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Player Features and Ideas Discussion

 
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create your own ships

Author
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#1 - 2013-05-17 10:07:14 UTC
Hi,

if you are building ships, wouldnt you like to design your own Ships? Thats whats my idea for this thread. Also i have to say that my idea is still immature, thats also why i made this thread. If you read this thread and be so kind to offer impartial critizism feel free (not just no, or its stupid etc.).



Basic Concept Layout

1st step would be to design the hull (determines structure points and can be scaled on the long axxis) with an Ship Editor created by CCP ingame.

2nd step would be adding the systems to the hull (they cant overlap inside the hull).
2a) Adding Armor to the Ship. Race and T1 or T2 choices on Armor would decide skin and resist, armor hp would be decided through the mass of it.
2b) Adding Shields to the Ship. This would work in the same way Armor would work also it wont decide the skin. Armor and Shield have to be added but can be freely scaled beyond the minimum.
2c) Adding Thrusters those can only be placed at the back, inside the hull, or if multiple thrusters will be placed have to face the same direction. Size will increase thrust ratio and adding mass. The Ship speed/ inertia/ acceleration will be calculated through mass and thrust.
2d) Adding Powercore, can be freely placed inside the hull. The bigger the powercore, the more pg and mass the ship has.
2e) Adding Processing, can be freely placed inside the hull. The bigger processing is the more cpu and mass is added to the hull.
2f) Adding Tactical Network, this decides which boni the ship will have. As an Example if a gallente one is used you could decide 2 boni if t1 or 4 boni if t2 off all gallente ships currently and which type of guns (small, medium, large, xl). Its adding a fixed size and mass
2d) Adding additional Systems, those would be drone bay, cargohold and everything i have forgotten.

3rd step. After all Systems were added to the hull the ship category will be calculated. In this case the mass and size would be the deciding factor.

4th step. Decide how the High med and low slots will be dispersed. If in Step 3 its decided its a battleship hull there would be 19 or if drone bonused 18 available.

5th step. Place the gun/missile hardpoints on the hull and adding windows, antennas and other details.

6th step. Save it and create bpc's with lab slots, there are no bpo's.



So ive listed my idea and i know there will be issues. Like how will it be saved, how transmitted to ppl on grid with such a ship and this way player can create a total ugly ship (ok its hard to beat the moa hull but possible).
monkfish2345
School of Applied Knowledge
Caldari State
#2 - 2013-05-17 10:40:18 UTC
This would cause so many balance issues it's really not worth the trouble it would cause
StoneCold
Decadence.
RAZOR Alliance
#3 - 2013-05-17 11:15:04 UTC
Sounds interresting, but i guess you need to get hired by CCP as designer or somesuch to get that 'tool'.
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#4 - 2013-05-18 08:20:48 UTC
monkfish2345 wrote:
This would cause so many balance issues it's really not worth the trouble it would cause


Actually i know that it will cause balancing issues, but because those systems are dependent from each other i dont think that it will be that bad. Personally i would like to fit an armor bs with minimum shielding maybe 1k, and the spared mass of shield generators turned into armor and a pg, cpu and slot layout how i need it.

StoneCold wrote:
Sounds interresting, but i guess you need to get hired by CCP as designer or somesuch to get that 'tool'.


I think with the CCP part you r correct. Cool
Felsusguy
Panopticon Engineering
#5 - 2013-05-18 12:42:44 UTC
Jeanne-Luise Argenau wrote:
Actually i know that it will cause balancing issues, but because those systems are dependent from each other i dont think that it will be that bad.

Are you kidding me?...

IT WILL BE HORRIBLE!!!

The Caldari put business before pleasure. The Gallente put business in pleasure.

Ruze
Next Stage Initiative
#6 - 2013-05-18 12:49:10 UTC
Seriously. They take months go balance past an entire class of ships like battleships. Just the tech 1 ships, too, not even the tech 2.

Balance is not easy to achieve. For each unique ship added to the game, you possibly upset that balance. And that balance is pvp, too, not pve.

If you made the new created ships significantly less powerful than regular ones, you might can avoid hurting the balancing act at all. But then, who would fly them?

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#7 - 2013-05-18 13:22:00 UTC
Ruze wrote:
Seriously. They take months go balance past an entire class of ships like battleships. Just the tech 1 ships, too, not even the tech 2.

Balance is not easy to achieve. For each unique ship added to the game, you possibly upset that balance. And that balance is pvp, too, not pve.

If you made the new created ships significantly less powerful than regular ones, you might can avoid hurting the balancing act at all. But then, who would fly them?


point taken, my idea was more you plan those systems on working ships of their class
Linna Excel
Center for Advanced Studies
Gallente Federation
#8 - 2013-05-18 17:36:24 UTC
Perfect balance is impossible. You want things to be roughly balanced, but its okay for a few bad ships to exist.
Luc Chastot
#9 - 2013-05-18 17:46:21 UTC
With some limitations, the balance issues could be worked out. The real problem I think would be the heavy load on the servers during fleet encounters.

Make it idiot-proof and someone will make a better idiot.