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Player Features and Ideas Discussion

 
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Scannable (with Combat Probes) Wrecks

Author
Eli Kubler-Ross
howarthgroup
LEEKSWARM FEDERATION
#1 - 2014-05-24 10:06:00 UTC  |  Edited by: Eli Kubler-Ross
Hi, an interesting thought occurred to me about a logical possibility for those who trained their probing skills high enough.
Make it possible to scan down wrecks with combat probes.
It would create an entire mini-profession for pilots favouring probing ships with salvagers.

Wrecks could be made harder to scan down, then, say, mission running ships, so as to not give unfair advantage to gankers.

We can already scan for abandoned (or active) drones. Presumably drones tend to be smaller then the wrecks of the ships that launch them. A logical assumption, therefore, would be that it should be possible to scan down wrecks.
Glasgow Dunlop
The Dark Space Initiative
Scary Wormhole People
#2 - 2014-05-24 10:37:44 UTC
As in make a specialist set of probes that in order to use you must have everything at 5? As the base would be for everybody to trick themselfs ( and ship ) out to find it.

As long as the entry barrier is high enough then why the hell not!

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Korean Ninja
Republic University
Minmatar Republic
#3 - 2014-05-24 10:53:02 UTC
+1

I wanna tracking freight wreck
Eli Kubler-Ross
howarthgroup
LEEKSWARM FEDERATION
#4 - 2014-05-24 23:00:08 UTC  |  Edited by: Eli Kubler-Ross
Glasgow Dunlop wrote:
As in make a specialist set of probes that in order to use you must have everything at 5? As the base would be for everybody to trick themselfs ( and ship ) out to find it.

As long as the entry barrier is high enough then why the hell not!


No special probes, just combat probes. The same ones we use now for scanning abandoned drones. The likelihood of successfully scanning a wreck could depend on its former ship's value or class, in which case if you want to scan and salvage a capital, then yes, you'd need to have all or close to all scanning/salvaging skills at V. Hence, that would make people engaging in this activity specialists with a defined set of skills.

Moreover, most of the scanning setups for, say, T3 come with bonuses to tractor beams; prospector implant line benefits exploration sites AND salvaging. Salvaging begs to be part of exploration and cloakie snooping about.

Seems like such a no-brainer. It just seems sooooooo logical to be able to scan derelict wrecks after a real player-driven engagement, in contrast with the randomly spawning, endless stream of data/relic sites.
Another plus is it's the continuation of the exciting resource chain:
Ore was mined. Ship was built. Ship was destroyed. Wreck looted. Wreck salvaged.
Meaning that the value generated with this mini-profession wouldn't unbalance the existing market.

Besides, bombers sitting cloaked amongst the wreckage, waiting for unsuspecting salvagers to come looking for riches? C'mon!
epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#5 - 2014-05-25 00:44:02 UTC  |  Edited by: epicurus ataraxia
Eli Kubler-Ross wrote:
Glasgow Dunlop wrote:
As in make a specialist set of probes that in order to use you must have everything at 5? As the base would be for everybody to trick themselfs ( and ship ) out to find it.

As long as the entry barrier is high enough then why the hell not!


No special probes, just combat probes. The same ones we use now for scanning abandoned drones. The likelihood of successfully scanning a wreck could depend on its former ship's value or class, in which case if you want to scan and salvage a capital, then yes, you'd need to have all or close to all scanning/salvaging skills at V. Hence, that would make people engaging in this activity specialists with a defined set of skills.

Moreover, most of the scanning setups for, say, T3 come with bonuses to tractor beams; prospector implant line benefits exploration sites AND salvaging. Salvaging begs to be part of exploration and cloakie snooping about.

Seems like such a no-brainer. It just seems sooooooo logical to be able to scan derelict wrecks after a real player-driven engagement, in contrast with the randomly spawning, endless stream of data/relic sites.
Another plus is it's the continuation of the exciting resource chain:
Ore was mined. Ship was built. Ship was destroyed. Wreck looted. Wreck salvaged.
Meaning that the value generated with this mini-profession wouldn't unbalance the existing market.

Besides, bombers sitting cloaked amongst the wreckage, waiting for unsuspecting salvagers to come looking for riches? C'mon!



It would be salvager gank in easy mode, At least we have to scan down the site, and the ships, before the salvager moves in currently.

The proposal offers just free kills, no other benefit.
so no thank you, Quite happy to work for the kills, don't need easy mode thanks.

This idea would also would decimate LS missioning and anomaly running. Ship too hard to scan down? just scan the wrecks instead.What?

Everything could be worked round and solutions found, but why? for a problem that does not exist, for such little gain, and with such potential for imbalance.

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Bohneik Itohn
10.K
#6 - 2014-05-25 00:49:57 UTC
epicurus ataraxia wrote:


It would be salvager gank in easy mode, At least we have to scan down the site, and the ships, before the salvager moves in currently.

The proposal offers just free kills, no other benefit.
so no thank you, Quite happy to work for the kills, don't need easy mode thanks.

This idea would also would decimate LS missioning and anomaly running. Ship too hard to scan down? just scan the wrecks instead.What?



LS mission running maybe. Nothing else. Any other sort of activity can be probed down by other means.

Simple solution is that the wrecks can't be scanned down until after the site despawns.

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Eli Kubler-Ross
howarthgroup
LEEKSWARM FEDERATION
#7 - 2014-05-26 13:32:52 UTC  |  Edited by: Eli Kubler-Ross
epicurus ataraxia wrote:

Ship too hard to scan down? just scan the wrecks instead.What?


The idea is that scanning down wrecks is harder then scanning down ships. Perhaps the biggest wreck should be of the scanning difficulty of a frigate.

epicurus ataraxia wrote:

Everything could be worked round and solutions found, but why? for a problem that does not exist, for such little gain, and with such potential for imbalance.


As far as missioning imbalances go - drone boats can be scanned anywhere they operate as of right now (drones are scannable), there is your imbalance. By making wrecks scannable as well, you correct it, making all ships leave a small footprint in the form of wrecks at the combat sites. The high skill requirement, combined with the need for a specialized ship to sucessfuly scan the wrecks (=>60 base sensor strength to scan the biggest wreck, for example) will ensure that any aspiring PVP boat would require a dedicated scout to succeed.

As far as gains go - it turns 'salvager' into an actual profession, instead of an afterthought reserved for mission runners' alts.
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2014-05-26 13:57:27 UTC
if a mission can make a ship hard to scan, it can make drones and wrecks just as hard or even harder to scan. Then once the missions handed in, all becomes fair game.

id say scanning wrecks doesnt need to be difficult. salvaging is desirably a low level entry profession.

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Captain Finklestein
Doomheim
#9 - 2014-05-26 15:10:50 UTC
This would be pretty neat. In fact, it is perhaps necessary in order to make salvager a true and separate profession of it's own.

I want to be the garbage man of EVE. Mining just isn't low and dirty enough anymore. I want to sit in Osmon or something with my legion of alts scanning down wreck sites and cleaning up the nasty mess left behind by littering blitzers.

+1

It's just more financially viable for me.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#10 - 2014-05-26 16:39:21 UTC
Possible issue: Busy systems may have thousands of active wrecks at a time. Sorting through them would be a a nightmare, and scanning them may affect lag. How many separate red blips/circles/spheres can the probe interface support without imploding?
Eli Kubler-Ross
howarthgroup
LEEKSWARM FEDERATION
#11 - 2014-05-27 05:42:41 UTC  |  Edited by: Eli Kubler-Ross
Ines Tegator wrote:
Possible issue: Busy systems may have thousands of active wrecks at a time. Sorting through them would be a a nightmare, and scanning them may affect lag. How many separate red blips/circles/spheres can the probe interface support without imploding?


That's a good concern. I wouldn't know the technical side of things, of course. If large number of wrecks affects lag in the system, then it would have to be addressed.

Possibly combining all wrecks on the grid into a single 'Wreckage Site', which would then count for 1 signature? With an attributed value to differentiate them amongst themselves:
Small Wreckage Site - Average Wreckage Site - Large Wreckage Site - Very Large Wreckage Site - etc.

If numerous wrecks don't affect lag, then instead of combining them into the aforementioned sites you could instead choose which ship types to scan for, just like you do when you scan for ships. This way you could ignore results on frigates/cruisers for example and focus on those juicy battleships and higher.

Let's not forget why this would be worth doing and why, even if certain changes are necessary it might still be a worthwhile pursuit.
On EVE's official site (http://www.eveonline.com/sandbox/salvager/) salvager is one of the core professions that the developers invite you to experience. Amongst other things it's being described as 'economic, scientific and SOLO' endeavour, and we all know that as of right now there is no such thing as a solo salvager. Desn't exist. Can't exist. There is no solo content, and as a result most salvagers are alts of mission runners.

Yet, as far as gameplay's 'food-chain' is concerned it would seem that there is a natural place for salvagers in EVE.