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Wrecks and Salvage 2.0

Author
Undeadenemy
Federal Navy Academy
Gallente Federation
#1 - 2015-01-06 22:20:14 UTC
This is probably a little bit more than a little thing, so I'll post it here.

I think it's time to update the way at least some of the wrecks and Salvage workso in EVE. Take the fight the other day between Pandemic Legion and Black legion, billions of ISK were lost and some of it was left on the field. With capital ships it seems wrong that all the loot and salvage should be either scooped by an interceptor, gobbled by a mobile tractor or destroyed by a quick blast. AT LEAST WITH CAPITALS salvaging and looting the wrecks should work more like mining does now. The valuable hulls should drift in their graveyards to be slowly picked clean by vultures brave enough to attempt the operation. The modules themselves should require a special type of salvager to extract, meaning the surviving officer and deadspace modules will need to be looted over time.

The work and danger of such an endeavor should also give a considerable payment.

The wrecks should still be destructable, but it should be about like killing a small POS.
SFM Hobb3s
Perkone
Caldari State
#2 - 2015-01-06 22:30:31 UTC
It's all good until a blue bombz ur incursus.
Undeadenemy
Federal Navy Academy
Gallente Federation
#3 - 2015-01-06 22:38:15 UTC
The game play opportunities here are quite large. In real life scavengers flock to carcasses to feed, and predators come as well to chase the scavengers. I'd like to see an EVE feeding frenzy and the resulting content it would generate.
Zimmer Jones
Aliastra
Gallente Federation
#4 - 2015-01-07 04:53:12 UTC
Ugh, if you've been in a large nullblock battle, you'dknow there ARE scavengers picking the field
Sometimes even during the battle.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Lugh Crow-Slave
#5 - 2015-01-07 05:09:50 UTC
Zimmer Jones wrote:
Ugh, if you've been in a large nullblock battle, you'dknow there ARE scavengers picking the field
Sometimes even during the battle.


yeah but i feel this would just add to that aspect


I would also like to add the capital wrecks can't be tractored
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#6 - 2015-01-07 05:35:54 UTC
I would love to see systems get some kind of wreck tracking.

If they could track the amount of wrecks over a given time, their size (possibly by tonnage rather then just small medium large wrecks) as well as the tech level. It could lead to a generated wreck salvage site that could be probed down. The wrecks could contain additional salvage materials but rarely if ever modules.

Further if it tracked life time of the wrecks that could be an additional variable to how much salvage appeared at these sites.
On the subject of wreck life time, wrecks should be given a moderately equivalent HP to their size. A frigate with 9k ehp should only have a wreck health of maybe 500-1k while a battleship which can have 180k ehp should have a wreck hp of 15-30k.

To balance that a little anything left in the wreck has a chance of being damaged or destroyed as the wreck takes damage.

Tonnage for ships flown by capsuleers would be counted at higher rate than NPC wrecks, despite that mission hubs will still provide high sec salvagers with constant content.

While places that contain massive player battles with super kills, these battle locations will balance themselves strongly simply by their value. For once groups of players could band together to roam LS or null in hunt of salvage sites spawning from massive battles. I would imagine for instance a battle like B-R would have generated multiple massively profitable salavge sites for days if not weeks after the battle making it a massively profitable salvage system with multiple interests working quickly to salvage while fighting off other forces. Mean while the lesser groups are gathering at the systems that were en route to B-R that had camps catching reinforcements. The salvage would still be excellent compared to HS but the risk would be less then actually entering B-R with alliance/coalition salvage teams working.

Further it livens up LS a little allowing explorers a new avenue for their trek through LS. Not to mention it would work well in wormhole space as well.
Debora Tsung
Perkone
Caldari State
#7 - 2015-01-07 09:17:32 UTC
Like that one space ship browser game were enough destroyed spaceships could lead to the creation of a new moon? Pirate

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Undeadenemy
Federal Navy Academy
Gallente Federation
#8 - 2015-01-07 17:29:03 UTC
Zimmer Jones wrote:
Ugh, if you've been in a large nullblock battle, you'dknow there ARE scavengers picking the field
Sometimes even during the battle.


Sure there are, with this change though, at least with capital wrecks, you wouldn't have a salvager being able to just swoop in and grab the valuables, they would need to hang around, possibly for a while to get much out of it. That's where it generates content. In my vision, a large B-R type battle would leave enough wreckage that people might be salvaging it all for hours or even days afterward, leading to a known hot spot for activity.

If you've ever seen footage of the bottom of the ocean, you know exactly what I'm talking about. Any time a large animal dies and sinks down there, there's a flurry of activity around the body with all kinds of weird (and ugly) things coming out to get their share.
Daichi Yamato
Jabbersnarks and Wonderglass
#9 - 2015-01-07 19:03:33 UTC
+1 concept. Needs more detail though.
+1 wrecks becoming probeable
PvP leading to PvE instead of PvE leading to PvP??


But how much server power is needed to keep wrecks in place long enough for them to be realistically discoverable by salvagers?

Even if we delete the wrecks on a grid as normal and have a 'ship graveyard' sig spawn else where in system, it may take quite the server load to remember what was in the wrecks for the duration of the sigs.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Gitahh
Center for Advanced Studies
Gallente Federation
#10 - 2015-01-07 19:37:15 UTC
This sounds like an interesting idea, and would definitely create emergent game play.

Say, after 12 hours or so have the wrecks despawn and reappear as a signature that has to be probed down with some difficulty, the more wrecks and mass, the easier it is to probe down. After a player warps to it, have a beacon appear on overview in system for all pilots (like FW sites). Maybe even add some rare NPC patrols that will pick apart the wrecks for goodies so as the site won't last a full 24 hours if it is not discovered.

Players will have a chance to salvage and loot this wreck site in order to obtain modules and scrap metals, etc. For Tech II and capital ships, maybe players could get lucky and attain a small portion (5% or so) of fuel that was in the ship. Heck, even make some small amounts of rare ore available to entice miners to leave their comfort zones for a decent payout.

This is just a quick idea that I didn't think too much through, I would appreciate if others could add more to this!
Korwyn Severasse
Al Nizar Corporation
#11 - 2015-01-07 20:29:01 UTC
+1 making wrecks probeable with or without extending their lifetime.

That alone would bring more scavengers/salvagers. Which leads to more interaction (PvP).


Making wrecks draw NPC scavengers is great too. If PVP can draw CONCORD in high sec then it can draw pirates in Low sec.


Undeadenemy
Federal Navy Academy
Gallente Federation
#12 - 2015-01-08 01:37:49 UTC
With my idea the wrecks just stay where they are, they only become harder to remove and capitals are salvaged like asteroids. In this system PVP leads to PVE and leads back to PVP.
Valarian Dumonte
Tactical Grace.
Vanguard.
#13 - 2015-03-08 00:07:49 UTC
+1 . I agree something needs to change with the Salvaging mechanics
Swiftstrike1
Swiftstrike Incorporated
#14 - 2015-03-08 01:40:42 UTC
I have never understood why wrecks can be destroyed at all, let alone so easily. If you think about it for a moment, "destroying" a spaceship simply means doing enough damage to make it inoperable. At that point it becomes a wreck.

The wreck however is already inoperable so even if you "destroy" it by blasting it to pieces all you would get is lots of smaller wrecks!

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Sigras
Conglomo
#15 - 2015-03-08 01:55:01 UTC
I agree, wrecks should not be destructible...

What if for every 1000 damage they take, each item inside has a 1% chance of destruction.
Kabark
Schilden
#16 - 2015-03-08 03:21:58 UTC
Zimmer Jones wrote:
Ugh, if you've been in a large nullblock battle, you'dknow there ARE scavengers picking the field
Sometimes even during the battle.

Battle Badger!!!