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Sholack Garant
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Posted - 2006.05.15 11:00:00 -
[1]
Edited by: Sholack Garant on 15/05/2006 11:03:35 I think it would be cool to have an advanced tractor beam (and associated skill) that allows you to tow abandoned ships, wrecks, debris etc. These ships could then be repaired to bring them into working order, or salvaged/re-processed for parts, minerals, etc.
A further idea for this skill is the advent of "space trailers" (a crap name I know but bear with me here), essentially large containers that you can tow in order to significantly increase cargo capacity at the expense of speed and manoeuvrability.
The tractor beam would drain Cap at a high rate, (since wrecks and ships have a large mass and a large amount of energy is needed to tow them), but this can be improved through increased skills. Another advantage of higher skills could be the ability to chain several trailers together.
If you run out of Cap while towing the towed items are all released into space, which could be quite amusing if you were in warp at the time with several million in cargo.
Well that's my idea, let the abuse commense...
/me runs for cover.
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Y'laaris Brood
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Posted - 2006.05.15 17:57:00 -
[2]
I like the idea in theory but in practice, when would you use it other than towing discarded shuttles to the station?
The high cap drain would mean warping with it on probably wouldn't be an option unless you like the idea of losing stuff in ward when your cap runs out.
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LittleAngel
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Posted - 2006.05.15 23:59:00 -
[3]
I like your idea.
As for the warp idea: Asuming the wreck is huge the Tug should be huge aswell and not be able to use jump gates when it's tugging something. It's speed in warp while warping limited to 0.005au/s. It's accelleration and decelleration should be very slow aswell. And just like dreaghnoughts use fuel for the "jump" between solar systems.
As for being able to get something from it: Asuming the wreck is huge. Docking it is impossible. Disasembling it would be done @ a large tower POS with the right kind of large module attached that uses a "miner" laser style XXXXL to disect the wreck.
When the tug isn't connected to a wreck it could fly like the freighter. Using jump gates and no fuel. Low End Minerals Trader Based in Verge Vendor; Alentene VI-6. Free delivery when the cargo is Passive Targeters or over 100k m3. Safe empire space only. Ammo delivered free. And possible in low |

Awox
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Posted - 2006.05.16 00:15:00 -
[4]
I wouldn't mind having a ship in gangs that could tow a sniping BS from 200km out into warp core scramble range.
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Drizit
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Posted - 2006.05.16 00:58:00 -
[5]
The idea is not too bad but maybe needs refinement. I think rather than a silly risk of losing the catch during warp, calculate the mass of the object in to into the warp cap requirement. If you tow something that is half the size of your tug, you use 150% of the normal cap requirement to warp. Add also the cap required to keep the object in tow at 25% of the new warp cost.
Therefore a warp cap use would normally be 300, with an object in tow half the mass of your ship - 450 cap, plus 25% of that to keep it in tow - 562 cap (rounded down). If you don't have that much, you do two hops just as frigates do in large systems.
With wrecks and such becoming part of Kali, this would be a possibility to allow a salvage profession. Once the wreck has been looted by the killer and the remainder left, a salvage ship can come along and tow the wreck away for reprocessing or even repair.
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Sholack Garant
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Posted - 2006.05.16 15:00:00 -
[6]
Edited by: Sholack Garant on 16/05/2006 15:00:41 Thanks for the replies.
Y'laaris, the idea first occurred to me when I heard about the up-coming salvaging skill and the change that destroyed ships will become wrecks instead of dropping cans. There will then be much more that can be collected with a tow. I also like the idea of being able to increase cargo space by having a trailer of some kind.
I agree that the tractor disconnecting in warp would be very annoying, that was an extension from a line of thought where I was thinking about trying to tank an attack while towing and your cap running out, resulting in the tractor switching off and you losing your goods. I got a bit carried away when I was thinking about warping and I do think that pre-calculating the warp requirements as Drizit suggested would be a good idea.
I also really like Little angel's idea of having a POS based dissecting laser for carving up captured ships/debris. You could have small ship wrecks that you can dock with at stations and then much larger wrecks that just can't be dragged into a station. For example, the debris, twisted metal, or even those destroyed jump gates that occur in some mission instances could be towed off...
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Castryon Merk
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Posted - 2006.05.16 19:32:00 -
[7]
/signed Though one refinement I can think of. The notes say that there will be "hidden" locations in sectors that have special things hidden. One can be a haulable object of some sort. When processed you have a % chance of recovering something from the wreck. BPO, module etc...
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Tristian Andross
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Posted - 2006.05.19 14:44:00 -
[8]
Originally by: Sholack Garant Edited by: Sholack Garant on 16/05/2006 15:00:41 Thanks for the replies.
Y'laaris, the idea first occurred to me when I heard about the up-coming salvaging skill and the change that destroyed ships will become wrecks instead of dropping cans. There will then be much more that can be collected with a tow. I also like the idea of being able to increase cargo space by having a trailer of some kind.
I agree that the tractor disconnecting in warp would be very annoying, that was an extension from a line of thought where I was thinking about trying to tank an attack while towing and your cap running out, resulting in the tractor switching off and you losing your goods. I got a bit carried away when I was thinking about warping and I do think that pre-calculating the warp requirements as Drizit suggested would be a good idea.
I also really like Little angel's idea of having a POS based dissecting laser for carving up captured ships/debris. You could have small ship wrecks that you can dock with at stations and then much larger wrecks that just can't be dragged into a station. For example, the debris, twisted metal, or even those destroyed jump gates that occur in some mission instances could be towed off...
Instead of a tracto beam a grapple could be put into place and this would eliminate the problem of the cap running out and ur items in tow forever being hurrled into the depths of space... just my thoughts
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Lord Slater
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Posted - 2006.05.19 14:48:00 -
[9]
One possable penalty is the more you are towing the longer it takes to get into warp and of course the slower you are in warp. ----------------------------------------------- YYAARRHH HAHAHA IM THE HAPPY PIRATE
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Ascelot
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Posted - 2006.05.19 14:52:00 -
[10]
Think its a kool idea as long as it is possible to target a ships main engines and disable them.
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Jin Masaru
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Posted - 2006.05.24 15:52:00 -
[11]
This is a very stupid idea when you think about jetcan mining. One guy can haul 5x 27,000 m3 cans? This would be very silly and unnecessary. ---- "There comes a time when a man must spit on his hands, hoist the black flag and begin slitting throats." - H. L. Mencken |

HammaSlamma
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Posted - 2006.05.25 00:28:00 -
[12]
Ya should only beable to haul wrecks. Any NPC ships killed would refine for an amount of minerals. A player ship could be hauled into station and only say.... 1/4th the minerals would be required to bring the ship back to working order. Or if you dont want to try and rebuild the ship you have the option of melting the ship down and getting alot more loot than normal.
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