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Serathii
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Posted - 2007.12.18 11:28:00 -
[91]
i suggest a tech 1 frigate, for new people to start thier salvaging career, should be flyable with less then 2 days of training(cause that seems like alot at first). salvage cycle bonus, and cargo bonus(cause new people would loot everything, even the metal scraps)
second stop, a tech 1 cruiser, tractor speed bonus(your gonna be salvaging wrecks further away)salvage cycle bonus, to keep it fast-ish(nice cargohold too, cause some items just have wierd sizes, and it sucks to choose what part of nice loot to trow out)
alternative second stop: tech 2 frigate, same bonusses as the tech 1, add in speed bonus to get to the wrecks, and maybe a resist bonus, that doesnt help alot since frigs are small anyway, but thats all i could think of
third stop, tech 2 cruiser, like tech 1 cruiser, add in (more)tractor speed and range, a little cargohold more(should have 1k or around that)
alternative third stop, tech 2 cruiser(0.0 salvager), should be able to tank 1-2(crappy) BS while looting that officer rat(but no guns), also, increased cargo size by alot, since theres not that many stations in 0.0, should have about 1.5-2k cargo, but should be bigger then 2.5k(we still need industrials)
i know some people prefer destroyers, but they just suck in my opinion
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Amarr Holymight
deii feram Aegis Militia
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Posted - 2007.12.18 12:06:00 -
[92]
The Junker Class 2/2/6 Upgrade Hardpoints 2 CPU 150 PG 60 Industrial ship bonus 5% range to tractors per level and targeting range Salvage ship bonus 5% Bonus to access difficulty bonus per level Role bonus 100% range and velocity to tractors
Hull covetor class. Cargo 4000m3 Drone bay 15m3 Max targeting 40km Max velociity 90m/s Capacitor 550 Recharge time 375 secs
Prereqs Salvage ship level 1 Salvaging level 4 Long range targeting level 4 Industrial level 5 Spaceship Command level 4 Science level 5
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Amarr Holymight
deii feram Aegis Militia
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Posted - 2007.12.21 03:43:00 -
[93]
"Junker" T2 Salvage ship
4/4/6
Rig slots 2 CPU 225 Powergrid 55
Hull Cormorant Class. Cargo Capacity 1200m3 Max targeting 45km Max velociity 220m/s
Shield Em 0 Explosive 60 Kinetic 40 Thermal 55 Armor Em 60 Explosive 10 Kinetic 25 Thermal 30 Prereqs Mechanic Level V Science level V Caldari Frigate V Destroyers IV Spaceship Command IV Spaceship Command III Salvaging level III Long range targeting level III Navigation II Junker ship level II
Destroyer skill bonus 10% range to tractors & salvage tackle per level. Junker skill bonus 5% Bonus to access difficulty bonus per level. Role bonus 100% range and velocity to tractor beams.
"Digger" T2 Archaeology ship
3/6/5
Rig slots 2 CPU 270 Powergrid 55
Hull Catalyst Class. Cargo Capacity 320m3 Drone bay 50m3 Bandwidth 25m3 Max targeting 55km Max velociity 420m/s Shield Em 0 Explosive 70 Kinetic 40 Thermal 55 Armor Em 60 Explosive 0 Kinetic 25 Thermal 30
Prereqs Mechanic Level V Science level V Gallente Frigate V Survery level V Destroyers IV Spaceship Command IV Spaceship Command III Archaeology level III Astrometric pinpointing level III Navigation II Digger ship level II
Destroyer skill bonus 5% bonus to drone damage and drone durability per level. Digger skill bonus 10% reduction to duration/activation time of modules requiring astrometrics per level. Role bonus -50% reduction in analyzer duration.
"Hacker" T2 Hacking ship
4/6/4
Rig slots 2 CPU 270 Powergrid 55
Hull Coercer Class. Cargo Capacity 400m3 Drone bay 25m3 Bandwidth 25m3 Max targeting 55km Max velociity 400m/s Shield Em 0 Explosive 70 Kinetic 40 Thermal 20 Armor Em 60 Explosive 30 Kinetic 25 Thermal 35
Prereqs Mechanic Level V Science level V Amarr Frigate V Destroyers IV Spaceship Command IV Spaceship Command III Archaeology level III Astrometric pinpointing level III Hacking level III Navigation II Hacker ship level II
Destroyer skill bonus 10% bonus to range of tractor beams. Digger skill bonus 10% reduction to duration/activation time of modules requiring Astrometrics per level. Role bonus -50% reduction in codebreaker duration.
"Harvester" T2 Gas cloud harvesting ship
5/5/4
Rig slots 2 CPU 270 Powergrid 55
Hull thrasher Class. Cargo Capacity 1200m3 Max targeting 45km Max velociity 190m/s Shield Em 10 Explosive 60 Kinetic 40 Thermal 20 Armor Em 80 Explosive 10 Kinetic 25 Thermal 35
Prereqs Mining Level V Science level V Minmatar Frigate V Industry level V Destroyers IV Spaceship Command IV Spaceship Command III Gas cloud harvesting level III Navigation II Harvester ship level II
Destroyer skill bonus 5% bonus to shield booster amount per level. Harvester skill bonus 5% bonus to thermic shield and armor resists per level. Role bonus 100% bonus to cloud harvester yield
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Salpad
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Posted - 2007.12.23 22:08:00 -
[94]
Originally by: Daerkannon Shimmerscale I agree that it would be nice if we could get one ship at least that was specialize for salvaging, but I don't think that a bonus to salvaging is actually the way to go. Salvaging itself goes pretty fast. What you really need is a faster/better way to get to all of those wrecks scattered around.
What I'd like to see is something like the Exequror with 5-6 highs and a ship bonus of 20% to tractor beam range per level.
Either that or they could just seed medium and large tractor beams already.
Yes, salvaging speed and success chance is fine as it is. What's needed is movement speed (to get closer to the wrecks), and tractor beam bonuses, both in terms of pull range (current tractor beams are stuck at 20 km, with no way to get increased range, either through t2 beam modules or tractor beam skills) and (IIRC) a pull speed of 500 m/s.
If I had to choose, I'd wish for a bonus to tractor beam range, though. That's the real annoyance.
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Kirtana Tawarion
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Posted - 2008.01.04 13:51:00 -
[95]
I've just started into salvaging and quite happy with my Cormorant salvager. The only thing I miss is something like an auto targetter for wrecks for one of those middle slots.
Slavaging as it is right now is more finger work than the missions that come before that! :)
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Karentaki
Gallente federation navy taskforce
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Posted - 2008.01.16 21:10:00 -
[96]
Just giving this a friendly bump, as I was about to make a new thread related to this, then I remembered that incredible 'SEARCH' feature
Basically, yeah - we need a dedicated salvaging ship, and the natural choice would be a T2 destroyer.
- Destroyers are already the most commonly used salvaging ships - Destroyers have the least number of T2 versions of ANY non cap-ship - Destroyers have the best slot layout for a salvaging ship
This should would have:
Bonuses: 10% per level increase in salvager effectiveness 10% per level increase in cargo space 20% per level increase in tractor beam range 10% per level reduction in salvager/tractor-beam cap use per level
Stats (T2 catalyst): Slots - same as T1 destroyer Turret Hardpoints - 4 (nerfed so it isn't used as an uber-frig-killer) Cargo - 1000m3 (huge boost to go inline with the module size nerf) Speed - 300m/s (faster to help salvage larger missions) Capacitor - 500 (boosted slightly to help salvager use) Drone bay - NONE (nerfed - at least until salvager drones are released) Mass - 1,500,000kg (afterburners have more effect) HP - about 70% of normal (means that you can't use them while enemies are around) ======
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Arcayan
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Posted - 2008.01.17 06:42:00 -
[97]
I haven't read most of the posts in this thread as most of it appeared to be opininated dribble criticising the previous posters suggestions, but I agree with the concept of a dedicated salvage ship.
I believe it should be a Tech II derivative of an existing ship.
Though I'd go more for a cruiser class than a destroyer class, simply because if you strip out all of the cruiser class powergrid, processor, shield and armor and fit it with destroyer class equivalents you have the space within the hull to make a large cargo hold plausible.
Some it seems have argued that a Tech II would take longer to get for newer players. Tough luck. Destroyers are pretty good at salvaging for new players.
A new player can mine asteroids in a frigate and work towards a mining barge, why not the same scenario for salvaging?
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Dr Sharp
Caldari Sick Cruel and Unusual Methods
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Posted - 2008.01.22 18:18:00 -
[98]
Tech II ship.
Take an interdictor and remove any turrets or launchers. Add bonuses to tractors and salvagers
And why cant i tractor other peoples wrecks (crim flag me) and why cant I scan for salvage not in deadspace?
I don't mind cleaning up the systems, give me the tools and I'll finish the job!
__________________ SCUM Lord |
Tor Elcadan
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Posted - 2008.01.31 19:59:00 -
[99]
Originally by: Dr Sharp Tech II ship.
Take an interdictor and remove any turrets or launchers. Add bonuses to tractors and salvagers
And why cant i tractor other peoples wrecks (crim flag me) and why cant I scan for salvage not in deadspace?
I don't mind cleaning up the systems, give me the tools and I'll finish the job!
Yeah, I like the idea of a T2 Destroyer Salvager/Science Vessel with bonuses to tractor beam range/speed and either a cap usage bonus or better yet a success % boost to salvaging.
Possibly make the ship multi-purpose for as a science vessel of some sort (dont have any specifics on the science vessel role).
I would really make the Salvaging as a mini-profession much much more interesting viable if it was possible to scan down wreck's not located in deadspace.
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Samuel Drake
Odumin Enterprises
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Posted - 2008.03.20 13:22:00 -
[100]
I think that the Tormentor, Bantam, Navitas and Burst are overdue for a T2 variant. They already have 5% per level cargohold increase... just drop the mining stuff and change it to 10% per level, then give it a marauder-like bonus to speed and range or tractors, reduced cycle time on salvagers, and I'm thinking 4 high slots... maybe 5.
Come on... you know you want a T2 Bantam.
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Dim Corby
Valheru Empire Science and Production Agency
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Posted - 2008.03.20 14:43:00 -
[101]
/not signed
Salvaging is a by-product of running missions and seriously running it as a mini-proffesion? 100 million in two week, lol.. plenty of alternatives there as well.. perhaps when you just started that's nice...
Back on topic: Plenty of alternatives with current ships for salvaging.
Mine: Hurricane (Minmatar BC) 4/4 setup with 2K m3 cargo and never failed to keep up with the missionrunners. I do as Barti says except cleaning his bloody Hulk |
KyllSwytch
State War Academy
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Posted - 2008.04.03 11:41:00 -
[102]
I am not sold on the need for having having a separate salvaging ship with large capacity, and here is the reason:
Salvaging is dependent on wrecks. This would mean you would have to:
A. Follow someone around salvaging all that they kill B. Finish a mission, and before turn in run a 'salvage' mission, with your salvage fitted ship before you lose the gates.
Economically speaking, you simply cannot attain the quality of income that mining can produce, however you can still supplement your income in the early to mid ranged of game with salvaging, and the market will always demand this level of salvage activity. Despite all this, salvaging is generally done mission by mission, and I personally have trouble filling up my salvage hauler, even to the halfway point, cleaning up after myself on the longest of missions.
Unless the Salvaging skill in the game takes a turn of evolution where it can maintain its high profitability in the late game environment, a separate ship class would not be needed, even if it is slightly more effective. To be more effective than standard ships rigged for salvaging it would need to implement two factors:
1. A higher yield of components than a standard ship 2. A faster movement speed than standardly rigged ships
Speed of harvest for salvaging units is negligable. With a 5-8 turreted rig, one could literally salvage as fast as they could assign targets, and I can't see a dedicated salvage class able to surpass this without some sort of inherent auto wreck-targeting. Also, if the movement speed of a salvage class ship surpassed that of standard rigs, with any reasonable amount of cargo room, it would start to dwarf out industrials. Without fast movement speed, a salvage class ship would be less beneficial.
That's pretty much my take on the idea of a salvage class. Now if you want a real idea to improve the art of salvaging, lets get some Salvage Drones out there!
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Tchell Dahhn
Deny Reality
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Posted - 2008.04.04 13:05:00 -
[103]
You might want to check this thread, all about Salvage Ships.
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Anas Damona
Splintered Shards of Europe
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Posted - 2008.04.05 05:14:00 -
[104]
First off I would say that the salvaging profession should include looting, not just 'operating the salvager module.' Any dedicated salvage ship should be expected to loot as well as salvage.
At the moment we have small tractor beams and salvagers as the only modules that help with loot/salvage, so any ship used for salvage needs many high slots. Destroyers fit the bill, but dedicated salvage ships can totally change the way loot/salvage is done so the current situation should not be used as the basis for ship design. Training destroyers 5 to operate a salvage ship is a bit silly I think.
So here's some options. 1. Anyone can train to use salvagers and tractor beams and fit them to whatever ship they like. This is the current situation. 2. The 4 major races can introduce new T1 salvage ships, along the lines of the mining frigates and cruisers. They would have a bonus to tractor beam speed/range or salvager 'efficiency,' possibly a different bonus for each race. 3. An NPC corp could bring out salvage specific ships, like the ORE mining barges. They could operate new modules like a salvager with a base 15km range or a combined looter/salvager module. 4. Tech 2 versions of 2 and 3 could be introduced for 'deep space' operation. They would be able to tank (something like assault ships) or run away (more like interceptors, covert ops or blockade runners).
With 4 races and the 'NPC' ships there should be plenty to suit all preferences!
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Galroy
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Posted - 2008.04.10 07:24:00 -
[105]
I would just like to say that i am happy with my destroyer for salvaging, 4 x tractor 4 x salvager 3 x cap recharger II Cargo exp
But it would be good to have more range... A T2 tractor and a T2 salvager with more range and more speed.
A little more cargo space would not go a miss.
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Norb Xenthios
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Posted - 2008.04.10 13:22:00 -
[106]
Tractor beam range bonus FTW!!! In battleships I can't stand to salvage I'm so sloooooow. Ya gotta have a second account and wiz around in a destroyer or swap ships and come back. But that eats more of your time. Course CCP doesn't mind us having to use extra accounts to salvage with.
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Mik Nostrebor
Minmatar Cardinal Foundation
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Posted - 2008.05.20 23:17:00 -
[107]
Before creating a class of ships for salvaging I believe that the requirements for the class should be defined first. Also the possible drawbacks.
Requirements: Cargo hold - enough to hold all the loot from the missions the pilot is doing. Possibly different classes of loot ship? Frig/dest/cruiser styled classes? Eg for Level 4's the base cargo should be about 1500m3. Some missions have up to 3000m3 of loot/salv
High slots - as many as possible. Does not need more than 3-4 weapon capable slots to allow it to resist random belt rat spawns that show up in missions from time to time.
Mid slots - enough to fit MWD and/or AB and possibly an astroid scanner thingy.
Lows - depending on cargo bay and ship bonuses. Nice to be able to fit extra expanders
Navigation - Needs to be agile for its class and fairly light to maximize turning, start and stop. This should be balanced so as not to make it the new blockade runner. Needs to be fairly quick but not so much as to out run a can when being tractored and a basic AB is on.
Energy - sufficient to run a full rack of salv and tractors with spurts of MWD or AB. Note that good fitting/skills should amke it toatlly cap stable. Note: I currently salvage with a Sabre. It has cap to burn fitted with a cap recharger II.
Targetting - Should allow max targets of no less than 50% of the high slots. Possibly even allowing for all high slots. Range should be no less than tractor beam range. Speed should be same as other ships in it's class range.
Tank - minimal. Much like an industrial classed vessel or even less. See Navigation for the reason. The ship comes with built in nanos and inertial stabs so hull is very light. This ship ought to be a shield tanker. IE a few mids so that there is some protection from belt rats.
Drones - none
Other uses - Possibly allow it to fit mining lasers but have no role bonuses for fitting them. Limit low slots to inhibit the fitting of MLU's.
Role bonuses - tractor range/speed and cargohold capacity seem obvious. Possibly salvage bonus but I believe that the rig slots should be used to augment savlage efficiency.
Tech level - I believe the class(es) should be tech I and therefore available to newer pilots.
To make it interesting the new ship(s)could be introduced initially as faction vessels (eg Angel Harvestors). Later, in order to get prices down, release a Sisters of Eve (for example) BPO. Sisters of Eve because they are a non-factional corp that exist in all of Empire space. This would also leave room for SoE LP reward tractor beams and salvagers or (gods forbid) cargo expanders...
Another possibility is that it could be a Concord designed vessel (cleaning of spaceways project?) with BPO's available from Concord stations.
I would suggest the class name for the cruise sized vessels would be 'FireFly class' but I am not sure Joss Wheadon would approve.
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Mara Rinn
Minmatar
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Posted - 2008.05.21 01:45:00 -
[108]
A salvage ship without 8 high slots is a bit of a waste. Running level 4 missions, I regularly fill up the hold of my Cormorant destroyer - I handle this by tractoring a jetcan behind me to hold the big stuff, which I then abandon (such as cap booster 800 charges).
The only things I've ever thought would make salvaging easier would be increased range on the tractor beams and increased tractor speed. With afterburners on, my Cormorant can outrun the gear being tractored. Perish the thought of salvaging after mission hand-in, running around with an MWD.
So for a dedicated salvage ship, I'd want something like a Cormorant or Thrasher, with 8 high slots (but no turret or laucher hard points), about 20-50% more capacitor, double the cargo capacity, 2-4 mid slots (to provide some options), 2-3 low slots, 2 hull upgrade slots, a high native speed, and tractor range/speed bonuses.
Industrials start at about 3k cubic metres - having a salvaging ship with 800-1200 cubic metres of hold isn't going to impact on that market.
An alternative would be to introduce "medium" (cruiser) sized tractor beams that have, say, 30km range and 700m/s speed.
In the meantime, I'll just make do with my salvaging setup of Cormorant (to salvage to hold/jetcan) and Wreathe (to haul the stuff back from the jetcan).
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Aidan Ordway
The Reappropriation Committee
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Posted - 2008.06.18 02:07:00 -
[109]
After having witnessed the high demand for ships dedicated to salvaging wrecks after combat has taken place, ORE (Or a new corporation) has developed a new line of ships dedicated to just that.
Each ship would either be based on a Cruiser or Destroyer sized-hull, but more akin to a Cruiser. The ships would have numerous high slots, and a reasonable amount of medium and low. While it would take another skill (Hence this idea being based off Mining Barges and Exhumers), it would eliminate the need to have different bonuses for each faction, and potentially make either one superior salvaging ship over another, or have them all have flaws that make the line completely worthless, or have them each be the exact same ship, just with different skins.
Imagine a Tech II Amarr and Minmatar ship given completely different bonuses to salvaging that, in the end, would have been far superior if they were on the same ship, rather than having two sub-par ships just because these two factions needed salvaging ships. Having it with a side-line faction eliminates this potential disaster.
This would allow CCP to give good bonuses to a single line of ships that *should* be relatively easy to get, such as requiring only Salvaging 3 or 4, Spaceship Command 3 or 4, and perhaps something else, or perhaps not.
Potential bonuses may include: 25% increased tractor beam range and 5% increase in salvage chance. 20% increased tractor beam velocity and 5% increase in cargo hold per level.
Take the idea or leave it, but I think of all the current ideas, making one of these side-line corporations make these type of ships would be far easier than having to design a unique ship for each empire faction, when such would simply over-complicate things.
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Marcus Gideon
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Posted - 2008.06.18 02:15:00 -
[110]
Too many freakin' pages to sort through, so I'll just risk that it's been mentioned already.
What about "Marauders"? They're an advanced BS, with plenty of High slots for tractors and salvagers. And they each get a 100% boost to tractor range and velocity.
If everyone is suggesting new ships with a whole array of training before their usable, why not just train up to Marauders and use those?
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Valen Drax
Amarr Ex Coelis The Bantam Menace
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Posted - 2008.07.15 01:09:00 -
[111]
Salvage ship: A ship people call in to clean up their messes. This includes looting everything you can sell or refine. And the use of salvage mods to reduce wreckage to spare parts.
Why did I say the above? Because any salvage ship needs to consider both speed and capacity. Armor and shields are never really an issue since their are people killing things in front of you. And probably your coming in after the battle and the place is clear of baddies any way. But picking up all those bits and bobs even strains my little catalysts triple expanded hold (825 m3).
So as a salvager for my corp, what do I want in a ship and what would I consider to be good at each stage. Well here you go!
Rookie Salvager: A destroyer is good enough. You have skills to train, and this will help to bring in the cash. Eventually you will grow out of it and look for something better. But this is the no frills practice ship.
Experienced Salvager: Preferably a T1 ship that is specialized. Eight high slots, with no hard points, and some token Mid and Lows for covering specific needs. The big deal here is Cargo capacity and salvage related bonuses. Carcapacity should be 600-750m3, you sill need expanders, but you can carry more with those same expanders.
The boosts on the other hand would be mainly to Tractor range and speed. In most cases the tractor beams become the bottleneck. For the T1 I would look to a +10 to +20% boost to tractor range per skill rank. And a +10% boost to the tractor beams drag speed and bamo, more efficient tractors for faster salvaging.
Veteran Salvager You have been salvaging for a while, you have those mad skills. So where to go? This is the place for tech 2. The Tech Two salvager is much the same as it's T1 counterpart. But this ship has more cargo capacity, 1000m3, and additional skill based bonuses increasing salvager range bonuses and salvaged chance boosts. This ship is for those that like to o the work, no others need apply.
Now people have found issue with the idea of speed being equal to capacity. Well Speed has nothing to do with a ships capacity. Speed has to do with a ships MASS, and the ships engines. As long as a salvager is light, then their is little issue with a destroyer size ship holding 1200m3 before expanders. I mean heck, I bet if you state that the space comes from say the removal of all the hard points, heavy power relays, and all that extra junk...who would care.
"Any body who is interesting is mad, In some way or another anyway." Dr. Who |
OneT
The Whanau
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Posted - 2008.07.15 04:43:00 -
[112]
i use a Eris (gallente interdicter)
high's salvagers and tractors
mid's cant remember but know it has a afterburner in there somewhere
lows t2 cargo expanders
rigs cargo expander ones
does the job perfect 800m/s with just over a 1300m3 cargo hold
rediculously expensive for the job tho
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Chillshock
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Posted - 2008.07.15 07:53:00 -
[113]
Originally by: OneT
rediculously expensive for the job tho
I use a golem. 4 Beams, 3 Salvager, cap recharger, MWD, cargo expander, salvage tackle.
THAT ist ridiculously expensive, but it saves so much time...
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Dantes Revenge
Caldari
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Posted - 2008.07.15 11:22:00 -
[114]
Coercer (Amarr Destroyer) 4 tractor beams 4 salvagers 10mn AB to get up to 600m/s+ 4 T2 expanders (gives 700m3+) 3 salvage rigs
My guess is that it seems to fill the role of a salvage vessel quite nicely. Only in large missions like "The Blockade" do I run out of cargo space but in 90% of cases, it will take the lot in one go.
-- There's a simple difference between kinky and perverted. Kinky is using a feather to get her in the mood. Perverted is using the whole chicken. |
Nofonno
Amarr Exploratio et Industria Morispatia
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Posted - 2008.07.15 13:07:00 -
[115]
I took the time and effort to read through all the ideas (and personal attacks and hair-splitting, too).
I agree with the players that have found a way to fit and effectively use the current ship designs to do their job (I personaly use a Sigil... I know, I know... but I'm a patient person )
However, I'd really like to see a special ship too, a kind of a smallish industrial, T1, with 3/3/4 or something, and a sizeable cargo bay (say, 1,000 m3).
And speaking of a special ship, we could have a "strip salvager" Fitable only to the salvage ship and getting much more metal scraps (which may wary and produce several minerals after reprocessing)... or possibly the drone alloys.
---
A scientist must be an optimist at heart - to have the strength to rally against a chorus of voices saying "it cannot be done". |
OneT
The Whanau
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Posted - 2008.07.16 06:55:00 -
[116]
Originally by: Chillshock
Originally by: OneT
rediculously expensive for the job tho
I use a golem. 4 Beams, 3 Salvager, cap recharger, MWD, cargo expander, salvage tackle.
THAT ist ridiculously expensive, but it saves so much time...
yea that was b4 i got my golem now i tend to just salvage as i goin the BS wot else are the 3 spare highs for.
also in reponse to nofonno yep if it had the maruader tracter beam bonus and some sort of special long range salvager or more salvage bonus or special module it would b usefull.
also alot less skill requirements than mine or chillshocks solution so newbs can follow round there higher skilled corp mates and salvage
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Keith F
Caldari United Society Starfleet
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Posted - 2008.07.22 11:59:00 -
[117]
i would like to see a mid slot item that gives a speed bonus to tractor and salvage rig bonus% and cargo space% increase but only fitted to a dedicated salvager ship i run a alt with 5 tractors and 3 salvagers and rigs/implants with 60% success rate But find that if i go to fast i cant get the wrecks to the ship if i travel over 500ms cargo space could be better , thats why 5 tractors, so i can tow a can behind me as i get to full.
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Ruze
Amarr No Applicable Corporation
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Posted - 2008.07.25 13:37:00 -
[118]
A salvage ship ... built off the principle of the logistics ships, whereas it has no weapon slots, is roughly cruiser or destroyer sized, and it can run one helluva tank as well as cargo-hold boosting modules.
Again, not a combat ship at all, but completely devoted to salvaging. Bonuses would be to salvaging amount and tractor beam range. Possibly make the ship an ORE ship or something.
Genesis Project |
Keith F
Caldari United Society Starfleet
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Posted - 2008.08.12 06:06:00 -
[119]
and maybe scipts to add to tractors that allow auto load into your hold of certain loot or all loot (and as you can only tractor your loot no problem), and even scripts for salvagers for range etc
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Tim Idaho
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Posted - 2008.11.01 05:00:00 -
[120]
IMHO, the Catalyst is currently the best salvager out there. My setup:
4x salvagers, 4x tractors 1x AB, 1x Cap Recharger II 3x Cargo Expanders II
1x salvage tackle rig, 1x cargohold expansion rig
However, that's not to say it couldn't be improved. Personally I think that once you get into the Battlecruiser class and upwards, the destroyers are specialised salvagers, however there is a distinct lack of a T2 destroyer out there. There have been many ideas put forth on this topic, but what about a T2 destroyer class salvager?
The standard destroyer has a 50% range bonus on guns, why not on the T2 destroyer extend that to tractor beams and salvagers? Expand the base cargo bay a bit, leave all the other slots as is, (perhaps drop a rig slot for consistency) and you're right to go.
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