Post by zunath on Feb 10, 2009 0:24:06 GMT -5
(Reposted from the Bioware forums)
Eve Online is an MMORPG created by a company named CCP. To find out more about the game, check out www.eve-online.com
The Eve Space System (NWN-ESS or ESS for short) is a conversion project for Neverwinter Nights. The idea is to take the best parts of Eve Online's gameplay and put it into NWN terms.
A little over a year ago I posted screenshots (http://nwvault.ign.com/View.php?view=Community_News.Detail&id=2579) of an early version of the project. It was originally intended to be used for a server I was creating at the time. Unfortunately that project died but since then I've been working on this system in my spare time.
With all that said, I am pleased to announce that the ESS is nearing completion! Without further ado, here's some screenshots of the new version.
New Icons
These "new" icons are taken directly from the Eve Online game. I did not create them! They are the sole property of CCP. Don't sue me!
Step 1: Find a Fitting Machine
First we need to find a Fitting Machine. There's at least one in every space station.
Step 2: Put a ship inside the Fitting Machine
Next we place the ship inside the Fitting Machine. New options will appear.
In this screen, the High Slot #1 option is selected.
In this screen, the "View Ship Info" option is selected.
i9.photobucket.com/albums/a68/Szaan/ESSFitting4.png [/img]
To make a selection, all you do is click on it. For this example, High Slot #1 was selected.
Step 3: Adding a part to a ship
After selecting the slot, you can then put the part you want to attach on the ship.
For this example, a cloaking device was attached.
Step 4: Return to the main menu
Next all you need to do is return to the main menu like so.
Step 5: Remove the ship from the Fitting Machine
When you're done making modifications to the ship, simply remove it from the Fitting Machine.
Step 6: Launch the ship!
Next, find a ship launcher. These are usually near the Fitting Machines.
Open it up and place the ship you want to launch inside.
After the ship has been launched you will be sent into space and have complete control over your ship.
The effects of parts
You might be wondering what the point of the first five steps were. Sure, you can add parts but what does that actually mean?
Like characters, ships have their own stats. Armor (HP), defense, damage, speed, cargo space, accuracy, and evasion are just some of the attributes that parts can modify. These types of parts are called "Passive" because they require no user input to become active.
There are also parts that can be activated while in space. These can be anything from combat lasers to cloaking devices to cargo scanners and all things in between.
In the example, we added a cloaking device to our ship. Let's see how we can actually use it!
Step 1: Getting the feat set up
First thing you will want to do is put the feat on your hot bar.
Step 2: Use it!
All activatable modules are used in the same way. Select the feat and then select a target. In this instance, we will want to select our ship as the target. And then we get a cloaked ship like so:
Pretty simple, huh? As I said previously, all activatable modules are used in the same way. So you can activate a combat laser like this on a target:
Nitty Gritty Details
For full details of your ship, you can just examine the item in your inventory. Here is an example of a shuttle:
HP: Hit points - amount of damage your ship can take before being blown up
Cargo: Number of items that can be stored in the ship's cargo hold.
Powergrid: Attaching parts sometimes requires part of the powergrid. If there isn't enough powergrid available, the part can't be attached.
NCU: (Nanomachine Control Unit) Similar to the powergrid. If the part requires more NCU than the ship can handle, it can't be attached.
Capacitor: Activating modules in space consumes some of the capacitor while in use. It regenerates over time and that amount can be increased with specific parts.
Defenses: Percent reduction to a particular type of damage. In the ESS, there are four damage types: EM, Explosive, Thermal, and Kinetic
Accuracy: Percent chance to hit a target before taking your target's evasion into account.
Evasion: Ability to evade enemy attacks.
Speed: How fast your ship can move in space.
Please note that you will be able to see what parts are attached to the ship in the final version. I haven't gotten around to adding that functionality just yet.
Future Plans
Right now, I have about 15 activatable modules I need to code into the system. More might be added after those but that's my focus for now.
Just in case you're interested, here's the list of activatable parts I'm working on:
- Combat Lasers
- Mining Lasers
- Turrets
- Missiles
- Cargo Scanners
- Ship Scanners
- Cloaking Devices
- Armor Repairs
- Remote Armor Repairs
- Target Painters
- Turret Disrupters
- Energy Vampires
- Capacitor Boosters
- Capacitor Transfers
- Stasis Webifiers
This list doesn't include the passive modules that are also being included. Those generally just boost the attributes of the ship. No need to really list those.
There's also a fairly big project of getting the NPC AI to use the new feats. I figure that will take me some time to get set up.
Final Words
Hopefully I've explained the system well enough. It's pretty complicated and I've tried my hardest to make everything clear. If you have a question just ask. I'm more than happy to answer.
Thanks for reading and please let me know what you all think of the idea!
Eve Online is an MMORPG created by a company named CCP. To find out more about the game, check out www.eve-online.com
The Eve Space System (NWN-ESS or ESS for short) is a conversion project for Neverwinter Nights. The idea is to take the best parts of Eve Online's gameplay and put it into NWN terms.
A little over a year ago I posted screenshots (http://nwvault.ign.com/View.php?view=Community_News.Detail&id=2579) of an early version of the project. It was originally intended to be used for a server I was creating at the time. Unfortunately that project died but since then I've been working on this system in my spare time.
With all that said, I am pleased to announce that the ESS is nearing completion! Without further ado, here's some screenshots of the new version.
New Icons
These "new" icons are taken directly from the Eve Online game. I did not create them! They are the sole property of CCP. Don't sue me!
Step 1: Find a Fitting Machine
First we need to find a Fitting Machine. There's at least one in every space station.
Step 2: Put a ship inside the Fitting Machine
Next we place the ship inside the Fitting Machine. New options will appear.
In this screen, the High Slot #1 option is selected.
In this screen, the "View Ship Info" option is selected.
i9.photobucket.com/albums/a68/Szaan/ESSFitting4.png [/img]
To make a selection, all you do is click on it. For this example, High Slot #1 was selected.
Step 3: Adding a part to a ship
After selecting the slot, you can then put the part you want to attach on the ship.
For this example, a cloaking device was attached.
Step 4: Return to the main menu
Next all you need to do is return to the main menu like so.
Step 5: Remove the ship from the Fitting Machine
When you're done making modifications to the ship, simply remove it from the Fitting Machine.
Step 6: Launch the ship!
Next, find a ship launcher. These are usually near the Fitting Machines.
Open it up and place the ship you want to launch inside.
After the ship has been launched you will be sent into space and have complete control over your ship.
The effects of parts
You might be wondering what the point of the first five steps were. Sure, you can add parts but what does that actually mean?
Like characters, ships have their own stats. Armor (HP), defense, damage, speed, cargo space, accuracy, and evasion are just some of the attributes that parts can modify. These types of parts are called "Passive" because they require no user input to become active.
There are also parts that can be activated while in space. These can be anything from combat lasers to cloaking devices to cargo scanners and all things in between.
In the example, we added a cloaking device to our ship. Let's see how we can actually use it!
Step 1: Getting the feat set up
First thing you will want to do is put the feat on your hot bar.
Step 2: Use it!
All activatable modules are used in the same way. Select the feat and then select a target. In this instance, we will want to select our ship as the target. And then we get a cloaked ship like so:
Pretty simple, huh? As I said previously, all activatable modules are used in the same way. So you can activate a combat laser like this on a target:
Nitty Gritty Details
For full details of your ship, you can just examine the item in your inventory. Here is an example of a shuttle:
HP: Hit points - amount of damage your ship can take before being blown up
Cargo: Number of items that can be stored in the ship's cargo hold.
Powergrid: Attaching parts sometimes requires part of the powergrid. If there isn't enough powergrid available, the part can't be attached.
NCU: (Nanomachine Control Unit) Similar to the powergrid. If the part requires more NCU than the ship can handle, it can't be attached.
Capacitor: Activating modules in space consumes some of the capacitor while in use. It regenerates over time and that amount can be increased with specific parts.
Defenses: Percent reduction to a particular type of damage. In the ESS, there are four damage types: EM, Explosive, Thermal, and Kinetic
Accuracy: Percent chance to hit a target before taking your target's evasion into account.
Evasion: Ability to evade enemy attacks.
Speed: How fast your ship can move in space.
Please note that you will be able to see what parts are attached to the ship in the final version. I haven't gotten around to adding that functionality just yet.
Future Plans
Right now, I have about 15 activatable modules I need to code into the system. More might be added after those but that's my focus for now.
Just in case you're interested, here's the list of activatable parts I'm working on:
- Combat Lasers
- Mining Lasers
- Turrets
- Missiles
- Cargo Scanners
- Ship Scanners
- Cloaking Devices
- Armor Repairs
- Remote Armor Repairs
- Target Painters
- Turret Disrupters
- Energy Vampires
- Capacitor Boosters
- Capacitor Transfers
- Stasis Webifiers
This list doesn't include the passive modules that are also being included. Those generally just boost the attributes of the ship. No need to really list those.
There's also a fairly big project of getting the NPC AI to use the new feats. I figure that will take me some time to get set up.
Final Words
Hopefully I've explained the system well enough. It's pretty complicated and I've tried my hardest to make everything clear. If you have a question just ask. I'm more than happy to answer.
Thanks for reading and please let me know what you all think of the idea!