These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

Wreck Hunting Ship + Mini Game

Author
DrysonBennington
Eagle's Talon's
#21 - 2017-05-28 12:47:59 UTC
grgjegb gergerg wrote:
How about Noctis-specific probes? The probes find wrecks 1.5 hours old or more that are NOT near or in active mission pockets, grouping results so that you aren't spammed by individual results.

This way, you can't find missions. You can't find newer wreck fields before a player can easily salvage them. But you CAN find wrecks that are starting to expire.

It's not perfect, and it's not *meant* to be. Maybe someone has a lot of wrecks, and you butt in while they're old. Maybe the wrecks expire while you're working on them.



if you can find a Capsuleer that hasn't finished the mission yet then most likely you are already hunting mission runners and will be able to find their mission wrecks rather easily by Micro Warp Jump Drive or Depot 100km in the opposite direction of landing on the room warp in beacon.
Dior Ambraelle
University of Caille
Gallente Federation
#22 - 2017-05-28 19:07:38 UTC  |  Edited by: Dior Ambraelle
I think this could work the following way:
- new type of probe (I'll call it "detector" for now) can be launched from core probe launcher only
- detector probes can find wrecks only
- the first wreck of a site spawns an invisible "beacon" that you can find with the detector probes, the same way as you use combat probes
- the beacon will stay active as long as there are any wrecks in 1k km range, a beacon can't spawn within 10k distance from another beacon (accel gates usually make about 30k jumps, so each pocket will have only one beacon)
- acceleration gates and NPC objects create interference, preventing the beacon to be seen on the scan window, so you can't find active sites - you have combat probes for that
- give the Noctis bonus for detector probes (Prospect too maybe?)

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

grgjegb gergerg
School of Applied Knowledge
Caldari State
#23 - 2017-05-29 03:42:58 UTC
DrysonBennington wrote:
The Wreck Hunter would come in two types. The standard hull and the warp while cloaked hull.


The base hull design would be similar to the Echelon Frigate but in between a cruiser and a battle cruiser in mass.

The Proton being the name of the first Wreck Hunter would have a slot layout as follows:

High Slot : x4
Medium Slot X 3
Low Slot x 2

Cargo Hold: 250 cu meters
Salvage Hold : 500 cu meters

Rig Calibration: x2 slots w 150 calibration points

The Proton would fit the Proton 4 Receiver Module in the mid slot that would boost the Proton 4 probes detection signal by 5% per level learned for 25% increase.

The Proton would have a Proton 4 Probe launcher that would hold a single Proton 4 Probe. When launched the probe could be directed at an warp to object in the system, such as a station, combat site and even a data or relic site that has been scanned down. The probe would warp to the location and begin its ping of the area. Each level of the Proton 4 probe skill that is learned would give the Capsuleer a 10% chance to locate a mission site wreck with a total of 75% chance to find a mission wreck when the Proton 4 Receiver Module is used.

The Proton would also have a tractor beam bonus of 500 m second and a 5% increased chance to salvage a wreck

The Unrecovered Wreck Identifier skill adds an additional 2% per level learned to the overall skills needed that would boost the Caspuleer's ability to find un-salvaged wrecks for an overall total of a 85% chance to find a mission wreck.

The Tandem or the the TII variant would have the same slot layout as the Proton but could warp while cloaked and would have a ship bonus of 10% to find unrecovered wrecks bringing the total percentage to find wrecks too 95%. The Tandem would also have a tractor beam bonus of 1,000 m second and a 10% increased chance to salvage a wreck

Once the Proton has found a mission wreck the Capsuleer would need to complete a mini-game. In the mini-game the Capsuleer would have to filter out background noise or radiation using various tools that once the mini-game has been completed the mission wreck would be able to be warped too and the site salvaged. Filtering out the radiation would involve completing the mini-game within five minutes before the system had to be re-calibrated and started over. There would not be any failed attempts to worry about.

A Mobile Depot would be required to load the tools into the min-game browser however.

Each NPC faction Base such as the Federal Defense Union which is base Gallente would have a set of specialized tools to filter out radiation with. Capsuleer ships would also have a set of tools to filter out the radiation in the mini-game based on the racial design of the ship.

The Mini-Game tools would be manufactured via Planetary Interaction.

That sounds really really annoying to do, just to ninja-loot people or find old wreck fields. Also, badly overdesigned.
Donnachadh
United Allegiance of Undesirables
#24 - 2017-05-29 14:14:48 UTC
Dior Ambraelle wrote:
I think this could work the following way:
- new type of probe (I'll call it "detector" for now) can be launched from core probe launcher only
- detector probes can find wrecks only
- the first wreck of a site spawns an invisible "beacon" that you can find with the detector probes, the same way as you use combat probes
- the beacon will stay active as long as there are any wrecks in 1k km range, a beacon can't spawn within 10k distance from another beacon (accel gates usually make about 30k jumps, so each pocket will have only one beacon)
- acceleration gates and NPC objects create interference, preventing the beacon to be seen on the scan window, so you can't find active sites - you have combat probes for that
- give the Noctis bonus for detector probes (Prospect too maybe?)

Why does this have to be so complex?

Why do we need new probes, when it is quicker and easier to simply add wreck scanning the combat probes bag of tricks?

Why do we need to waste time with this interference idea what does it add to the salvage side of the game?
All I see is extra hassles having to switch probes and that would get old really fast, either that or players would simply use the combats to locate ships, mtu or drones.

I like the basic idea, what I do not like is all the useless fluff you want to add to it.
K.I.S.S. (keep it simple stupid) should be the goal here, the less work the devs have to do to implement this the better our chances are that they will actually add it to the game.
Dior Ambraelle
University of Caille
Gallente Federation
#25 - 2017-05-29 16:03:12 UTC
Donnachadh wrote:
Dior Ambraelle wrote:
I think this could work the following way:
- new type of probe (I'll call it "detector" for now) can be launched from core probe launcher only
- detector probes can find wrecks only
- the first wreck of a site spawns an invisible "beacon" that you can find with the detector probes, the same way as you use combat probes
- the beacon will stay active as long as there are any wrecks in 1k km range, a beacon can't spawn within 10k distance from another beacon (accel gates usually make about 30k jumps, so each pocket will have only one beacon)
- acceleration gates and NPC objects create interference, preventing the beacon to be seen on the scan window, so you can't find active sites - you have combat probes for that
- give the Noctis bonus for detector probes (Prospect too maybe?)

Why does this have to be so complex?

Why do we need new probes, when it is quicker and easier to simply add wreck scanning the combat probes bag of tricks?

Why do we need to waste time with this interference idea what does it add to the salvage side of the game?
All I see is extra hassles having to switch probes and that would get old really fast, either that or players would simply use the combats to locate ships, mtu or drones.

I like the basic idea, what I do not like is all the useless fluff you want to add to it.
K.I.S.S. (keep it simple stupid) should be the goal here, the less work the devs have to do to implement this the better our chances are that they will actually add it to the game.

I tried to limit wreck hunters to that specific role only: wreck hunting.
These probes can't be launched from expanded launchers, so a wreck hunter would need to refit to find players instead. The interference is there for the same reason. As long as the site is active, there are "decorations" all over the place. After the site despawns, the only things that remains are player-dropped containers, MTUs, drones and of course the wrecks.
Also, the Noctis is supposed to be the dedicated salvager, but last time I checked it was a bit short on CPU to handle an expanded probe launcher and tractor beams and salvagers on it's remaining high slots, that's another reason why I would make these new probes to be used by the core probe launcher only.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Elyia Suze Nagala
Republic Military School
Minmatar Republic
#26 - 2017-05-29 19:18:07 UTC
Lugh Crow-Slave wrote:
all they really need is to let wreaks be probed down. this would bring life to a real salvaging profession and not just in hs. right now you need to prob down drones but any fight that did not leave any behind is lost :/


This^
Previous page12