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Tchell Dahhn
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2009.02.18 19:49:00 -
[31]
Originally by: Shadowsword Range increase: doesn't really matter, especially with salvagers, as you usually bring the can within 1500m to loot it.
I disagree, as I believe you're only looking at the Mission Running aspect of the Salvager Module. There are many, many of us who look at the additional range as a plus.
Originally by: Shadowsword Access difficulty bonus: A 10% increase in base efficiency. BUT skills add a 5% bonus per level, regardless of the module stats. What does that mean? That mean that with salvaging IV you have 25% chance with a salvager I, 25.5% with a salvager II. That a TWO PERCENT net increase.
I agree that the current stats are a little on the small side, however, it's also only the first go-round. Don't forget, you'll get an additional increase with the Salvaging V skill, which is a requirement.
Originally by: Shadowsword In short, those aren't worth inventing, aren't worth the additionnal fitting, certainly aren't worth the bother of training a rank 3 skill to V.
Again, I disagree. I already have Salvaging V, and welcome the new module. It's been a long time coming, and will help to improve our profession, as well as the Mission Running profession as well.
Originally by: Shadowsword They should have a 10% base access difficulty. Also, a prerequisite lvl V to a rank3 skill, especially one that give no other benefit, one that is usefull only is very few situations, is a bit harsh. Lvl IV should be enough...
I would personally like to see the specifications upped a little bit, to coincide with the Salvaging V requirement, but don't agree that Salvaging IV should be enough to use the module. I think it should be a 'premier' module - since it is so specialized, and useful in its own right.
We're Recruiting! |

Bo Kantrel
Gallente
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Posted - 2009.02.18 19:50:00 -
[32]
Thank You CCP Lemur and Oveur This is good news for the Explorers...
Any possibilty that a medium tractor beam be released?
I'd even settle for a module or rig that would increase the range and speed of the existing tractor beam. How about it???
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Tchell Dahhn
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2009.02.18 19:57:00 -
[33]
Originally by: Marlenus Similarly, I must respectfully dissent from Tchell's insistence that a fast frigate is the only useful salvage boat. When operating alone, I collect both loot and salvage 90% of the time, and a fast frigate is frustratingly small for that job. I'd like a dedicated industrial-class ship with about six utility slots high and a lot of cargo space, something a lot more impressive and "industrial" in character than a repurposed destroyer.
I guess we'll need to agree to disagree, since I find your reasoning to be a bit short-sighted. If you're looting, it's a simple task to swap ships for your tractor-looter and pick the single can up with an Indy. (I've said it before - no sense in rehashing it here.) I'd be interested in hearing how your 'industrial' ship would fare in looting, unless you're actually the one creating the wrecks, since we all know you can't tractor someone else's wreck.
Originally by: Marlenus Salvage drones, I think, are also quite defensible; there are some ships that just can't do their job with a salvager fitted high, but if I could carry a salvage drone, I wouldn't feel naked when I undock. I'd expect it to have a Salvage V prerequisite (it's not easy to salvage via remote telemetry!) and to be very slow; I'm certainly not advocating Roombas for missions.
I posted it in another thread - if you're going to give me a drone bay on my Salvage Ship, then by all means, I'll put a Salvage Drone in there too. I can send it out for the more distant wrecks, far outside of the Mission Runner's tractor beam range. (Last time I checked - my drone skills let me send it up to about 60K...) I would appreciate it if they were a bit faster than you're proposing, of course!
We're Recruiting! |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.18 20:09:00 -
[34]
Originally by: Tchell Dahhn I guess we'll need to agree to disagree, since I find your reasoning to be a bit short-sighted. If you're looting, it's a simple task to swap ships for your tractor-looter and pick the single can up with an Indy. (I've said it before - no sense in rehashing it here.) I'd be interested in hearing how your 'industrial' ship would fare in looting, unless you're actually the one creating the wrecks, since we all know you can't tractor someone else's wreck.
It's at least partially a role-playing issue with me; I've always conceived of the salvage profession as being a gritty-and-disreputable industrial profession, whereas the Ninjas have a very different view of their place in the universe. I'm also not happy about swapping ships all the time, I'd much prefer to have a ship that supports the profession I'm in, better.
Just to give one example before we take this never-ending conversation to a more suitable place, imagine a salvage op where a swarm of Ninjas in fast frigates were both looting and salvaging, dumping the loot overboard as they get full. An indy-class salvage ship with a lot of tractors high would make an excellent support vessel for such an operation, and I'd enjoy flying it. Right now, the Orca's as close as we get, and that's overkill on pirce. ------------------ Ironfleet.com |

Sodima Ka'taur
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Posted - 2009.02.18 20:15:00 -
[35]
unlike most ppl i keep all my salvage for building rigs so i do have a fair pile of it. and now is the Time we need a slavage ship for this T3 salvage.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.02.18 20:16:00 -
[36]
Quote:
Kahega, much as I love my Ninja allies, I'm afraid your definition of "real salvagers" is too narrow for my taste.
I use the tractor beam under combat conditions all the time when manipulating cans of loot (especially minerals) whose former owners are still on the field and trying to reclaim them. I consider this to be consistent with the highest traditions of aggressive salvaging, and a range or speed boost to the tractors would be most useful.
Interesting point. It was mainly a knock on the people imagining a dedicated salvage ship as an even easier AFK salvage/loot boat for their missions. A tractor beam bonus might be appropriate, however, CCP should still endeavor to make changes that will boost salvaging or nerf salvaging as extra mission loot. It's still a bit shy of being its own, real profession, which is a bit sad.
Quote: Similarly, I must respectfully dissent from Tchell's insistence that a fast frigate is the only useful salvage boat. When operating alone, I collect both loot and salvage 90% of the time, and a fast frigate is frustratingly small for that job. I'd like a dedicated industrial-class ship with about six utility slots high and a lot of cargo space, something a lot more impressive and "industrial" in character than a repurposed destroyer.
I do agree totally with that. I, as well as plenty of others, salvage in other things like stabbers.
Quote: Salvage drones, I think, are also quite defensible; there are some ships that just can't do their job with a salvager fitted high, but if I could carry a salvage drone, I wouldn't feel naked when I undock. I'd expect it to have a Salvage V prerequisite (it's not easy to salvage via remote telemetry!) and to be very slow; I'm certainly not advocating Roombas for missions.
Again, the biggest thing I'm worried about is boosting salvaging as a means to extra cash from missions. The normal view of salvage drones is something you could pack to salvage as you go to make salvaging your own missions even easier. If there was an implementation that would not do that, then I'm all for it.
Perhaps make a new ship able to uniquely use salvage drones. Make salvaging drones very effective, but the ship would have a low cargo space. A ship of choice for people going around to quickly salvage, but not one very good if you're trying to loot as well. The other ship could get more generic salvager bonuses, but have a larger cargo?
Quote: It's at least partially a role-playing issue with me; I've always conceived of the salvage profession as being a gritty-and-disreputable industrial profession, whereas the Ninjas have a very different view of their place in the universe. I'm also not happy about swapping ships all the time, I'd much prefer to have a ship that supports the profession I'm in, better.
I actually do largely agree with you here. While ninjaing is fun, I am definitely not opposed to this. In fact, I even changed the "Ninja" to "Professional" in my salvaging guide and considered adding parts about salvaging behind player battles in lowsec and the like. Due to lack of experience I never did, but really I, at least to some extent, share the vision.
It's not that I only see conventional ninjasalvaging as the only real way to salvage, it's that I'm afraid of salvaging disappearing as a separate profession due to it being too damned effective to salvage your own wrecks.
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.18 20:22:00 -
[37]
Originally by: Kahega Amielden It's not that I only see conventional ninjasalvaging as the only real way to salvage, it's that I'm afraid of salvaging disappearing as a separate profession due to it being too damned effective to salvage your own wrecks.
One of my biggest philosophical differences with The Ninjas is that I don't actually hate/resent/dislike mission runners so much. I can't stand running missions, but my only concerns about mission runners are broad conceptual game balance concerns without much emotion behind them. So, I'm not really concerned if something that makes life easier for us also makes it easier for them.
That said, I think you've got the likely result backwards. Anything that makes salvaging faster and easier makes it easier for us to compete with the mission runners for the salvage they generate. We're specialized and they're not, so if we get better salvage tech, it's going to hurt them, not help them, because we'll be doing what we do better and faster. ------------------ Ironfleet.com |

Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.02.18 20:25:00 -
[38]
Edited by: Kahega Amielden on 18/02/2009 20:27:49
Quote: One of my biggest philosophical differences with The Ninjas is that I don't actually hate/resent/dislike mission runners so much. I can't stand running missions, but my only concerns about mission runners are broad conceptual game balance concerns without much emotion behind them. So, I'm not really concerned if something that makes life easier for us also makes it easier for them.
I think you really have some misunderstanding issues. Ninjas don't really -hate- missionrunners. Hell, I can name several who run missions themselves (Although prodding them for it is fun ). We just find it absolutely hilarious when they throw temper tantrums-we have no contempt for missionrunners who do not.
Quote: That said, I think you've got the likely result backwards. Anything that makes salvaging faster and easier makes it easier for us to compete with the mission runners for the salvage they generate. We're specialized and they're not, so if we get better salvage tech, it's going to hurt them, not help them, because we'll be doing what we do better and faster.
If you're trying to compete with them, sure. But a very small percentage of total missions run are invaded. In the rest, the missioner is free to use the improved salvage tech to get even more free, extra loots to augment his mission income.
Of course, in my overarching opinion on game balance, mission rewards (bounties, loot, salvage, everything) in hisec need a massive whack with the nerfbat.
If player wrecks gave a lot more salvage and NPC wrecks a lot less, then we would not have to worry about this issue at all, in addition to putting a lot of flare and excitement into salvaging (As the best salvaging would be done in lower sec space)
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Tchell Dahhn
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2009.02.18 20:27:00 -
[39]
Back on topic - aren't Salvager II's swell?

We're Recruiting! |

Bo Kantrel
Gallente
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Posted - 2009.02.18 20:31:00 -
[40]
They will be welcomed by the Professional salvagers!
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Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.18 20:48:00 -
[41]
Originally by: Tchell Dahhn Back on topic - aren't Salvager II's swell?
Yes! ------------------ Ironfleet.com |

Lana Torrin
Minmatar Republic Military School
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Posted - 2009.02.18 23:24:00 -
[42]
Edited by: Lana Torrin on 18/02/2009 23:24:27 I for one welcome our new T2 Salvaging overlords.
I've been out of salvaging for a while, I'm going to assume "Access Difficulty Bonus" is the chance of actually salvaging? (well the bonus to the base chance anyway). If so, how much does that extra 0.5% improve the actual chances of salvaging? I mean (and forgetting I cant actually use it at Salvaging 3) is its going to make me go from salvaging normal wrecks about 50% of the time to salvaging them about 60% of the time?
Edit: Doh, alt posting fails.. NOT a kublai alt. Honest! |

Tchell Dahhn
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2009.02.19 00:18:00 -
[43]
Originally by: Lana Torrin Edit: Doh, alt posting fails..
LOL @ I know who you are.

We're Recruiting! |

Aeo IV
Amarr Xomic OmniCorporation
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Posted - 2009.02.19 00:23:00 -
[44]
I find it a little bit sad that this one alliance is more or less trolling this thread and trying to force their ideas and views on the mini-profession.
Honestly, anyone who uses salvagers are going to benefit from this development.
As for the salvaging 5 thing-- my biggest concern is that this mini profession has already gone and maxed itself out.
I think salvaging could possibly benefit from more skills, and modules.
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Tchell Dahhn
Suddenly Ninjas Tear Extraction And Reclamation Service
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Posted - 2009.02.19 00:33:00 -
[45]
Originally by: Aeo IV I find it a little bit sad that this one alliance is more or less trolling this thread and trying to force their ideas and views on the mini-profession.
The "Profession" (thank you very much) has received a kick in the pants by Suddenly Ninjas, since we've done everything we can for the past year to bring a once little used in-game action to the forefront. We've made no bones about the fact that we're not a group of NPC Ninja Salvagers, and we have no fear about Wardecs and the like.
We have Kahega Amielden, the man who wrote "The Ninja Salvaging Guide" that is recognized to be 'the work' to read when you're looking for information on how-to and such like that.
We have Marlenus, who's Blog has been recognized as 'the source' for those who like to move things owned by other people.
So, I'll thank you to respect the fact that we are "The Source" for information and opinion on all things Ninja Salvaging. If we're choosing to share our opinion on what Ninja Salvaging is, and where it might benefit, you'd be better off to learn from our lead. We're not coming in and forcing our opinion on how Mission Runners should use the upgraded salvagers - we're focused on our Profession.
Originally by: Aeo IV Honestly, anyone who uses salvagers are going to benefit from this development.
I posted earlier to this fact, in agreement. The fact that Salvager II modules are even here is a boon for all.
Originally by: Aeo IV As for the salvaging 5 thing-- my biggest concern is that this mini profession has already gone and maxed itself out.
I see that saying "mini profession" makes you feel important. For some, it's more than that. You can ask our 106 Members if they feel like there's no more opportunity in the profession. I, for one, wholeheartedly disagree with your opinion.
Originally by: Aeo IV I think salvaging could possibly benefit from more skills, and modules.
Like what, perhaps? I'm interested in hearing if you have more of an opinion on this than just a blanket statement.
We're Recruiting! |

BiggestT
Caldari Intergalactic Jesters Veritas Immortalis
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Posted - 2009.02.19 01:33:00 -
[46]
Originally by: Shadowsword Range increase: doesn't really matter, especially with salvagers, as you usually bring the can within 1500m to loot it.
Access difficulty bonus: A 10% increase in base efficiency. BUT skills add a 5% bonus per level, regardless of the module stats. What does that mean? That mean that with salvaging IV you have 25% chance with a salvager I, 25.5% with a salvager II. That a TWO PERCENT net increase.
The same apply with codebreaker and analizer mods.
In short, those aren't worth inventing, aren't worth the additionnal fitting, certainly aren't worth the bother of training a rank 3 skill to V. I'm suprised you haven't already spotted this when designing the modules.
They should have a 10% base access difficulty. Also, a prerequisite lvl V to a rank3 skill, especially one that give no other benefit, one that is usefull only is very few situations, is a bit harsh. Lvl IV should be enough...
This.
People claim: "No, its good for the proffession" When they havent yet realised that the slavager II isnt that great. EVE history
t2 precisions |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.19 01:41:00 -
[47]
Originally by: Tchell Dahhn ...for those who like to move things formerly owned by other people.
Fixed it for you. 
And, thanks. ------------------ Ironfleet.com |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.19 01:42:00 -
[48]
Originally by: BiggestT the slavager II isnt that great.
My view is, it's considerably better than the one we've had. ------------------ Ironfleet.com |

Aeo IV
Amarr Xomic OmniCorporation
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Posted - 2009.02.19 01:47:00 -
[49]
Originally by: Tchell Dahhn
Quote:
Originally by: Aeo IV As for the salvaging 5 thing-- my biggest concern is that this mini profession has already gone and maxed itself out.
I see that saying "mini profession" makes you feel important. For some, it's more than that. You can ask our 106 Members if they feel like there's no more opportunity in the profession. I, for one, wholeheartedly disagree with your opinion.
I believe CCP has referred to salvaging as a mini-profession, because it simply doesn't require any real specialization at all.
Salvaging requires very little in the way of skills or such, and, while you have to train each level to salvage various sorts of ships, it really don't have a skill tree, it's more like a skill pole.
Quote:
Originally by: Aeo IV I think salvaging could possibly benefit from more skills, and modules.
Like what, perhaps? I'm interested in hearing if you have more of an opinion on this than just a blanket statement.
Well for example I believe that each level in Salvaging grants you the ability to salvage different wrecks, ie level 3 allows you to salvage t2 wrecks, level 5 allows you to salvage capitals, etc.
So why not add a skill that allows you to specialize in each area? So lets say that you train Salvaging to level 3, well now you can train (for example) Tech 2 Salvaging Specialization, which gives you a bonus to salvaging those wrecks and (maybe?) salvaging scripts (ie one that increase range but increases salvaging time, one that decreases range and decreases salvaging time) for t2 salvagers.
Hell, I'd even just welcome named t1 salvagers. That being said, I would very much like to see something done with tractor beams, at the very least they should change the name, I mean, it's not as if we have 'medium' or 'large' tractor beams.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.19 03:31:00 -
[50]
Originally by: Marlenus
Originally by: BiggestT the slavager II isnt that great.
My view is, it's considerably better than the one we've had.
because you see the glass half full.
he sees it half empty.
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Shun Makoto
Caldari 22nd Black Rise Defensive Unit
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Posted - 2009.02.19 03:39:00 -
[51]
Edited by: Shun Makoto on 19/02/2009 03:39:56 Awesome that we're finally getting the Salvager II
Now I want the Small Tractor Beam II
and like said in the top of the page Medium Tractor Beams, I want those too!!
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Flinchey
Amarr
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Posted - 2009.02.19 06:07:00 -
[52]
how useless
*turns on rack of t1 salvagers* *gets salvage in 1 cycle* *turns on rack of t2 salvagers* *gets salvage in 1 cycle*
oh. my. god REVOLUTIONARY.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2009.02.19 06:43:00 -
[53]
Originally by: Flinchey how useless
*turns on rack of t1 salvagers* *gets salvage in 1 cycle* *turns on rack of t2 salvagers* *gets salvage in 1 cycle*
oh. my. god REVOLUTIONARY.
With t2 salvagers, you can maneuver around wreck fields faster. It's actually not a bad boost.
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Lana Torrin
Minmatar Republic Military School
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Posted - 2009.02.19 06:48:00 -
[54]
Edited by: Lana Torrin on 19/02/2009 06:50:37
Originally by: Flinchey how useless
*turns on rack of t1 salvagers* *gets salvage in 1 cycle* *turns on rack of t2 salvagers* *gets salvage in 1 cycle*
oh. my. god REVOLUTIONARY.
For your crappy little angel frigate wrecks maybe.. Salvaging T2 wrecks for T2 salvage is quite a bit harder, and im guessing salvaging Sleeper wrecks for T3 components will be harder still. I was asking above how much this extra 0.5% bonus will actually make in real game terms.
(Also Tchell, shhhh and I'll give you a b'day present this year)
Edit: Wrecks and salvage, salvage and wrecks.. Now do it again a million times! NOT a kublai alt. Honest! |

Shadowsword
Epsilon Lyr Tau Ceti Federation
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Posted - 2009.02.19 07:10:00 -
[55]
Originally by: Lana Torrin For your crappy little angel frigate wrecks maybe.. Salvaging T2 wrecks for T2 salvage is quite a bit harder, and im guessing salvaging Sleeper wrecks for T3 components will be harder still. I was asking above how much this extra 0.5% bonus will actually make in real game terms.
Short answer: You won't notice any difference. ------------------------------------------
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Lana Torrin
Minmatar Republic Military School
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Posted - 2009.02.19 07:24:00 -
[56]
Originally by: Shadowsword
Short answer: You won't notice any difference.
Thankyou. A little shorter than I'd hoped for, but good enough! So really were talking about a range bonus then. Still not a great improvement for the extra fitting cost IMO. Perhaps a 25% boost to range (so 7500m) and don't bother with the 0.5% salvaging bonus? NOT a kublai alt. Honest! |

FlameGlow
Legio Octae Rebellion Alliance
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Posted - 2009.02.19 07:31:00 -
[57]
Extra 0.5% is a joke, it doesn't really make any difference. If it was +5% it would be worth considering. _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Marlenus
Caldari Ironfleet Towing And Salvage Tear Extraction And Reclamation Service
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Posted - 2009.02.19 07:43:00 -
[58]
It could be raining beer and some of you would be moaning that it wasn't champagne. ------------------ Ironfleet.com |

Benji Kamara
Caldari Carden Syndicate SUBLIME CREATIONS ALLIANCE
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Posted - 2009.02.19 07:46:00 -
[59]
Quick semi offtopic question:
What are the current Sisi prereq skills for the Analyzer II and Codebreaker II? Hacking V and Archaeology V?
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Lijhal
Pretty Good Piracy
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Posted - 2009.02.19 08:48:00 -
[60]
nicely done ccp
but:
t2 should require only the specific skill on 4, not 5 all modules (salvagers, codebreaker etc) that fall under the "survey skill" need to be looked at ....
Survey
Skill at operating ship, cargo and survey scanners. 5% improvement per level in the scan speeds of those module types.
You need survey at lvl 5 to use a codebreaker for exmaple .... so why is the cycle time of the codebreaker or salvager 10sec with survey 5 and not 7,5sec ?
this needs to be fixed!
also i think, the 0,5% bonus on the salvager II isnt the best bonus for a t2 item, when t1 has itself 5% ...
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