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[Proposal] New low sec industry: corpse rendering

Author
subtle turtle
Doozer Mining Cartel
#1 - 2012-09-16 21:30:34 UTC
So there is a lack of low-sec specific activities, and I came up with one that may work:
I propose that in 0.1-0.3 systems there be a new POS module, the corpse rendering unit. This unit will enable users with the nessicary skills to process corpses of capsleers with a % chance to recover implants contained within.
This should not be an easy activity, it should be very difficult to recover said implants and hardwirings. There should be 2 skills, one for implants, one for hardwirings, and each should be a 5x skill, under the industry category, with a prereq of Industry 5 and Anchoring 5 to help ensure these are less likely to be throw-away alt charachter. Each level should grant a 5% chance of recovery, i.e. 5% at 1, 25% at 5. This is per implant, if someone had 5 implants, you would have a 25% chance of recovering each implant. This would make it probable enough to recover implants so as to be profitable, not so probable as to place too much negative pressure on the implant/hardwiring market.
The thing is is that this is a repugnant activity in all empires, and carries with it a significant loss of sec status. It also MUST be done in a POS, as no station owner would allow it within their station. It would be limited to low-sec, the home of pirates and scofflaws in Eve. It would bring profit seekers to low sec, and keep them there as their sec status drops.
Of course, it would require a new POS mod and 2 new skills. Of course this activity is NOT condoned by any law-abiding institution, so these would be dropped in low-sec pirate anomolies, bringing more activity to low sec.
This also will open up a niche-market for corpses. Of course, with no way of knowing what implants were in what corpse, this would be a risky market indeed, prone to scams and other "buyer beware" activities, all of which increase conflict in Eve.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2012-09-17 16:46:50 UTC

1.) I don't think their is datapath that correlates the 100's of corpses in my general freight container to the implants they had when I made the pod pilot a corpse.

2.) 25% chance of recovery per implant is quite a high percentage, and would definitely modify the implant market... This is actually the LP market that's getting hurt.... Most of the corpses I make have at least 2 implants in them... and many, many have much more.

3.) This has been proposed before... and you should, of course, do a forum search on the topic, and at least link the relevant threads. Look at the pros and cons in them.
Obsidiana
Atrament Inc.
#3 - 2012-09-17 23:04:14 UTC
Another implant recovery proposal? No. I think this is like the fifth one this year. :|
Zylona Femtov
Center for Advanced Studies
Gallente Federation
#4 - 2012-10-06 19:58:48 UTC
It's a good idea and could create a market with corpses or memorial.

1 - Implant recovery with skills, pos module, in low sec and 0.0.

2 - By product, the reprocessing of the mass body, another skill in the same pos that give some water and gaz for exemple link to planetary product, not a lot but nothing is lost everything is transformed.

3 - The possibility to give a chance to a body to have a place in order to RIP. The NPC SOE could have the task to collect bodies for their final place, could give a small fees. It's more the act of giving a place that count. We could have in each region a memerial station, unique design and huge dedicated for it.

4 - An alliance in 0.0 could erect a memorial near a sun, it's espensive as a station.
You could reprocess your enemy and honor your dead.
It could be destroyed if the soverignty change or the other could let it orbiting arround the sun.
One sun could have 8 orbiting memorial at max and any alliance could have only 2 memorial at the same time.
Deal could be made between opponant to tranfert the memorial in respect of the dead.
It will honor an alliance and the one who destroy a memerial should have a note of dishonor.


I probably forgot some other use, but those 4 are already a good deal with copses and what we do with it.
Scatim Helicon
State War Academy
Caldari State
#5 - 2012-10-06 20:12:27 UTC
Recovering implants seems a pretty low-imagination way to use the idea of corpse salvaging. Much more interesting would be to use the burned-out implants and other biological material from player corpses to manufacture new (highly illegal) types of advanced implants, or bio-control interfaces for new types of ships or modules.

A resource gathering profession driven by purely PvP activities would certainly be something interesting.

Every time you post a WiS thread, Hilmar strangles a kitten.

Zylona Femtov
Center for Advanced Studies
Gallente Federation
#6 - 2012-10-06 20:42:01 UTC
It's not pretty low imagination, ideas come and evolve with brainstorming it.

Your idea could be added as some sort of invention with the body recovered implant as if they have been used they are not ready to be sale again.

- either they have a refurbishment in order to sale it

- or invention that give advance implant


recovering poucentage in that case could be important and the cost of refurbishement doesn't flood the market.
With that, you could place another market in the hand of capsuleer.


But and there's a big but there, some people will go on headhunting in order to kill to recover implant.
So on the other hand you need to put in place some safe guard about it.
You don't want some people to exploit it.

The emplementation could be done in two stages, first recovery and refurbishment and then later when the market is more mature the possibilities of invention throught bodies.

But as I said in a post earlier, we shall have the possibilities to offer a resting place for the corpse.
Scatim Helicon
State War Academy
Caldari State
#7 - 2012-10-07 08:13:47 UTC
I much prefer the 'salvaging' approach to the 'looting' approach - to be honest, I'd like to see the same for shipwrecks where, instead of plucking intact modules out of a wreck you only got smashed up components which you would need to process much like salvage is processed currently. Plucking an old implant out of a body, wiping it down and selling it on is a bit linear for my liking.

Either way, there needs to be a modification so that '[Player Name]'s Frozen Corpse' becomes '[Player Name]'s Mutilated Corpse' after it has had the useful materials scraped out of it.

Every time you post a WiS thread, Hilmar strangles a kitten.

Milton Middleson
Rifterlings
#8 - 2012-10-07 09:22:50 UTC
I think Scatim's idea of using corpses to make new contraband is more interesting because it adds a new dimension to criminal activity in EVE. Right now if we want to be unethical dealers of illegal goods, all we have are boosters.

Make it so that clone grade/SP and implants at time of death affect corpse quality somehow too, so there's a reason to seek out older/richer players' corpses and discourage farming alpha clones off your alt.
Zylona Femtov
Center for Advanced Studies
Gallente Federation
#9 - 2012-10-07 18:23:06 UTC
Agreed with both of you, some sort of grade in corpses could give a better market.

To have a mature market you need more corpses available some could be recover from wreck or from some mission.

And you could add some flavor if I could say that, like scentist body give implant for science and research, tourist give accuracy like targeting. An exotic dancer could give implant for inertia etc...

The contreband could be part of the trade, but I think it could be link to some skills to hide contreband in general in ships and special container.

I always found annoying getting caught at a gate for moving forbidden stuff without havintg the possibility to hide it.

A skill for contreband ability
- give access to the second skill at LV3
A skill for the ability to hide contreband in ship
- give access to the third skill at lv2
A skill for enhanced container

This three skill at LV 5 give you 100% chance of not being caught.
Victor Duperre
Monarch Mineral Exports Inc.
#10 - 2012-10-12 18:52:44 UTC
Rather than reprocessing corpses for implants, you could run with the lore presented in this chronicle and produce something along the lines of a booster. The back story could be something like, Quafe has decided to restart the Quafe+ project, this time marketing it to capsuleers.

The product, Quafe+, would be some sort of booster that uses corpses from pvp, among other things, inits production, and players could make it like any other booster. You could even have a whole line of Quafe boosters, all requiring corpses but using a different blend of additional chemicals to get different effects.

Not knowing much about boosters, I'm not sure where a new line of boosters could or should be included, or what benefits/side effects they should offer. It would provide a use for corpses other than trophies and provide another source of income for PvPers though. Also, it links up with some back story.

Just a thought