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Player Features and Ideas Discussion

 
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Make rigs unfitable (with limitations)

Author
Snopzet
Inglourious Squirrels
That Escalated Quickly.
#1 - 2015-03-19 09:14:32 UTC
Hey folks,

what do you think about the idea being able to unfit rigs? Yeah I know, it is a totally stupid idea and it would degrade them to ordinary modules. But what if they are still bound to the specific ship type (e.g. rigs you had in an Oracle will go back into any Oracle but nothing else). Additionally you have to pay a fee (you're hiring specialized mechanics which are unwelding the rigs). Something between 20-50% of the average price.

How I came up with this idea? Well, basically I need to move like 5m m³ of ship hulls from A to B (battlecruisers and smaller). Although we got the Bowhead now, it is still frustrating to spend hours of doing boring traveling. Of course I could just rip out all the cheap rigs and repackage the ships. But there is no easy way to find out, how much money you would destroy by removing the rigs and then you have to make a list of the destroyed rigs and go buy new ones... *cough effort cough*. I would rather pay a fee to remove the rigs, so I can repackage the ships for transportation, and plug them back in later.

CCP has to make sure that unplugged rigs can't be sold or traded in any way (e.g. contracts or direct trade), since ppl will likely abuse them for scams... you have to transport them by yourself. The only thing you can do with them is: plug them back into your ship(type) or trash them.


Yay or nay?
Lugh Crow-Slave
#2 - 2015-03-19 09:55:56 UTC
nope if you need to move them decide if you are going to pay to re-buy rigs or move them fitted
Castelo Selva
OS GUERRAS
Brave United
#3 - 2015-03-19 10:54:30 UTC
The only class of ship how should be able to unfit a rig are the Tech III Cruisers.

Why? Because they already are modular ship how should be able to swap configurations. It does not make sense you change subsystems on a Tech III cruiser, changing it roles, and still had to keep the old rigs.

So, again, sorry to not agree with you. I only vote for Tech III cruiser as explained above.

Castelo
Leto Aramaus
Frog Team Four
Of Essence
#4 - 2015-03-19 12:58:24 UTC
Castelo Selva wrote:
The only class of ship how should be able to unfit a rig are the Tech III Cruisers.

Why? Because they already are modular ship how should be able to swap configurations. It does not make sense you change subsystems on a Tech III cruiser, changing it roles, and still had to keep the old rigs.

So, again, sorry to not agree with you. I only vote for Tech III cruiser as explained above.

Castelo



Yup let's make T3s even better than they are. Great idea.
FireFrenzy
Cynosural Samurai
#5 - 2015-03-19 13:07:40 UTC
Buy another oracle if you want another oracle...
Zimmer Jones
Aliastra
Gallente Federation
#6 - 2015-03-19 14:15:21 UTC
No, rigs are supposed to be one time deals. In fact, they used to be very expensive, one size fits all ships and not compulsory

Now they're cheap, based on hull size and mandatory, but thankfully still oneoffs. At least there is something that should make people pause before using them. My most valued ships still have rigs on them from 2007-8.

You have it good with the current state of rigs, but remember that they are jury-rigged improvizations.
You're lucky CCP hasn't gotten the idea that tampering voids insurance and repackaging.

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

Snopzet
Inglourious Squirrels
That Escalated Quickly.
#7 - 2015-03-19 14:47:27 UTC
Guys, keep in mind that the primary intention of my idea was to be able to repackage a ship for transportation, so you aren't forced to make an additional trade run (and I'm fine with paying a fee to do so) and not to be able to change the rigs.

Maybe I should have named my thread "Give us an option to repackage rigged ships".

My proposed solution isn't the best way to do it, but it would have been a relative easy one to implement. The 100% solution would be: when you try to repackage a ship which has rigs, a message should pop-up which asks you, if you want to destroy the rigs or if you want to "package" them together with the ship for X ISK". When you do so, you can unpackage the ship later again and the "packaged" rigs will be plugged in automatically.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#8 - 2015-03-19 15:17:01 UTC
My understanding is that a rig is a bunch of salvage cobbled into your ship to push it beyond it's normal design limits with additional power relays, current control, field modulation, armour plates over vital areas etc etc etc. These should never be 'unfittable' as they are pretty much hardwired in place as they are installed. The bodging required to make them work would pretty much guarantee that the component would be useless for anything else once they've been welded in place.