
Matthew
Caldari BloodStar Technologies
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Posted - 2006.12.05 12:59:00 -
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Originally by: Pesadel0 Maybe you didn't knew but the devs had idealized the salvaging only from player owned ships,dunno what made them turn to salvaging every were.
Salvaging was meant has a pirate/PVP profession.
But the devs cave in or wanted to change the salvaging ideia.
They didn't "cave in", and there is a very valid reason why salvaging only from player ships would have been a very bad idea.
If salvaging from player ships was the only source of rig parts, then the rig parts would be extremely valuable, due to their relatively limited supply.
Now, I'm sure lots of you will say "great, rigs should be expensive and hard to get". And other will say "so increase the supply by making each ship drop more components, and get the rig price down". But neither of those address the core problem.
Consider this - what if someone was to deliberately destroy their own ship, so they could salvage the wreckage? They could do this with fully-insured, unfitted T1 ships, so the cost of doing it is relatively low. High rig prices would mean that exploding your own ships and salvaging them became profitable.
Increasing the drop per ship won't make exploding the ship less profitable, as though the price per unit falls, you get more units, so it'll work out about even.
At which point, the attempt to make it a "pirate/PvP" profession instead ends up with lots of ship production in high-sec, followed by lots of ships exploding as soon as they undock (or exploding in high-sec safespots to avoid thieves). Self-destructing ships would become just another part of the production process. More ships would be dying, but it would have nothing to do with PvP combat. This would also have the undesirable effect of greatly increasing the amount of isk entering the game through the insurance system.
No doubt someone at this point will cry "don't leave any salvage if they self-destruct then". At which point I bring in the corp mate/second account/trial account to shoot up the ship instead.
Originally by: Gonada Oveur- what checks are you going to have in place to ensure that the T2 ship producers do not make and pharm ships for mods if you up the drop rates.
I'm guessing that this will be handled by the simple expedient of ensuring that the supply from NPC drops is sufficient to keep prices from rising to the point where that is profitable. NPC's have T2 ships as well, remember.
Originally by: Tubiger But, no... there's just something magical about a ship explosion that makes a half-crapped out part viable where a mint condition one is not.
I understand the reasoning for it in gameplay terms, but it strikes me as a bit odd in terms of common sense
Maybe the explosion strips off all those inconvenient things like casings, safety systems etc that prevent the mint condition version fitting in your ship, or being modified to give performance enhancements.
You could then follow the line that the SCC impose quality standards on component manufacture and supply, preventing the ready stripping and reselling of components in manufacturing facilities. The trade in salvage gets round the regs by effectively being a trade in scrap, and the trade in rigs because they're supplied as a parts kit with instructions, rather than as a functional item (hence why you need the rigging skills to fit it, same as you'd need skills to build a kit-car).
Of course, you could then follow the logic to suggest a low-sec-only POS module to construct "salvage" components, the same as there's now a POS module to make illegal drugs. But that could be countered by pointing out that destroyed ships are so common in the universe that developing such a POS module has never been economical enough for someone to bother. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |