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Player Features and Ideas Discussion

 
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salvaging sites

Author
Goatman NotMyFault
Lubrication Industries
#1 - 2014-04-29 16:50:04 UTC  |  Edited by: Goatman NotMyFault
a pure salvaging site, where u have to salvage large wrecks, giving bigger amounts of salvage, modules, contence of cargohold and other crap u can reprossess to minerals. (and some New salvaging vessels, from frigs to bs size.

Combine that With an old idea i had, https://forums.eveonline.com/default.aspx?g=posts&t=284031&p=2, salvaging profession, salvaging could be more than just clean up after Battle.
Xe'Cara'eos
A Big Enough Lever
#2 - 2014-04-29 17:40:18 UTC
hrrrrrrm, why is there a need for this - salvaging sites are created all the time by lvl 4 mission runners who don't care to salvage their wrecks.

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.

Goatman NotMyFault
Lubrication Industries
#3 - 2014-04-29 17:56:24 UTC
Xe'Cara'eos wrote:
hrrrrrrm, why is there a need for this - salvaging sites are created all the time by lvl 4 mission runners who don't care to salvage their wrecks.



".....salvaging could be more than just clean up after Battle."

Further, these sites could be more rewarding than just salvaging after mission runners....
Xe'Cara'eos
A Big Enough Lever
#4 - 2014-04-29 18:42:33 UTC
in that case - what's the reward for training a salvage alt for cleaning up after missions?
I'll just send him to hunt down these sites, unless they're very rare, which doesn't give dedicated salvagers much to do.......

the salvage module is exactly 'clean up after battle', well that and kinda like the archaeology sites, some of which which might still require salvagers in stead of analyzers (they used to)

I think if you want a job for salvagers - mission rooms that are not salvaged should appear as anomalies after 2 hours, the wrecks and cans should all turn blue, and after a further 2 hrs, the site should despawn.....

my big question - if these sites are valuable - how do you stop them being run in seconds, by dedicated salvage alts - of which there are a huge number already, if they're not - why will people do them?

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.

Goatman NotMyFault
Lubrication Industries
#5 - 2014-04-29 19:13:21 UTC
Xe'Cara'eos wrote:
in that case - what's the reward for training a salvage alt for cleaning up after missions?
I'll just send him to hunt down these sites, unless they're very rare, which doesn't give dedicated salvagers much to do.......

the salvage module is exactly 'clean up after battle', well that and kinda like the archaeology sites, some of which which might still require salvagers in stead of analyzers (they used to)

I think if you want a job for salvagers - mission rooms that are not salvaged should appear as anomalies after 2 hours, the wrecks and cans should all turn blue, and after a further 2 hrs, the site should despawn.....

my big question - if these sites are valuable - how do you stop them being run in seconds, by dedicated salvage alts - of which there are a huge number already, if they're not - why will people do them?



If take a viewpoint of Space evolution, salvaging must be an important trade. Unfortunately, planets, moons and astroid belts never deplets, ergo it has become a use and discard of Equipment. If moons, planets and astroid belts DID deplet, salvaging would be very important.

As With all other "sites" they all get runned pretty fast anyways, so why shouldnt salvaging site also a victim of that? Further these sites has to be scanned out, make it somewhat abit harder to find. As CCP did With gravimetric sites, deposits, made them visible, just killed the fun out of scanning them out.

Lets say u find a old derelic station or other big structure, a disabled/destroyed Capital ship, u could get out minerals/parts up to half the buildcost of that structure, but at the same time, the larger Object, the longer it takes to salvage. Of course others can arrive and begin salvaging since since the salvable site wont be "yours" alone.

With big structures, u be more efficient With a "large Salvager"... which means CCP needs to make much larger ships than Noctis to do the job and modules like medium and large salvager. And ofcourse a cargohold to store the salvaged parts.
chaosgrimm
Synth Tech
#6 - 2014-04-29 19:24:49 UTC  |  Edited by: chaosgrimm
Goatman NotMyFault wrote:
Xe'Cara'eos wrote:
hrrrrrrm, why is there a need for this - salvaging sites are created all the time by lvl 4 mission runners who don't care to salvage their wrecks.



".....salvaging could be more than just clean up after Battle."

Further, these sites could be more rewarding than just salvaging after mission runners....


I think this might be better implemented with a ship that specializes in ninja salvaging, like a t2 noctis that loses its tractor bonus in exchange for a massive inc to salvager range, that way it could salvage yellow wrecks without problems
Xe'Cara'eos
A Big Enough Lever
#7 - 2014-04-29 19:43:19 UTC  |  Edited by: Xe'Cara'eos
chaosgrimm wrote:
Goatman NotMyFault wrote:
Xe'Cara'eos wrote:
hrrrrrrm, why is there a need for this - salvaging sites are created all the time by lvl 4 mission runners who don't care to salvage their wrecks.



".....salvaging could be more than just clean up after Battle."

Further, these sites could be more rewarding than just salvaging after mission runners....


I think this might be better implemented with a ship that specializes in ninja salvaging, like a t2 noctis that loses its tractor bonus in exchange for a massive inc to salvager range, that way it could salvage yellow wrecks without problems


oooooh - now THAT. WOULD. Be an idea.

Goatman NotMyFault wrote:
Xe'Cara'eos wrote:
blah



[snip]

Lets say u find a old derelic station or other big structure, a disabled/destroyed Capital ship, u could get out minerals/parts up to half the buildcost of that structure, but at the same time, the larger Object, the longer it takes to salvage. Of course others can arrive and begin salvaging since since the salvable site wont be "yours" alone.

With big structures, u be more efficient With a "large Salvager"... which means CCP needs to make much larger ships than Noctis to do the job and modules like medium and large salvager. And ofcourse a cargohold to store the salvaged parts.


I prefer the idea that once you salvage the can - it can be acessed by anyone - so you need a hauler on standby to haul everthing you get - you don't need a new ship for that - one of the large cargo indies, and any T1 scanning frigate. Done

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.