Post news Report RSS Revelation - Ship Stats

We introduce how the stats from EVE Online will transfer over to EVE:WORLD, with the Amarr dreadnought "Revelation" as an example. New screens.

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Revelation - 15/04/14

The Amarr Revelation is a dreadnought-class vessel. The main draw of dreadnoughts, aside from their giant size and the health that comes with it, is their ability to mount capital-ship sized weapons. They are big and slow and can dish out as much damage as they can take. Its raw EVE stats are:

  • Shield Points: 140,625
  • Armour Points: 203,125
  • Hull Points: 203,125
  • Shield Recharge Rate: 7.81 SP/s
  • Mass: 1,237,500 tonnes
  • Max speed: 65 m/s
  • Acceleration: 1.14 m/s2
  • Drone Capacity: 0 m3
  • Radar Range: 97.5 km
  • Weapon mounts: 3 pairs of turrets

Revelation - 15/04/14

These are the starting points for our ship loadouts, but not the final ones. Transferring to an engine with 1:1 scale and more realistic physics means some will be woefully inadequate. 65 m/s may be fast enough to journey across an EVE Online sized map, but in Outerra it would take the Revelation 68 days just to travel to the Moon from Earth. Radar range may also prove to be hopelessly small in the vastness of space. Drone capacity and weapon mounts will be mostly unchanged. Players will be able to pick and choose between a ship with a fixed short-range loadout and one with a fixed long-range loadout. Each race will mostly stick to the weapons they are known for, for example Amarr ships will use energy weapons rather that Minmatar artillery.

Revelation - 15/04/14

This particular Revelation is using a long-range loadout and has six Dual Giga Beam Lasers. Their raw EVE stats are:

  • Shield Damage: 325.6 per shot
  • Armour Damage: 173.8 per shot
  • Hull Damage: 352 per shot
  • Rate of fire: 4.44 shots per minute
  • Optimal range: 80 km
  • Falloff range: 32 km
  • Tracking speed: 0.13 degrees/s

Energy weapons do strong shield damage and weak armour damage. As you'd expect from such a big turret, they are slow to fire and slow to turn. Smaller turrets can make rapid 180 degree turns to track fighters and drones. In EVE Online accuracy is handled as a percentage of chance a shot will hit. Any shot within its Optimal range has 100% chance of hitting. Falloff range is the distance past Optimal range that the chance will half. In EVE:WORLD this will change to modelling a weapon's cone of fire, with the cone representing the angles a shot can randomly fire at, and the circular base of the cone representing the total possible area a shot might collide with. The falloff distance is the distance it takes for the area of the base of the cone to double in size.

Already some of you might see the issue with a Falloff range that expands faster than the Optimal range, or a turret that takes eight seconds to turn one degree. Once we have a range of ships and weapons implemented, we can start working on scaling values.

Revelation - 15/04/14

Bonus tip: A ship with acceleration less than the value of G will never escape Earth even if its main engines are pointing vertically downward at full thrust!

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Noodlees
Noodlees - - 120 comments

However most ships in eve were not meant for atmospheric entry, most were made for space combat. Also to get to the moon they would use the warp drive rather than standard engines.

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Mob11 Author
Mob11 - - 28 comments

Hi, the last line is more of a hint to readers about what ships will make planetfall in the game rather than a complaint about impracticality.

Warp drive is unplanned currently but we can always dream...

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Hell_Diguner
Hell_Diguner - - 3,645 comments

I take it very few "large" or "medium" sized vessels are designed to land or even enter a low orbit.

In that case I suppose EVE is a -little- less B.S. than Star Trek / Star Wars.

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momomo544
momomo544 - - 101 comments

Awesome! Nice to see more games using the Outerra engine!

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