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Thread Statistics | Show CCP posts - 7 post(s) |
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Xorus
Forum Moderator Interstellar Services Department
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Posted - 2006.10.25 21:22:00 -
[1]
I've tested it previously and it worked fine. ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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Doc Extropy
Gallente Cradle of Freedom Inc.
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Posted - 2006.10.25 21:22:00 -
[2]
Did anyone test that yet?
I'm a heavy tractor beam user, so if this doesn't work it would be a more than serious nerf.
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SpaceDrake Taleweaver
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Posted - 2006.10.25 21:25:00 -
[3]
I'm a bit surprised "small" TBeams can tow the wrecks of battleships but oh well. --- What good are actions if there's no one to tell the tale afterward?...
Former player of Andre Ricard (sold). Currently plays a Sekrit CharacterÖ. |
Doc Extropy
Gallente Cradle of Freedom Inc.
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Posted - 2006.10.25 21:27:00 -
[4]
Originally by: Xorus I've tested it previously and it worked fine.
omg thank you very much. Now I will sleep well.
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xenodia
Gallente RONA Corporation
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Posted - 2006.10.25 21:52:00 -
[5]
Originally by: SpaceDrake Taleweaver I'm a bit surprised "small" TBeams can tow the wrecks of battleships but oh well.
Well, if you want to get technical, the size of the tractor beam shouldnt have any bearing on what it can tow. Because a dead wreck floating in space could be moved by just about any force that acted upon it. Id expect the larger sized tractor beams to have increased range, and thats about it.
This signature space for rent |
Hex'Caliber
Gallente
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Posted - 2006.10.25 21:55:00 -
[6]
Hmmn havent been able to test my self yet, but are wrecks passable, meaning can you fly through them? If not I can imagine wrecks being used in all sorts of nefarious ways. Perhaps I am just a little too devious or expecting wrecks to be much larger than they actually are. Regards HexCaliber |
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Xorus
Forum Moderator Interstellar Services Department
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Posted - 2006.10.25 21:58:00 -
[7]
Originally by: Hex'Caliber Hmmn havent been able to test my self yet, but are wrecks passable, meaning can you fly through them? If not I can imagine wrecks being used in all sorts of nefarious ways. Perhaps I am just a little too devious or expecting wrecks to be much larger than they actually are.
They act like cargo containers do. ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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Doc Extropy
Gallente Cradle of Freedom Inc.
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Posted - 2006.10.25 22:00:00 -
[8]
Originally by: Xorus
Originally by: Hex'Caliber Hmmn havent been able to test my self yet, but are wrecks passable, meaning can you fly through them? If not I can imagine wrecks being used in all sorts of nefarious ways. Perhaps I am just a little too devious or expecting wrecks to be much larger than they actually are.
They act like cargo containers do.
So they explode when they are empty?
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Xorus
Forum Moderator Interstellar Services Department
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Posted - 2006.10.25 22:04:00 -
[9]
Originally by: Doc Extropy
Originally by: Xorus
Originally by: Hex'Caliber Hmmn havent been able to test my self yet, but are wrecks passable, meaning can you fly through them? If not I can imagine wrecks being used in all sorts of nefarious ways. Perhaps I am just a little too devious or expecting wrecks to be much larger than they actually are.
They act like cargo containers do.
So they explode when they are empty?
No thats the only difference, they have the same lifespan of a can (about an hour) but they won't pop once empty, salvaging a wreck causes it to pop tho. ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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DarkWizzard
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Posted - 2006.10.25 22:21:00 -
[10]
Can you salvage the wreck of someone elses kill? ie player A and B are at war with each other, player A kills B then warps off. Could I salvage that wreck? Would I get flagged as a crimal for stealing that wreck?
newbie question.
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Xorus
Forum Moderator Interstellar Services Department
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Posted - 2006.10.25 22:23:00 -
[11]
Originally by: DarkWizzard Can you salvage the wreck of someone elses kill? ie player A and B are at war with each other, player A kills B then warps off. Could I salvage that wreck? Would I get flagged as a crimal for stealing that wreck?
newbie question.
Now thats a good question, haven't been able to test it myself yet but one thing to note is you can't salvage a wreck until its empty and had all of the loot removed, as for flagging i'm not sure would be nice if someone were to test it ;) ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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DarkWizzard
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Posted - 2006.10.25 22:43:00 -
[12]
Perhaps it would be a good idea for one of you guys to keep a track of these sorts of questions... create a 'to test list' so this and other questions don't get lost in the threads, also give people something to do on test other then go 'woooo shiney bits'.
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Doc Extropy
Gallente Cradle of Freedom Inc.
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Posted - 2006.10.25 22:48:00 -
[13]
Other interesting question:
Would it be viable to have a specialized salvaging specialist in your gang? I imagine the following setup for the specialist:
Exequror h: 2x tractor beam, 2x salvager I (according to Murphys law I assume it is a high sec module) m: ab, other med slot stuff l: as much cargo expanders as you can scram onto it r: 3x salvage improvement
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Sphynx Stormlord
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Posted - 2006.10.25 23:09:00 -
[14]
Do dead npc's leave wrecks?
Can you rename them?
If yes to both; does the overview now update when you rename a wreck (unlike with renaming cans since dragon)?
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2006.10.25 23:12:00 -
[15]
Two problems with wrecks I've discovered. Not bugs per see, more like user interface issues.
1) When you loot them, they don't pop -- of course not, because they are still salvageable. Trouble is, there's no visible distinction between an empty wreck and a wreck that has loot in it. This is going to be a *huge* problem, because in a big wreck field, there's going to be no way to clean things up -- after you loot the third wreck, how are you going to know whether the "next" wreck is one you've already looted? You aren't. You can't even rename wrecks the way you can rename cans, no more leaving the bulky worthless loot in cans named "Cap Batteries".
2) Wreck graphics don't show until camera is very very close. You know how when you approach a cargo can, you're just approaching the white diamond until you get close, and then the image morphs to a white diamond superimposed on the actual image of the can, and then when you get right up on it you're just looking at the can? Well, with wrecks, there's a visual gap between the icon and the image -- at intermediate camera ranges, the icon has gone away, the image is not showing yet, and so the wreck is completely invisible. Very frustrating.
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Xorus
Forum Moderator Interstellar Services Department
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Posted - 2006.10.25 23:12:00 -
[16]
Originally by: Sphynx Stormlord Do dead npc's leave wrecks?
Can you rename them?
If yes to both; does the overview now update when you rename a wreck (unlike with renaming cans since dragon)?
Yes NPC's leave wrecks not tescted if you can rename them, i hope someone who can login to SISI is reading this :) ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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Xorus
Forum Moderator Interstellar Services Department
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Posted - 2006.10.25 23:13:00 -
[17]
Originally by: Marlenus Two problems with wrecks I've discovered. Not bugs per see, more like user interface issues.
1) When you loot them, they don't pop -- of course not, because they are still salvageable. Trouble is, there's no visible distinction between an empty wreck and a wreck that has loot in it. This is going to be a *huge* problem, because in a big wreck field, there's going to be no way to clean things up -- after you loot the third wreck, how are you going to know whether the "next" wreck is one you've already looted? You aren't. You can't even rename wrecks the way you can rename cans, no more leaving the bulky worthless loot in cans named "Cap Batteries".
Theres nothing to stop you popping the wrecks, they have less HP than cargo cans iirc ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2006.10.25 23:15:00 -
[18]
More details on renaming wrecks.
You can't do it on Sisi at this time.
"Rename" or "Set name" is a right click option, the new name entry box types up, but when you hit "OK" to set the new name, an error box comes up saying something like "You cannot rename this item." This is from memory, that's not the exact wording.
No idea whether this is a bug, or as intended. But renaming is going to be vitally needed to differentiate looted wrecks from unlooted ones, if a better way to differentiate is not added.
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2006.10.25 23:20:00 -
[19]
Originally by: Xorus
Theres nothing to stop you popping the wrecks, they have less HP than cargo cans iirc
Hmm, I never thought of that because (a) I'm a salvager, I'm often looting cans that belong to others, and in Empire opening fire on those cans generates a Concord warning; and (b) I often run missions in a small gang with members who are not in my corp; I *assume* without having tested it that popping their cans would bring a Concord response. So popping cans has never been a safe option for me.
Haven't had a chance to test flagging and Concord protection issues on SISI yet with respect to wrecks; so far, I haven't even found another player in my region of empire. I'll have to do something with alts, and that will require getting two successful logins during the life of a wreck, which I haven't managed yet.
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Hex'Caliber
Gallente
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Posted - 2006.10.26 00:49:00 -
[20]
Maybe we can agree a central system for players to meet up wanting to test these things out, gangs, can flagging etc. If everyone agrees, I will throw out "Villore" as one possible location. It is central and a .5 system with a lot of belts and throws out the occasional shadow serp spawn. Oh and no that is not the system my char is sat in lol, just the system I go to, to test out changeÆs in setup before venturing into low sec, or off to do missions etc. There is also a Gallente Intel agent in the system, can't remember the level off hand though, also a station with a reprocessing facility.
Feel free to suggest anywhere else, it was just the first system that came to mind, I am off to get some sleep soon anyway.
Regards HexCaliber |
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Still Hart
Aurora Empire Fuzzy Nut Attack Squirrels
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Posted - 2006.10.26 01:10:00 -
[21]
Originally by: Marlenus 1) When you loot them, they don't pop -- of course not, because they are still salvageable. Trouble is, there's no visible distinction between an empty wreck and a wreck that has loot in it. This is going to be a *huge* problem, because in a big wreck field, there's going to be no way to clean things up -- after you loot the third wreck, how are you going to know whether the "next" wreck is one you've already looted? You aren't. You can't even rename wrecks the way you can rename cans, no more leaving the bulky worthless loot in cans named "Cap Batteries".
Tags FTW. _____________________
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2006.10.26 02:23:00 -
[22]
Hmm, possible solution.
But I haven't much experience setting tags. Don't you have to be gang leader to set them?
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Kai DeathCutter
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Posted - 2006.10.26 11:02:00 -
[23]
a hauler with 2 tractor beams hasn't got much in the way of offensive capabilities, regardless of their hp :/
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Lisento Slaven
Amarr The Drekla Consortium New Eve Order
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Posted - 2006.10.26 12:00:00 -
[24]
As I've never been on Sisi can someone explain how wrecks work in the first place?
I know this much so far: Pop a ship and it leaves a wreck You can loot the wreck like you can loot cans currently Wreck stays after you loot it
Are there specialized salvage ships? Or do you just need to fit "Salvage Beam X" on your ship to salvage? Are space whales hidden in Kali? Are jet cans still capable of being launched in Kali?
I ask about the jet cans because I know some people always rabble rabbled on here about how they are exploits or something for miners (different topic) so I'd like to know if jet cans still exist in EVE with Kali.
I'd definitely like to know if there is a salvage ship too or if it's just a silly module I'm going to put on my Impairor to look cool. =P ---
Lisento Slaven wants to be a Space Whaler in EVE.
Put in space whales!
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Patch86
Di-Tron Heavy Industries
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Posted - 2006.10.26 12:05:00 -
[25]
If the set name option is there but doesn't work, its a bug. Either a bug because it shouldn't be there, or a bug because it doesn't work
I don't see any reason why they'd remove naming of wrecks, so its probably a bug that it doesn't work. -----------------------------------------------
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OneSock
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Posted - 2006.10.26 12:17:00 -
[26]
Originally by: Marlenus Two problems with wrecks I've discovered. Not bugs per see, more like user interface issues.
1) When you loot them, they don't pop -- of course not, because they are still salvageable. Trouble is, there's no visible distinction between an empty wreck and a wreck that has loot in it. This is going to be a *huge* problem, because in a big wreck field, there's going to be no way to clean things up -- after you loot the third wreck, how are you going to know whether the "next" wreck is one you've already looted? You aren't. You can't even rename wrecks the way you can rename cans, no more leaving the bulky worthless loot in cans named "Cap Batteries"..
That could be a right pain. OK for mission runners who can scoot back with a looter/salvager, but a bit of a bugger for PVPrs.
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hitech redneck
Digital Mind Crimes
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Posted - 2006.10.26 13:18:00 -
[27]
Why don't we have medium and large tractor beams yet.
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Jet Collins
Dynamic Endeavors
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Posted - 2006.10.26 14:07:00 -
[28]
Originally by: Marlenus Hmm, possible solution.
But I haven't much experience setting tags. Don't you have to be gang leader to set them?
So answer this in a gang only the gang leader can set tags, at least that is how it is now. I was wondering this as well. If you can not rename can you set tags. So testing please.
I have tried the last 2 nights to get on and have had no luck.
So if people who are getting on would post info it would be great. I have seen the image of the salaving skill so all set there.
In this thread people talk about a salvaging mod? If there is one please link image. I have seen a mod that improved odds for finding stuff when slavaging. Not this mod.
CCP As for what is being said about wreaks having no chang in visual view to stat when looted and when not looted, please to something to address this. Currently loots can show up as a cirlce. I'm not sure what wreaks look like Circle also? Maybe something like a filled in circle when not looted empty cirlce when looted?
also anyone have the salvaging skills yet? Any results :)
Thanks
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poisoner orbius
Destructive Influence Band of Brothers
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Posted - 2006.10.26 14:22:00 -
[29]
Originally by: xenodia
Originally by: SpaceDrake Taleweaver I'm a bit surprised "small" TBeams can tow the wrecks of battleships but oh well.
Well, if you want to get technical, the size of the tractor beam shouldnt have any bearing on what it can tow. Because a dead wreck floating in space could be moved by just about any force that acted upon it. Id expect the larger sized tractor beams to have increased range, and thats about it.
Well, if you want to get technical, once anything starts moving in space it shouldnt stop by itself.
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Temo Jick
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Posted - 2006.10.26 14:39:00 -
[30]
Originally by: Lisento Slaven As I've never been on Sisi can someone explain how wrecks work in the first place?
Are there specialized salvage ships? Or do you just need to fit "Salvage Beam X" on your ship to salvage? Are space whales hidden in Kali? Are jet cans still capable of being launched in Kali?
Yes Jet cans still exist. No there is no special salvage ship yet, or if their is its well hidden. The salvaging skill, which needs mechanic V and survay V, increases your chance of havesting something from a wreck by 5% and acording to its description is necisery to use salvaging modules. Though no slavaging modules are on the market yet as far as i have been able to find.
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