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blankseplocked Advanced Salvage
 
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Nekopyat
Posted - 2008.01.30 22:17:00 - [1]
 

This would be a bit of a departure from the current salvage->rigs version of things.

A new set of skills (plus modules to support them):

Suring : Preparing a fragile wreakage for movement via minimal structural repairs (-11hp)
Salvage Tug : The ability to pull a wreak through warp and into a station.
Salvage Repairing : The knowledge to use a station's facilities to repair a wreak (would also require the same skilled needed to build the appropriate ship type)

The idea would be that once a wreak has been pulled into station it could be repaired for reselling. This would be less for people to retrieve their own ships and more as a way to rebuild NPC ships for sale or collection.

Ghostwarden
Posted - 2008.01.31 01:48:00 - [2]
 

Interesting idea but I dont think will work.

Suring--> no problem with this as its a set up skill.

Salvage Tug--> Slight problem with this. If you can tow a wreck why couldnt you tow a floating jet can...tractors can attatch to both remember...I can have up to 8 tractor beams on a destroyer and If I can tow 8 cans why would I ever buy an Industrial ship? If you do this you would have to restrict the towing ability to wrecks only or (I'd prefer this) put a volume on the wrecks and haul them in the cargo space of the ship.

Salvage Repairing--> This I have a Big problem with. A miner has to spend considerable time and effort to gather all of the minerals for a Battle Ship (just as an example) and has to have all of the skills to actually make the ship, and also has to have the BPO/BPC (also expensive). With this skill you just have to run a mission to grab a Battle Ship wreck (and with lvl 5 missions Dreds I think) haul it back to station and put it in the cooker to get a Battle ship........Shocked

The only way I could see Salvag Repairing would be to require an A$$ load of Wrecks to actuall do this. And even then I think it would screw things up.

Why would you mine when you can run missions to...
  • Earn Money
    Earn Loyalty Points
    Pick up modules to sell/reprocess
    Salvage wrecks to make new ships


Sorry but I dont think this would be a good thing for the game overall.

Ghost

Helen Hunts
Gallente
Red Dragon Mining inc
Red Dragon Industries
Posted - 2008.01.31 05:48:00 - [3]
 

RP reasoning for no revival of wreckage: Main reactor units (antimatter in some cases), capacitor batteries and munitions all contribute to a nice massive internal blast, damaging what was left of the structure beyond any recovery short of melting the entire mess down and starting from scratch.

Now if this were only possible with player ships to begin with, and chance based....

It would be an interesting possibility to drag the remnants of a ship in just to melt the whole thing down to "start from scratch".

Nekopyat
Posted - 2008.01.31 07:49:00 - [4]
 

@Ghostwarden

Hmmm.. Good points. Ok, Second pass at the idea:
Here is how I could see it working in a way that has room for balancing (whole process might take between 15 minutes and hours, making it similiar in investment to mining)

Step 1: Player uses a Wreak Survey module to scan a wreak. Like a probe this can take several minutes to return. When it does it can give back two basic result. (a) the wreak is damaged beyond return. or (b) the wreak can be salvaged and then a manifest of the raw materials needed to get it runing again. This manifest would be the manufacturing bill of materials reduced by some percentage (random * skill level). This might also require some special parts (like a new reactor) etc.

Step 2: The player must then bring the relavent materials to the location and use a second module 'remote emergency fitting' or somesuch. These materials can be applied bit by bit if they can't be hauled all at once. At the end of this step the player is left with an intact ship with 1hp.

Step 3 (optional): The player then must use regular remote repair modules to bring the ship back up to full hull/armor/shields. This can be quite a long step ;p

Step 4 (optional): After the ship is fully repaired, the player can then use a 'remote repackaging' module to switch the ship into a packaged state fit for scooping into a cargo hold. unless the pilot has the skills needed to fly the ship they will have to go through the 3rd and 4th steps to get the ship back to a station for use or sale.



Ghostwarden
Posted - 2008.02.01 01:39:00 - [5]
 

Originally by: Nekopyat
@Ghostwarden

Hmmm.. Good points. Ok, Second pass at the idea:
Here is how I could see it working in a way that has room for balancing (whole process might take between 15 minutes and hours, making it similiar in investment to mining)

Step 1: Player uses a Wreak Survey module to scan a wreak. Like a probe this can take several minutes to return. When it does it can give back two basic result. (a) the wreak is damaged beyond return. or (b) the wreak can be salvaged and then a manifest of the raw materials needed to get it runing again. This manifest would be the manufacturing bill of materials reduced by some percentage (random * skill level). This might also require some special parts (like a new reactor) etc.

Step 2: The player must then bring the relavent materials to the location and use a second module 'remote emergency fitting' or somesuch. These materials can be applied bit by bit if they can't be hauled all at once. At the end of this step the player is left with an intact ship with 1hp.

Step 3 (optional): The player then must use regular remote repair modules to bring the ship back up to full hull/armor/shields. This can be quite a long step ;p

Step 4 (optional): After the ship is fully repaired, the player can then use a 'remote repackaging' module to switch the ship into a packaged state fit for scooping into a cargo hold. unless the pilot has the skills needed to fly the ship they will have to go through the 3rd and 4th steps to get the ship back to a station for use or sale.






This is a little bit round about but I see where your going.

Probably the best way you could implement something like this would be to have there be a percent chance that a large enough portion of the ships hull was still intact enough to try to rebuild. The chance would have to be very small to begin with, probably less than .5 of the time, and could increase a bit through the relavant skills. Then this wreck could be hauled back to a station. Id still say that you would have to be able to place it in the cargo of a ships hold though. Then you could evaluate the wreck to see what it would take to refit the ship. Just off the top of my head I'd require a BPO/BPC, minerals and salvage components. Also, I would NEVER allow anyone to refit a T2 ship as anything other that the base hull type (example: Nighthawk would be salvagable as a Ferrox).

All this could be done as a bonus to hard core salvagers...beyond that not sure what else you could do.

Ghost


 

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