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Mobile Tractor Unit II

Author
Svarii
Acclimatization
#1 - 2015-05-20 20:04:26 UTC
This is the only thread I could find specifically discussing a T2 Mobile Tractor Unit.

Anhenka said that CCP had already stated they would not be giving the mobile tractor unit the ability to salvage because it would over shadow the Noctis. No source was provided. (I do not agree. I would still use my Noctis, T2 MTU should not be better than a Noctis.)

Proposal: Mobile Tractor Unit II

Stats: Same as T1 but with a single high slot. Can fit additional tractor beam or salvager . That is all.
Madd Adda
#2 - 2015-05-20 20:06:37 UTC
MTUs are good enough on their own. That is all.

Carebear extraordinaire

Svarii
Acclimatization
#3 - 2015-05-20 20:19:37 UTC
Madd Adda wrote:
MTUs are good enough on their own. That is all.


Mobile Tractor Units are awesome, yes. However, this thread is discussion about the possibility of a Mobile Tractor Unit II.

Why would you conclude that a T1 item being "good enough" precludes the option of a T2 version with additional abilities?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#4 - 2015-05-20 20:21:05 UTC
The addition of the salvager means you either don't need to use one of your high slots for a salvager, use up some drone bay on salvagers or bother with a noctis. It would be a no from me on this basis.
Ix Method
Doomheim
#5 - 2015-05-20 20:30:41 UTC
As long as they're stunningly expensive and ridiculously easy to probe this might be fun.

Travelling at the speed of love.

Svarii
Acclimatization
#6 - 2015-05-20 20:32:32 UTC
Ix Method wrote:
As long as they're stunningly expensive and ridiculously easy to probe this might be fun.

I can agree with that.
Svarii
Acclimatization
#7 - 2015-05-20 20:34:27 UTC
Corraidhin Farsaidh wrote:
The addition of the salvager means you either don't need to use one of your high slots for a salvager, use up some drone bay on salvagers or bother with a noctis. It would be a no from me on this basis.


I would have to assume that if there was a Mobile Tractor Unit II that could salvage it would be so slow that by the time you are done running your site it's not finished cleaning up, thus, you would still be wise to make use or your Noctis before someone decided to pop your MTU while it's taking forever.

I'm seeing this thread as ending up as being focused on the salvaging issue part of the idea. So I'm just gonna throw out an additional suggestion. What about a T2 MTU with Two Tractor beams that can operate simultaneously. Too much? Cut it's cargo in half then. Two beams would be really nice.
Madd Adda
#8 - 2015-05-20 20:41:10 UTC
it would humorous two MTU II going at it trying to salvage while the other steals the wrecks so it can salvage

Carebear extraordinaire

Lendren
Ministry of War
Amarr Empire
#9 - 2015-05-20 20:45:20 UTC
A salvaging can would be stupid IMO and invalidate existing ships/modules.

However I could get behind a T2 MTU with features like:

- Pulling multiple wrecks at the same time.
- Longer targeting/pulling range
- Faster pulling
- Takes up less volume when in ship's cargo
- Allows me to move items both in and out


Any single one of these things would be worth some extra isk to me.
Serendipity Lost
Repo Industries
#10 - 2015-05-20 20:49:54 UTC  |  Edited by: Serendipity Lost
Instead of a salvaging MTU... how about this (just brainstorming, so could use some help on this)

We could just replace salvaging, tractoring and even the harvesting of NPC with the Farming Skills.

Farming : Your ship automatically pulls in the closest 3 wrecks that are legal for you to pull in (If you could tracator it with MTU then your ship would auto pull it to you. As you skill it up you get +2 wrecks per level up to a max of 12 being pulled in at one time.

Long Range Farming : Increases the standard auto pull radius from 30km by 10km per level up to a max randius of 80km.

Advanced Farming : Gives you a +1 with respect to auto tractoring. Giving you the ability to pull wrecks from other players with less skillpoints on this skill.

Harvesting : Gives salvaging abilities for any wrecks w/ in 5000m. Each level improves you auto salvaging as per the salvaging skill. (Harvesting would mirror Salvaging except that you don't use a module - it just happens)

Rapid Harvesting : Reduces the auto cycle time of the harvesting skill by some percentage per level trained. This would allow you to salvage faster in cases where you are competing with other Harvesting players for salvage materials.

Farming and Harvesting would be L1 skills.
Long range Farming and Rapid Harvesting would be L3 skills and require their base skills at Lvl 3 to begin training them.

Advanced Harvesting would be a L8 skill and require both L3 skills be trained to Lvl 5 to begin training.
Tabyll Altol
Viziam
Amarr Empire
#11 - 2015-05-21 09:17:35 UTC
Svarii wrote:
This is the only thread I could find specifically discussing a T2 Mobile Tractor Unit.

Anhenka said that CCP had already stated they would not be giving the mobile tractor unit the ability to salvage because it would over shadow the Noctis. No source was provided. (I do not agree. I would still use my Noctis, T2 MTU should not be better than a Noctis.)

Proposal: Mobile Tractor Unit II

Stats: Same as T1 but with a single high slot. Can fit additional tractor beam or salvager . That is all.


Sounds like a noctis to me just deployable. MTU is way too good, it has in the most times replaced the noctis. Use it in combination.

-1
Daoden
The Scope
Gallente Federation
#12 - 2015-05-21 13:29:27 UTC
One of the problems with this would be it reduces risk in say WHs where you usually have a dedicated salvager but he is usually alone on grid while the rest of the group is doing another site. if you did this they would just drop it after the site is done and stay in their little gang, and if you don't have a group that could take out that gang you miss out on kills.
Donnachadh
United Allegiance of Undesirables
#13 - 2015-05-21 14:59:40 UTC
Any idea that puts salvage capability into the MTU will get a no from me, so NO.

However maybe the T2 version could offer the much requested ability to switch to targeting farthest first.
No I do not think this would make it to powerful, in fact it would make it an excellent addition for all Noctis pilots since even at max skills the T2 Tractors top out at 96k. Drop MTU to pull long range stuff your tractors cannot reach while you work in closer with the Noctis.
Xe'Cara'eos
A Big Enough Lever
#14 - 2015-05-21 17:57:13 UTC
I think the T2 variant should only have a single tractor, no salvager, but be able to lock (and loot multiple targets), as well as having an option to primary nearest, or primary furthest, allowing it to be used in conjunction to a noctis very effectively

instead of something that you always fight, in a noctis

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Svarii
Acclimatization
#15 - 2015-05-21 18:01:04 UTC
Daoden wrote:
One of the problems with this would be it reduces risk in say WHs where you usually have a dedicated salvager but he is usually alone on grid while the rest of the group is doing another site. if you did this they would just drop it after the site is done and stay in their little gang, and if you don't have a group that could take out that gang you miss out on kills.


You would only do it that way if you want to lose money. Sitting there waiting for the little machine to finish when you could be running is site... not a good idea, you're losing isk. So you leave it unattended if you don't plan to use the Noctis like you're suppose to, and someone roaming around comes and blows it up and takes all your loot.
Paranoid Loyd
#16 - 2015-05-21 18:01:34 UTC  |  Edited by: Paranoid Loyd
The only thing that would be acceptable for a T2 MTU would be faster tractor speed.

Actually, this is also acceptable:
Lendren wrote:
- Takes up less volume when in ship's cargo


Adding the salvager is not a good idea, ignoring the Noctis argument, the market is severely depressed already, adding this afk functionality will further depress it.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Donnachadh
United Allegiance of Undesirables
#17 - 2015-05-21 23:00:36 UTC  |  Edited by: Donnachadh
Removed content not relevant
Specia1 K
State Protectorate
Caldari State
#18 - 2015-05-22 04:44:12 UTC
-1 just not a good idea.

Champion of the Knights of the General Discussion

Thunderdome

Iain Cariaba
#19 - 2015-05-22 15:27:09 UTC
Alternately, you could realize that the MTU is a tool to be used to aid you by making salvaging easier. It is not a tool to do all the work for you. As it currently stands, the MTU is a powerful tool, if used properly. Proper use of a MTU is relativly simple, and I've explained it in many other "give MTU salvager/change MTU priority list" threads. Use your under utilized search tool to find those threads. The MTU does not need either salvagers, tractor farthest wrecks first, nor a reduction in size.
James Baboli
Warp to Pharmacy
#20 - 2015-05-22 15:42:15 UTC
I could see a t2 MTU being a thing, with the opposite of default behavior for range priority, so that the furthest wrecks get pulled first.

But.... similar in moongoo requirements cost wise to an AF.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

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