missile hardpoints on the Kestrel tonight and we can swap in the correct weaponry for whatever route we decide to take (I'm going to create rocket scripts for now.)
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Post by zatch on Jun 10, 2006 8:25:04 GMT
Just as an aside, Okoru is a long-time friend of mine and was one of my roommates this year at the university. He'll be helping us with texturing hopefully.
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Post by zatch on Jun 1, 2006 21:44:27 GMT
The Vigil is used more often as a tackler. The probe gets the astrometrics bonuses see here. I'm not saying the Vigil is a bad idea, just that parts of the EVE community (which is quite large) may object to that choice in loud, annoying voices. It's really just a matter of changing one line in the script files so we can tinker all we want.
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Post by zatch on Jun 1, 2006 5:02:41 GMT
Fair enough.
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Post by zatch on May 31, 2006 3:34:32 GMT
The Catalyst (Gallente Destroyer) and the Coercer (Amarr Destroyer) cannot lay mines because they do not have missile hardpoints.
Also, I recommend getting rid of the capture-versions of the industrial ships. Ship capturing never happens during fleet battles, only at safe spots where people were dumb enough to ditch their ships (let's not implement that.)
Instead of using probes, sensor disruptors, etc... Let's just give the correct ships for each role some sort of ability in HW2 that mimicks their function in EVE. For example, the Gallente Cruiser "Celestis" is a sensor dampening boat (reduce the enemy's sensor range to produce a similar effect.)
In order to prevent cheating in multiplayer (read: hiding ships because there are no probes or long-range sensors) we will give each race's probing frigate the HW2 scout's sensor ping ability (mimicks the scanner in EVE + probing.) The Caldari use the Heron, Gallente Imicus, Minmatar Probe, Amarr Inquisitor (note: it doesn't get a bonus to scanning like the other ships, but it's the only Amarrian frigate with a launcher hardpoint and with 3 tech2 co-processors in the lows + maxed skills it might have just enough for one scan probe launcher.)
Another solution for the scanning problem is to just implement the cov-ops ship for each race (not the stealth bombers.) I think for the sake of simplicity we should avoid tech2 ships, at least until we have all of the tech1 ships in the game that we want, but we should leave room for exceptions such as the covops since it's practically a necessity.
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