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Commander IceQ
Caldari Paradoxical Anomoly
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Posted - 2010.03.19 10:24:00 -
[1]
I have been reading a lot on people wanting a dedicated salvage ship. Though I am not opposed to the idea, I just think that my Hurricane handles the job nicely. 4x Salvager II, 4 TB, 3x Salvage Tackle I. If you have those on, do I really need to buy a new ship? Not really, the Cargo is big enough (all lows have Cargo Expander II's) to salvage lvl4's without a problem... What DOES take forever... is getting all the wrecks. The problem is the Tractor Range. Instead of getting a whole ship (besides slapping "Salvage T3" together *shivers* or training an Orca *only 3 high's :(* ) How about a Tractor beam "SeBo"?
------------------------------------------------------- Tractor Beam Booster I: Gives a bonus to range and velocity of tractor beams.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Capacitor: Activation cost: 10 GJ
Structure: Structure Hitpoints: 40 HP Volume: 5 m3 Capacity: 1 m3
Fitting: Powergrid usage: 5 MW CPU usage: 15 tf
Miscellaneous: Activation time / duration: 10000 s Tech Level: 1 Velocity Bonus: 25 % Range Bonus: 40 %
Required skills: Graviton Physics I Science V Engineering V
------------------------------------------------------- Tractor Beam Booster II: Gives a bonus to range and velocity of tractor beams.
Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized.
Capacitor: Activation cost: 5 GJ
Structure: Structure Hitpoints: 40 HP Volume: 5 m3 Capacity: 1 m3
Fitting: Powergrid usage: 2.5 MW CPU usage: 10 tf
Miscellaneous: Activation time / duration: 10000 s Tech Level: 2 Velocity Bonus: 40 % Range Bonus: 55 %
Required skills: Graviton Physics IV Science V Engineering V -------------------------------------------------------
Most of the stats are based of the SeBo and the skill req is similar to the Capital TB. All stats are open to change, this is just an idea. Maybe even add the "Scripts" mechanic to it as well. (range enhance & velocity enhance scripts)
It can fall under "Ship Equipment > Electronics and Sensor Upgrades"
It is an active module, so will eat cap.
If you like it, or don't like it is up to you.
I would not mind slapping 2-3 of these on my Hurri and salvaging away. :)
Nerfing/overpowering (aka Balancing) this is up to CCP.
Oh, and some may ask why Mid; 1) I don't want to loose any of my cargo expanders.  2) Since it is a booster (and it is based on the SeBo, and it is a mid) It seemed ok. 3) Weapon upgrades are lows, though they are also passive, I suppose it can be a low too... (I REALLY would like to keep the cargo expanders ) 4) In the end it is up to CCP. 
Anyway... Flame ON! |

Enzu777
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Posted - 2010.03.19 11:33:00 -
[2]
this is an excellent idea and even easier to implement a new mod then a new ship type, while im all for new ships and wouldnt mind a dedicated t2 dessie for salvaging this mod would also do the job, please ccp give us this so salvaging is not so tedious? |

darius mclever
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Posted - 2010.03.19 11:49:00 -
[3]
my salvage cane is doing 900m/s with a 10mn mwd. that is plenty of speed. if you want to optimize your mission running get a marauder. tractor beam while running the mission and then come back with the salvage cane (6 salvager 2 beams). you will only need the 2 tractor beams for rats that didnt want to come inside 40km everything else will be in a nice pile around the marauder. |

Commander IceQ
Caldari Paradoxical Anomoly
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Posted - 2010.03.19 18:40:00 -
[4]
I don't have a marauder... yet. I use an alt to Salvage. So while I am busy with room 2 he is salvaging room 1. so in other words MWD no work... |

Commander IceQ
Caldari Paradoxical Anomoly
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Posted - 2010.03.24 10:21:00 -
[5]
Originally by: Enzu777 this is an excellent idea and even easier to implement a new mod then a new ship type, while im all for new ships and wouldnt mind a dedicated t2 dessie for salvaging this mod would also do the job, please ccp give us this so salvaging is not so tedious?
That is why I went for the module Idea instead of a ship. I would love to take an Orca in (70km TB ^^) BUT it will take forever to salvage the bigger missions (lvl4 Blockade / Extravaganza).
I did a EoM mission the other night and actually ran out of space on my cane... so maybe a cargo buff (Cargo Expander III? ^^ ) would also be cool, but that is an idea for another time. :P
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