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Treasure Hunters: Abandoned Wrecks as Warpable Beacons

Author
Arthur Aihaken
CODE.d
#1 - 2015-03-10 23:40:48 UTC  |  Edited by: Arthur Aihaken
Goal: To further/enhance careers as salvagers.

Proposal: 1. On mission completion, any and all associated un-salvaged mission-related wrecks and containers on grid generate warpable shipwreck beacon(s) in the Overview. These beacons subsequently disappear along with system removal of wrecks. Ownership of said wrecks is retained, so it is still a suspect offence to steal. (credit: Donnachadh and others)
2. Players also have a new option to 'Abandon and create a Beacon' which abandons all wrecks and containers ("blue") on grid and creates the same warpable shipwreck beacon in the Overview. Players can still abandon wrecks or containers as usual. (credit: Petrified)
3. Tractor beams are also now able to tractor unowned wrecks and containers (generating suspect status), although this does not apply to MTUs. (credit: Reaver Glitterstim)

Details: Shipwreck beacons are separate from standard beacons in that they have a different symbol and can be toggled on/off in the Overview settings (mainly to avoid clutter for non treasure hunters). These do not need to be probed down.

Addendum: Updated with some excellent suggestions. By retaining wreck ownership this will deter botting to some extent (at least they'll go suspect in any event). This also breathes a bit of new life into the Noctis, since it will be the prime beneficiary of these changes. I wasn't sure if the tractor suggestion should extend to containers, but it might be entertaining to be able to tow these off-grid for a laugh or two...

I am currently away, traveling through time and will be returning last week.

Zimmer Jones
Aliastra
Gallente Federation
#2 - 2015-03-11 00:22:31 UTC
Hasn't CCP made it easy enough to use probes? Honestly, you idea is about lazyness and bypassing skills.
You should at least pretend to work for your free isk. It is already one of the lowest risk forms of income, and you want to make it bottable.

No, unsupported

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

Leto Aramaus
Frog Team Four
Of Essence
#3 - 2015-03-11 00:23:49 UTC
I don't agree that wrecks should go Blue ('abandoned') after the mission is complete. The mission runner still owns those wrecks, and a treasure hunter should have the excitement of wondering if he will be hunted down after stealing from abandoned battlefields.

I don't agree that the mission's location should turn into a public beacon after mission completion. Treasure hunters should have to use probes to scan the abandoned deadspace down.

However... correct me if I'm wrong, I think currently if you run a mission, complete it, warp out (and there are no other ships in any of the deadspace rooms) all mission gates/rooms/and wrecks will de-spawn. I think the wrecks should be left floating in space for a set amount of time, for career salvagers to come by and scan them down.
Arthur Aihaken
CODE.d
#4 - 2015-03-11 00:26:20 UTC  |  Edited by: Arthur Aihaken
Leto Aramaus wrote:
However... correct me if I'm wrong, I think currently if you run a mission, complete it, warp out (and there are no other ships in any of the deadspace rooms) all mission gates/rooms/and wrecks will de-spawn. I think the wrecks should be left floating in space for a set amount of time, for career salvagers to come by and scan them down.

Gates and rooms, yes. But the wrecks do remain afterwards (I'm not sure the exact time interval before they expire).

Leto Aramaus wrote:
I don't agree that wrecks should go Blue ('abandoned') after the mission is complete. The mission runner still owns those wrecks, and a treasure hunter should have the excitement of wondering if he will be hunted down after stealing from abandoned battlefields.

There's nothing preventing players from bookmarking those sites and returning with a dedicated salvage ship prior to completing the mission. This doesn't penalize mission-chaining - since the wrecks would remain private until mission completion. And this doesn't prevent players from scanning down active mission sights to steal, either.

Zimmer Jones wrote:
Hasn't CCP made it easy enough to use probes? Honestly, you idea is about lazyness and bypassing skills.
You should at least pretend to work for your free isk. It is already one of the lowest risk forms of income, and you want to make it bottable.

It's about neither. First, I would argue that serious mission runners know which ones are worth looting or not (and these tend to lean towards L4 missions, although not exclusively). Second, many of these sites are not going to necessarily be worth salvaging even if there are wrecks left (assuming the originating player doesn't return to loot everything). Third, I would argue that mining is the lowest risk form of income (at least in high-sec), and as it's subject to botting your argument that this encourages botting holds no weight.

Finally, the one thing that you've overlooked is that this would provide additional interaction. All those salvage ships out and about (bot or not) deploying MTUs that can easily be tracked down, destroyed and looted. This could easily lead to suspect flags and limited engagements. And this doesn't even touch on the main reason for the proposal, which was to revitalize a career as a salvager.

I am currently away, traveling through time and will be returning last week.

Donnachadh
United Allegiance of Undesirables
#5 - 2015-03-11 02:58:30 UTC
Leto Aramaus wrote:
However... correct me if I'm wrong, I think currently if you run a mission, complete it, warp out (and there are no other ships in any of the deadspace rooms) all mission gates/rooms/and wrecks will de-spawn. I think the wrecks should be left floating in space for a set amount of time, for career salvagers to come by and scan them down.

Then I will, or perhaps a clarification as I am not sure what you mean here.
A mission site does not de-spawn until the mission is turned in to the agent and completed that way. Simply warping everyone out of the pocket will not cause the mission to de-spawn.

Going back to the OP there is one critical issue that I think all of you are missing, well maybe not the OP but I am not sure.
Wrecks whether they were player ships or NPC ships are not scan able with probes they can only be found with the D-Scan, or show up on the overview if you are close enough. And to be honest I am not sure they will show up on a D-Scan either cause I have never really looked for them on a D-Scan.

I think a modification of the OP may be workable.
Once the mission has been turned into the agent a beacon could spawn where each of the rooms were and these beacons could then be scanned by probes but there is no way they should have a direct warp to capability assigned to them.

As for the wrecks being auto abandoned I say no way. Those wrecks are the property of the person that ran the mission and it is their decision to abandon them or not.

These changes would allow salvage characters and the treasure hunters the OP mentioned a way to find these sites, but they would still have to make a decision on what to do if the wrecks were not abandoned.
Colette Kassia
Kassia Industrial Supply
#6 - 2015-03-11 05:00:38 UTC
Bait.
Arthur Aihaken
CODE.d
#7 - 2015-03-11 05:36:38 UTC
Donnachadh wrote:
As for the wrecks being auto abandoned I say no way. Those wrecks are the property of the person that ran the mission and it is their decision to abandon them or not.

The point was to make them easy for newer players to locate. Let's be honest - with the nerf to reprocessing it's not like recycling salvage is as lucrative as it once was. I'm not opposed to leaving them as owned by the missioning player - but I do want them to show up on grid (since you can't scan them down).

I am currently away, traveling through time and will be returning last week.

Petrified
Old and Petrified Syndication
#8 - 2015-03-11 06:17:38 UTC
I like the overall concept, but not quite how you execute it. Since you cannot probe down wrecks and since some areas are inconvenient to create BMs for contract/trade given the 2 hour life span of a can:

1 - Warping off grid or leaving the mission should not automatically blue the wrecks. This is not ideal for those who solo missions and then return to salvage - especially outside of High Sec.
2 - Availability to the cans should always be in the hands of the person who created the wreck.
3 - CCP should add an option to right click any wreck you created on the grid and select "Abandon and make beacon". All cans on the grid created by the person/fleet become blue and:
4 - The action of "Abandon and make a beacon" creates a temporary beacon at that location with a life span equal to the can that was selected.

No other beacons can be created on grid once the "Abandon and make beacon" option is selected.
The Beacon is centered on the can the user performed the create "Abandon and make beacon" option on.
Once the can expires or the can is salvaged, the beacon is removed from the overview.

This does several things:
1 - makes a selectable option for mission runners/ratters/baiters to abandon wrecks for others to salvage without going through the process of creating a BM and then advertising it for 2 hours or placing it on contract which will last more than 2 hours.
2 - It will create minimal server load compared to making all the cans a beacon or by making a BM that may never be automatically removed.
3 - ease of use and the power of choice is left in the hands of the one who leaves the wreck behind.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

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Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2015-03-11 06:19:09 UTC
I disagree with wrecks going on the overview at long range. They should be scannable. I think wrecks should go abandoned before they disappear from space, but I do not feel they should abandon before the owner has a chance to collect them. It's not like you can't come in and take them just because they're owned.

I'd go further and suggest that tractor beams should be allowed to tow wrecks illegally, as opposed to being prevented from moving them at all.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arthur Aihaken
CODE.d
#10 - 2015-03-11 06:25:21 UTC
Reaver Glitterstim wrote:
I disagree with wrecks going on the overview at long range. They should be scannable. I think wrecks should go abandoned before they disappear from space, but I do not feel they should abandon before the owner has a chance to collect them. It's not like you can't come in and take them just because they're owned.

I'd go further and suggest that tractor beams should be allowed to tow wrecks illegally, as opposed to being prevented from moving them at all.

Not the wrecks, just a beacon to the grid where the wrecks are located. I'm not sure what the rationale is for being unable to scan wrecks, but I assume there's an ulterior reason. As I previously indicated (will revise OP), I don't have a problem with ownership being retained - but I do still feel these should show up on the overview without having to be probed down. The tractor beam idea is interesting. Mind if I incorporate it?

I am currently away, traveling through time and will be returning last week.

Donnachadh
United Allegiance of Undesirables
#11 - 2015-03-12 02:32:51 UTC
Arthur Aihaken wrote:
Donnachadh wrote:
As for the wrecks being auto abandoned I say no way. Those wrecks are the property of the person that ran the mission and it is their decision to abandon them or not.

The point was to make them easy for newer players to locate. Let's be honest - with the nerf to reprocessing it's not like recycling salvage is as lucrative as it once was. I'm not opposed to leaving them as owned by the missioning player - but I do want them to show up on grid (since you can't scan them down).

It only takes about 15 minutes of training time and about 2 million ISK to be able to scan such things, so using new players as a way to justify this is a bit on the sad side.

I always thought wrecks should be scan able so I have no problem with that change.
But there is no way that the wrecks or any form of beacon should have the direct warp to ability assigned to them.
Arthur Aihaken
CODE.d
#12 - 2015-03-12 02:48:19 UTC
Donnachadh wrote:
It only takes about 15 minutes of training time and about 2 million ISK to be able to scan such things, so using new players as a way to justify this is a bit on the sad side. I always thought wrecks should be scan able so I have no problem with that change.
But there is no way that the wrecks or any form of beacon should have the direct warp to ability assigned to them.

Except as it now stands, you can't scan for wrecks. I'm not sure if there's an underlying reason for this, or if this is something that could be changed. It's just not few new players; I imagine there are more than a few salvage corporations that would make use of something like this. Ultimately, I don't see the downside in introducing more content and potential conflict situations.

I am currently away, traveling through time and will be returning last week.

Donnachadh
United Allegiance of Undesirables
#13 - 2015-03-13 04:42:23 UTC
Arthur Aihaken wrote:
Donnachadh wrote:
It only takes about 15 minutes of training time and about 2 million ISK to be able to scan such things, so using new players as a way to justify this is a bit on the sad side. I always thought wrecks should be scan able so I have no problem with that change.
But there is no way that the wrecks or any form of beacon should have the direct warp to ability assigned to them.

Except as it now stands, you can't scan for wrecks. I'm not sure if there's an underlying reason for this, or if this is something that could be changed. It's just not few new players; I imagine there are more than a few salvage corporations that would make use of something like this. Ultimately, I don't see the downside in introducing more content and potential conflict situations.

Your comment I was referring to was about making things easy for new players, I was simply pointing out how easy it is for anyone to train scanning skills not about whether it was possible to scan wrecks.

And since you obviously missed this bit from an earlier post
Donnachadh wrote:
Wrecks whether they were player ships or NPC ships are not scan able with probes they can only be found with the D-Scan, or show up on the overview if you are close enough. And to be honest I am not sure they will show up on a D-Scan either cause I have never really looked for them on a D-Scan.

I am aware that wrecks are not scan able and I would not support them becoming scan able as it is my belief(and I may be wrong here) that it would add more work load to the server/client than would be justified however I did offer an alternative that would accomplish the same goals while significantly reducing any possible server/client load.
Donnachadh wrote:
Once the mission has been turned into the agent a beacon could spawn where each of the rooms were and these beacons could then be scanned by probes but there is no way they should have a direct warp to capability assigned to them.

Aiyshimin
Mea Culpa.
Shadow Cartel
#14 - 2015-03-13 06:08:32 UTC
Wrecks should be scannable with combat probes, but I believe the reason they are not is something something server performance.
Sam Spock
The Arnold Connection
#15 - 2015-03-16 19:33:48 UTC
1. Make wrecks go blue when they are 15 minutes away from despawning. Gives the original owner 1 hour 45 minutes to clean them if he wants them.
2. Make blue wrecks scannable with combat probes. Mad scramble in mission hubs anyone?
3. Profit!

Giving you Inconsistent grammar, speilling and Punct-uation since 1974!

Leyete Wulf
Caldari Provisions
Caldari State
#16 - 2015-03-16 19:53:14 UTC
Idea adds no meaningful gameplay as existing mechanics effectively allow for everything OP wants to do.

Easier does not equal Improved
Arthur Aihaken
CODE.d
#17 - 2015-03-16 20:05:43 UTC  |  Edited by: Arthur Aihaken
Leyete Wulf wrote:
Idea adds no meaningful gameplay as existing mechanics effectively allow for everything OP wants to do.
Easier does not equal Improved

You cannot currently scan down wrecks, so no - you can't.

I am currently away, traveling through time and will be returning last week.

Lugh Crow-Slave
#18 - 2015-03-16 21:14:07 UTC
Arthur Aihaken wrote:
Leyete Wulf wrote:
Idea adds no meaningful gameplay as existing mechanics effectively allow for everything OP wants to do.
Easier does not equal Improved

You cannot currently scan down wrecks, so no - you can't.


I was under the impression you could but if that is the case then make it so you can scan down wrecks


but no to warp-able beacon
Arthur Aihaken
CODE.d
#19 - 2015-03-16 23:32:39 UTC
Lugh Crow-Slave wrote:
I was under the impression you could but if that is the case then make it so you can scan down wrecks

Assuming CCP can't, then what?

I am currently away, traveling through time and will be returning last week.

Ben Ishikela
#20 - 2015-03-17 08:53:33 UTC
So there are these large Tractor beams out there hidden/cloaked. They collect over several AU distance and salvage all these wrecks automatically. they have a HUGE locktime (ca. 2h). As soon as they are full/overfed, the cloak misfunctions (weak design.Oops). Then nearly anyone is able to probe them and loot these "towers" as "relic sites". They contain similar stuff to salvage.

Unfortunately these "relic sites" and their interior or spawning are not conected (in any way i know of) to pirate activity or number of unloooted wrecks in that region/constellation/system/WHsystem. Or maybe its just good the way that they spawn regardless of pve/pvp activity. This way we get more spread of exploration across new eden. But what do i know ...Roll

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

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