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Player Features and Ideas Discussion

 
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Make wrecks scanable

Author
Ragnar Haklar
Doomheim
#1 - 2016-01-06 02:54:10 UTC
hey CCP, why not make wrecks scanable so salvagers can find them? If you want, make it available only to Noctis pilots. It would make salvageing a viable profession, like mining.
Iain Cariaba
#2 - 2016-01-06 04:27:16 UTC
Ragnar Haklar wrote:
hey CCP, why not make wrecks scanable so salvagers can find them? If you want, make it available only to Noctis pilots. It would make salvageing a viable profession, like mining.

And it would also cause the prices of loot/salvage to drop, meaning those who don't choose salvaging as a profession will make even less isk than they currently do.

If you want more isk out of salvaging, then make yourself better at salvaging. Increasing the availability of wrecks for people to salvage will be a detriment to all who only salvage as an aside to their usual professions.
Decarthado Aurgnet
Imperial Combat Engineers
#3 - 2016-01-06 05:56:48 UTC
Making wrecks scannable isn't an inherently bad idea, and most newbros I've talked with are usually greeted with the answer, "Because CCP said so," when I tell them why they can't scan for wrecks. The challenge would be in adjusting other aspects of the market to make sure the total isk flow wouldn't be significatnly disrupted across the rig-making economy.

So, in essence, what would need to happen is to either cut per-mission salvage quantity a little bit or make rigs cost more salvage to manufacture in order to attempt to mainain the status quo in this regard. Or, you know, just make them scannable and accept that salvaged mats will drop in price far further than they've already dropped over time. Stuff's practically worthless as it is unless you do a ton of mission running.

Remove T2 BPO's or make them inventable at extreme cost.

Hopelesshobo
Hoboland
#4 - 2016-01-06 07:17:59 UTC
Iain Cariaba wrote:

And it would also cause the prices of loot/salvage to drop, meaning those who don't choose salvaging as a profession will make even less isk than they currently do.


This already happened when they got rid of gun mining to preserve the actual mining profession, so I'm not sure if that argument holds a lot of weight. With that said, I don't really feel strongly one way or the other if they made this change. But CCP would need to make wrecks become automatically abandoned after 2 hours (The current despawn time) and make them scannable at that point for a couple hours.

Lowering the average to make you look better since 2012.

zbaaca
Republic Military Tax Avoiders
#5 - 2016-01-06 07:57:28 UTC
i think that if someone want to make salvaging after others , they just need to ask .

after i returned after a break , i run some lv4 missions , and seeing what isk salvaging and looting after gave me , i just sold noctis. now i'm salvaging and looting only what mtu+drones can while i clean room , then just go to next.

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Solecist Project
#6 - 2016-01-06 08:03:55 UTC  |  Edited by: Solecist Project
No, it does not make salvaging a profession *again*.
Low Loot/salvage prices killed it.

Instead it would make it worse!
You're ignorant about how the market works!

Furthermore can anyone just scan down active mission runners.


Thanks for not spending even two seconds in your thought process.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Celthric Kanerian
Viziam
Amarr Empire
#7 - 2016-01-06 13:06:30 UTC
What wrecks? Either I salvage them or I shoot them so there is nothing for others to find.
FT Diomedes
The Graduates
#8 - 2016-01-06 14:26:24 UTC
It also makes it way easier to scan down and kill mission and escalation runners. Not supported.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Adunh Slavy
#9 - 2016-01-06 15:30:07 UTC
FT Diomedes wrote:
It also makes it way easier to scan down and kill mission and escalation runners. Not supported.


Fixable. Make wrecks scanable only after they have been in space for an hour and a half. The current despawn time (afaik). then give another hour and a half where they can be scanned down. Then despawn.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Daichi Yamato
Jabbersnarks and Wonderglass
#10 - 2016-01-06 15:58:31 UTC
Loot and salvage lost as much of its worth from the MTU and exploration changes. Making wrecks scannable wouldnt be that bad. I also dont see much problem with them making it easier to scan down mission runners. If they are too easy to scan, give them a sensor str until a balance is found, or a sensor str that deteriorates over time.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Lyra Gerie
Garoun Investment Bank
Gallente Federation
#11 - 2016-01-06 16:18:03 UTC
The amount that it would lower the costs would be fine especially if it was considered a starting profession. There would still be enough isk in it for newbies to do it though vets might find the income lacking. As for finding mission runners, the only ones that can be kind hard to find are T3 ships running missions, battleships and even BC's are pretty easy to scan down and I can't imagine that wrecks would make them THAT much easier to scan down.

Further this isn't even adding wrecks to the game, it's just making those that are already there scanable.
Frostys Virpio
KarmaFleet
Goonswarm Federation
#12 - 2016-01-06 16:21:00 UTC
FT Diomedes wrote:
It also makes it way easier to scan down and kill mission and escalation runners. Not supported.


This is 100% dependant to the sig size of the wrecks.
FT Diomedes
The Graduates
#13 - 2016-01-06 16:45:02 UTC  |  Edited by: FT Diomedes
Frostys Virpio wrote:
FT Diomedes wrote:
It also makes it way easier to scan down and kill mission and escalation runners. Not supported.


This is 100% dependant to the sig size of the wrecks.


True, but if you are making this a new player profession, then the wrecks have to be relatively easy to scan down. Even high sensor strength, stationary objects, such as Yurts, rarely take my Virtue-equipped character more than 2-3 scans to locate.

Additionally, as it currently stands, if someone gets an escalation, he has 24 hours to run it. He gets into his ship and starts running it. I spot him. I bring in my scanning ship and start scanning him down. He sees the scan probes on long range scan and immediately makes a decision:

1. He can finish the site before I can scan him down and get inside to kill him. So he stays in it to win it.
2. He cannot finish the site before I scan him down and get inside to kill him. So he leaves the site and either cloaks up, leaves system, or logs off. He comes back at any time in the next 24 hours to finish it (presumably after seeing me log off for the night).

If I can scan down his wrecks, whether that is easy to do or hard to do, I have effectively removed option 2 from his menu. Unless the escalation runner destroys the wrecks as he creates them, which adds more time to the escalation, making him more vulnerable to being scanned down himself, and sounds like a giant pain in the ass (given that each room has maybe 40-50 rats). Given that I can scan down the average escalation running Tengu in under 30 seconds while he is in the site, he really has to be on his mark. Even if he runs from the site, if there is a single wreck in it, I can now steal it or lay a trap in it.

Even if the wrecks start out hard to scan and the sensor strength degenerates with time, I would happily wait 30-90 minutes to steal a 6/10 or 10/10 from a hostile or neutral player.

In short, this idea makes running escalations or missions in hostile space vastly more difficult.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.