These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Removing Rigs and Subsystems

Author
Briauna Stars
Hedion University
Amarr Empire
#1 - 2012-01-26 01:37:25 UTC
You know this game should have a new mechanics skill added to this game that will allow a "Chance to remove percentage" for rigs and sub systems. For example...trained at level 1 could offer us 20% chance and level 5 would offer us 100% chance to remove rigs and subsystem from unwanted ships. The level 5 skill could be another one of those 30 day traning time skill and should be well worth it. Please consider this for furture updates.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#2 - 2012-01-26 01:42:57 UTC
What do you mean 'Chance to Remove'? Do you mean a skill that gives you a 12.5% chance per level of not destroying a rig when attempting to remove it? That would be pretty cool, actually. It would also help if you accidentally removed a Tech II rig or something like that.

But obviously, people would have some problems with something like that.

This is my signature. There are many like it, but this one is mine.

muhadin
Brutor Tribe
Minmatar Republic
#3 - 2012-01-26 02:02:46 UTC
Subsystems are not permanent, and can be changed out as needed. So this post is only about rigs.

"Love the Life you Live, Live the Life you Love"

Briauna Stars
Hedion University
Amarr Empire
#4 - 2012-01-26 02:05:46 UTC
Thats exactly what i meant. The rigs are FAR too expensive to remove and the Tech 2 rigs are useless because they only offer an extra 5% bonus from the Tech I rigs.
Briauna Stars
Hedion University
Amarr Empire
#5 - 2012-01-26 02:07:48 UTC  |  Edited by: Briauna Stars
Ahh...i figured subsystems had the same downfall as rigs. So yes, this topic is all about rigs now.
mxzf
Shovel Bros
#6 - 2012-01-26 02:48:15 UTC
Briauna Stars wrote:
Thats exactly what i meant. The rigs are FAR too expensive to remove and the Tech 2 rigs are useless because they only offer an extra 5% bonus from the Tech I rigs.


If you stop and look at the market again you'll realize that many T2 rigs aren't that bad, there are lots in the 5-20M range. The ones that are bad are the ones that are in high demand for pimped mission/incursion ships and supercaps. If you take the outliers out of the picture (like T2 Trimarks and so forth) you'll see that most rigs are quite reasonable.

As to the original topic about removing rigs; no, there are consequences to actions in Eve. If you're worried you might not want that rig on there, then either EFT it or fit something you do know you'll want.
Bartholemu Fu-Baz
The Scope
Gallente Federation
#7 - 2012-01-26 03:34:45 UTC
mxzf wrote:


As to the original topic about removing rigs; no, there are consequences to actions in Eve. If you're worried you might not want that rig on there, then either EFT it or fit something you do know you'll want.


So we should change modules to be destroyed when removed by that logic, right?
Bartholemu Fu-Baz
The Scope
Gallente Federation
#8 - 2012-01-26 03:38:50 UTC
Briauna Stars wrote:
You know this game should have a new mechanics skill added to this game that will allow a "Chance to remove percentage" for rigs and sub systems. For example...trained at level 1 could offer us 20% chance and level 5 would offer us 100% chance to remove rigs and subsystem from unwanted ships. The level 5 skill could be another one of those 30 day traning time skill and should be well worth it. Please consider this for furture updates.


Jury Unrigging Skill?
Nekopyat
Nee-Co
#9 - 2012-01-26 03:51:58 UTC
Hrm.

Being able to remove rigs seems to kinda defeat the purpose of them.

However, getting rig materials out of the ship if you recycle it, that might make sense.
Nova Fox
Novafox Shipyards
#10 - 2012-01-26 03:53:23 UTC
I rather give tech 3 ships a rig bar that you can uninstall entirely and reinstall for ship setups.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Briauna Stars
Hedion University
Amarr Empire
#11 - 2012-01-26 03:55:42 UTC  |  Edited by: Briauna Stars
mxzf wrote:
Briauna Stars wrote:
Thats exactly what i meant. The rigs are FAR too expensive to remove and the Tech 2 rigs are useless because they only offer an extra 5% bonus from the Tech I rigs.


If you stop and look at the market again you'll realize that many T2 rigs aren't that bad, there are lots in the 5-20M range. The ones that are bad are the ones that are in high demand for pimped mission/incursion ships and supercaps. If you take the outliers out of the picture (like T2 Trimarks and so forth) you'll see that most rigs are quite reasonable.

As to the original topic about removing rigs; no, there are consequences to actions in Eve. If you're worried you might not want that rig on there, then either EFT it or fit something you do know you'll want.



I understand what you're saying, but I was really referring to T2 rigs such as cargo rigs. The cargo expander T2s, which only gives an extra 500 m 3 more than the T1s, should not be going for $120M a pop. For example, I made a mistake about a month ago when fitting my Hulk. I bought a Cargo 2 rig by mistake and fitted it onto the ship and did not realize it until it was too late. THIS is were the skill to have a chance to remove it with destroying it will come in handy. I could take the chance to remove it according to my skill and will be able to resell the item on the market and replace it with a T1 rig. With one T1 + T2 Cargo rig, I have a total of 11,040 m3 and with two T1s...I would have 10,488 m 3. Would really like to have the chance to remove the T2 rig to get my 120M isk back.
XXSketchxx
Sniggerdly
Pandemic Legion
#12 - 2012-01-26 04:14:40 UTC
No.

Its one of the limitations that comes with all ships. If I suddenly want to repurpose my drake, i have to switch rigs and lose some. Want to repurpse your tengu? Same concept. And if you can afford t3, you should be able to afford rig switches.
mxzf
Shovel Bros
#13 - 2012-01-26 05:12:23 UTC
Briauna Stars wrote:
mxzf wrote:
Briauna Stars wrote:
Thats exactly what i meant. The rigs are FAR too expensive to remove and the Tech 2 rigs are useless because they only offer an extra 5% bonus from the Tech I rigs.


If you stop and look at the market again you'll realize that many T2 rigs aren't that bad, there are lots in the 5-20M range. The ones that are bad are the ones that are in high demand for pimped mission/incursion ships and supercaps. If you take the outliers out of the picture (like T2 Trimarks and so forth) you'll see that most rigs are quite reasonable.

As to the original topic about removing rigs; no, there are consequences to actions in Eve. If you're worried you might not want that rig on there, then either EFT it or fit something you do know you'll want.



I understand what you're saying, but I was really referring to T2 rigs such as cargo rigs. The cargo expander T2s, which only gives an extra 500 m 3 more than the T1s, should not be going for $120M a pop. For example, I made a mistake about a month ago when fitting my Hulk. I bought a Cargo 2 rig by mistake and fitted it onto the ship and did not realize it until it was too late. THIS is were the skill to have a chance to remove it with destroying it will come in handy. I could take the chance to remove it according to my skill and will be able to resell the item on the market and replace it with a T1 rig. With one T1 + T2 Cargo rig, I have a total of 11,040 m3 and with two T1s...I would have 10,488 m 3. Would really like to have the chance to remove the T2 rig to get my 120M isk back.


What you're seeing is the effect of supply and demand. T2 cargo rigs are used by very wealthy industrialists who are willing to pay top-dollar to maximize the amount they can carry, hence the very high price, because demand is higher than supply. Cargo rigs are in the same category as trimarks in that regard. You personally are also seeing the effect of not paying attention before you bought and then equipped something, Eve isn't a game with "whoops, do-over"s (as has been said before).
Isabelle Evotori
Republic University
Minmatar Republic
#14 - 2012-01-26 06:37:12 UTC
well you should think twice before putting such an expensive item on your ship.
kind of like your idea, but then again not.
Ocih
Space Mermaids
#15 - 2012-01-26 07:36:20 UTC
Briauna Stars wrote:
Ahh...i figured subsystems had the same downfall as rigs. So yes, this topic is all about rigs now.


Strip fit, repack the ship it will kick out the subsystems. You can't "remove" or have a an unpacked T3 in your hangar with missing subsystems.

As for rigs, most are cheap. T2 are not but they are also not worth what you are paying for them. Unless it's for a super Cap, T2 rigs aren't worth it untill CCP look at the bottlenecks in T2 salvage. They might end up not doing that because it was left too long and most T2 salvage is in the game in the millions now, no diff than T1.
hmskrecik
TransMine Group
Gluten Free Cartel
#16 - 2012-01-26 09:12:44 UTC
Rigs' purpose is to specialise a ship for some activities. And their destruction is the price of repurposing. This adds dimension to the game. Thus when you allow non destructible removal of rigs, no matter whether skill or not, you're de facto turnin them into another kind of regular modules. And so you remove said game's dimension.
Nekopyat
Nee-Co
#17 - 2012-01-26 13:48:01 UTC
mxzf wrote:

As to the original topic about removing rigs; no, there are consequences to actions in Eve. If you're worried you might not want that rig on there, then either EFT it or fit something you do know you'll want.


Hrm.. I wonder if some kind of in-game EFT would help. I know for OSX players at least EFT does not work, and the version that is available (I can not recall its name) has errors in it, resulting in fits that do not actually work.

Personally I end up using the test server if I really want to find out if an expensive (for me) setup will actually fit, but that is a pretty kludgy solution.