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More Time Than Sense: A Minor Overhaul to Salvaging/Looting Wrecks

Author
Dante Burke
Practical Applications
#1 - 2015-04-19 06:25:58 UTC
As I often do when the hour grows late, I start to ponder. I got to thinking about looting ship wrecks, and the possible loot drops that are found within. I thought about salvaging, and the loot given from that. I then thought about relic and data sites, and how so often there's "flavor" loot, where they don't serve much of a purpose other than adding some story to it all.

When something works, it's wise not to knock it. I think loot from wrecks works well enough, and I'm certainly not complaining. However, I'm thinking aloud when I wonder if some method of improvement might be added to make it all the more, emergent. I will do my best to explain below.

When I explode Battleship #5, I naturally want to see what its remnants have in store for me. As with any loot table, I'm sure it rolls a dice/makes a computation, as to what's possible to drop, and then whether or not it actually does. based on these rolls/checks/math, we get our loot. Often, these are fully fledged modules ripe for the taking. After being involved in something so violent as spaceship destruction, I wondered if they ought to be a little banged up; a little worse for the wear, if you will.

By this, I mean they are not working, instantly usable modules. They would require a little buff and shine to get back into working, or sell-able, condition. The items required to make them so, could be found from salvaging the wrecks; from relic/data sites; or even from scrapping modules (as we do when they're reprocessed). This could be further enhanced for Tech Two modules, where those shiny modules taken from some poor capsuleer, require even higher grade components. Imagine fixing up some Officer module!

In my head, it's a nifty idea that is not needed, but to me, is something a bit more interesting when we regard loot/salvage. Then again, I do like grid paper; things divisible by ten, and other tedious micro-actions. If one goes to a junkyard, things aren't reprocessed down to their baser materials. This likely has no place in EVE, as it's complex enough without needing for such things. Maybe I'm wrong! Maybe my idea holds water.

Am I hitting the nail on the head, or have I smashed my thumb?

I solo warped into Asakai, and all I got was this stupid t-shirt. - Dante Burke

Jasmine Cheryu
Bearers of Impurism
#2 - 2015-04-19 21:14:13 UTC
I like the idea very much

Maybe the following items at this website http://games.chruker.dk/eve_online/market.php?group_id=1897 could work as input items, dependant on faction, but they would also need to be dropped as well as loot (or maybe salvageable items, to increase profitability in the salvaging career, as It seems to need some love imo) Cool
Shiloh Templeton
Cheyenne HET Co
#3 - 2015-04-20 14:01:07 UTC
It's a good idea for making looting and salvaging more attractive -- but that doesn't seem to be CCP's goal.