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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.03.19 18:36:00 -
[1]
Everyone can see the need for a role specific ship in this class.
My ship is bassed off the idea of a gallente hauler cruiser, not sure of the name
Fitting would be 5 Hi's 3-4 Mids 3-4 lows
It would have it least 1500m3 cargo space It would have a bonus to salvage changes and some type of resistance bonus.
So the arguement for this would be first, you need a good number of highs for tractor beems and salvagers. Since it has no weapons it would need to fit some kind of tank (mids) and for lows added salvage ability or more defence mods. The basis for this slot layout is based off defenseless ships like t1 haulers that have gobs of slots. Because this version is a cruiser and has more has it would have less mids and lows.
The cargo room I think is needed becuase a true salvage ship should be some kind of looter as well. It doesnt make since to collect the salvage and leave the loot if you are a garbage collector in the first place.
Cpu would be moderate, much like a caldari cruiser, and grid would be on the lower end. would need much grid if you arent fitting weapons, but would need more cpu based off the protection mods and salvage mods fitted.
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Otto Maharg
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Posted - 2007.03.19 19:54:00 -
[2]
I call mine "Exequeror with salvage tackles, tractor beams and salvagers" and its cargo increases incrementally with cruiser level...
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.03.19 20:13:00 -
[3]
Originally by: Otto Maharg I call mine "Exequeror with salvage tackles, tractor beams and salvagers" and its cargo increases incrementally with cruiser level...
yeah but it still isnt enough to get the job done properly, plus it doesnt get bonuses to salvage.
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Otto Maharg
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Posted - 2007.03.21 05:29:00 -
[4]
With salvage tackles? They give big bonuses to recovering salvage. And since salvage only takes up .01 m3/unit, you dont really need a huge cargo hold, especially with being able to salvage unlooted wrecks since the latest patch. and 4 high slots are more than enough room to carry two salvagers and two tractors, if you so desire, plus it has enough cargo space for 4 hammerheads to kill whatever you plan to salvage.
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Mr Xofar
The Devil's Mafia
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Posted - 2007.03.21 06:47:00 -
[5]
Now that we don't have to loot the wrecks to salvage maybe a ship bonus to boost the range of our Salvager's would be a good idea? Maybe +20% per level? Miner Timer
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Titus Blackthorn
Amarr
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Posted - 2007.03.21 07:50:00 -
[6]
isn't this a "destroyer"? basically?
slap in some salvage rigs and presto!!!
sorry not flame ... a ship with salvage bonus built in would be pretty o.k. imho
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.03.21 15:35:00 -
[7]
Originally by: Otto Maharg With salvage tackles? They give big bonuses to recovering salvage. And since salvage only takes up .01 m3/unit, you dont really need a huge cargo hold, especially with being able to salvage unlooted wrecks since the latest patch. and 4 high slots are more than enough room to carry two salvagers and two tractors, if you so desire, plus it has enough cargo space for 4 hammerheads to kill whatever you plan to salvage.
My point is that other ship classes have bouses to make them fit a role, force recons, interdictors, etc. Why should the salvage profession be any different.
As for as cargo room this is a MUST for a true salvage profession. What kind of stupid person salvages just the wreck and then leaves anywhere from 50k-10mil isk worth of mods in a cargo can????? I mean seriously people get a grip.
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Daerkannon Shimmerscale
Gallente Paxton Industries
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Posted - 2007.03.21 16:02:00 -
[8]
I agree that it would be nice if we could get one ship at least that was specialize for salvaging, but I don't think that a bonus to salvaging is actually the way to go. Salvaging itself goes pretty fast. What you really need is a faster/better way to get to all of those wrecks scattered around.
What I'd like to see is something like the Exequror with 5-6 highs and a ship bonus of 20% to tractor beam range per level.
Either that or they could just seed medium and large tractor beams already. 
--- Honest officer, the dwarf was on fire when I got here! Paxton Industries is recruiting. |

Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.03.21 18:05:00 -
[9]
Originally by: Daerkannon Shimmerscale I agree that it would be nice if we could get one ship at least that was specialize for salvaging, but I don't think that a bonus to salvaging is actually the way to go. Salvaging itself goes pretty fast. What you really need is a faster/better way to get to all of those wrecks scattered around.
What I'd like to see is something like the Exequror with 5-6 highs and a ship bonus of 20% to tractor beam range per level.
Either that or they could just seed medium and large tractor beams already. 
Why not both, I mean the resist bonus that I put in was just because I couldnt think of anything else. I agree with you a 100% that we need better range on tractors...
On a side note what on earth happened to the medium and large versions of the tractor?!!?
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Silthis Marna
Monkey Pickles
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Posted - 2007.03.21 23:57:00 -
[10]
/signed
Although I would propose a variant based on an industrial or transport chassis of some form. Think a Mammoth/Badger Mk II/Itty V/Bestower (6000 m^3) with 8 highs (one turret).
Introduce the medium or large tractors, and add a ship specific bonus of some form, like 99% cpu reduction on large tractor grid/cpu requirements. Presumably the large tractors could be introduced with a very high cpu or grid requirement.
Require racial industrial v maybe. That leaves it truly in reach of a dedicated mission runner, yet outside of the common 2 week old character. If mission runners are to become a source of mods to sell, rather than raw ISK, we need something to make it time effective.
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Rungi
Minmatar United Forces Freelancer Alliance
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Posted - 2007.03.28 22:28:00 -
[11]
Originally by: Riley Craven
Originally by: Daerkannon Shimmerscale I agree that it would be nice if we could get one ship at least that was specialize for salvaging, but I don't think that a bonus to salvaging is actually the way to go. Salvaging itself goes pretty fast. What you really need is a faster/better way to get to all of those wrecks scattered around.
What I'd like to see is something like the Exequror with 5-6 highs and a ship bonus of 20% to tractor beam range per level.
Either that or they could just seed medium and large tractor beams already. 
Why not both, I mean the resist bonus that I put in was just because I couldnt think of anything else. I agree with you a 100% that we need better range on tractors...
On a side note what on earth happened to the medium and large versions of the tractor?!!?
/signed
Though, the Cyclone works very well in this role. Add a few expanders in the lows, a MWD or AB II and 3 Salvager 3 Tractors. The standard 10mn AB will give you just enough speed and allow you to pull cargo and salvage without letting the can get too far behind. I'm all for a bonus to Tractor Beam range though. Nice idea. -------------------------------------------- Rules of engagement: 1) You win. 2) No you can't have a cookie.
Nothing beats a good dose of ugly, well perhaps stupid. |

Mr Cleann
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Posted - 2007.03.28 23:32:00 -
[12]
CCP was supposed to be coming out with ships that had bonuses for the mini proffessions. like salvaging or exploration... whare they are... only CCP knows.
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Tonto Auri
Center for Advanced Studies
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Posted - 2007.03.29 00:58:00 -
[13]
Salvaging currently is not a mini-profession. Only very lazy man not have dedicated salvage ship at this time. -- . |

Random Caldari
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Posted - 2007.03.29 11:23:00 -
[14]
Armageddon
4 x tractor , 4 x salvagers 2 x cap recharger , 1 100Mn Mwd 7 x Cargo Spander , 1 inertia stab ( or nanofiber ) 3 x salvage rigs
makes a v nice loot ship |

Mr Cleann
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Posted - 2007.03.29 17:21:00 -
[15]
lol yeah and an expensive one too. I use a simple destroyer with 6 tractors, 2 salvagers, an expander and armor repair. I keep one attack dorne to fend off evil dooers
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Karmen Fyremane
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Posted - 2007.03.30 17:45:00 -
[16]
Yes, a dedicated salvage ship would be wonderful. And since CCP likes to make new skills to keep everyone training, a new ship line with new associated skills would seem to be right up their alley. I imagine this is a low priority for them though and the soonest we could expect a ship like this would be with the next large patch after revelations, so we have to make due with what's available to us for now.
I salvage empire missions so I can afford to invest a little more into my salvage ship without having to worry about other players wtfpwn'ing me while I'm working. My salvage ship setup is:
Catalyst (Gallente Destroyer)
HIGH 6x sm tractor 2x salvager I
MED 1MN MWD II (used in single pulses to get from salvage cluster to salvage cluster)
LOW 3x Local Hull Conversions Expanded cargo (really like to switch these out for cargo hold II's, but they seem hard to find)
RIGS Salvage Tackle I Capacitor Control Circuit I Semiconductor Memory Cell I
This ship has about 826 m^3 volume for loot and salvage parts. That is enhanced by using 2 medium secure containers (325 m^3 volume for 390 m^3 capacity). It also give about 7.5 cap/sec recharge rate which means not having to rest up when salvaging missions with large ship counts. I previously used an afterburner instead of a MWD, but it was a bit slow for some of the level 4 missions which tend to have wrecks spread out over around 100km of space.
I know this ship is a pricey setup, but cutting my salvage time is a real plus for me and like I said, there is only a very slim chance of losing it in empire. I would not recommend such a pricey setup for low-sec, 0.0 unless you use it a heavily defended area.
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Hasiti
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Posted - 2007.04.09 04:25:00 -
[17]
Good idea
I would say a kind of destroyer with maybe 8 high slots, but something like 0 med slot and 1 or 2 low slots with a good cargo hold. There could also be salvaging range bonus, salvage speed bonus or chance of salvage bonus on the ship. There could also be more skills for salvaging like the bonus I just said for the ship.
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Signaldog
Gallente Venom.
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Posted - 2007.04.09 23:22:00 -
[18]
I am actually running a slavage business now and have made 100 + mil in less than two weeks. I use a Catalyst with 4x salvager, 4x tractor, 1MN AB II, 1 Cap Recharger II, and 3x Local Hull Conversion Mods.
This gives me a fairly large cargo bay and I can usually clean out a single room in a level 4 mission before i have to go back to the station to unload.
The only problems I have run into is with the gang issue (have my own thread going - Please check it out http://oldforums.eveonline.com/?a=topic&threadID=501270 ).
Thanks yall.
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Wander Lost
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Posted - 2007.04.10 13:54:00 -
[19]
I like the 5/3/3 setup - But with 3 turret hardpoints. Realistically this thing has to defend itself somewhat, probably cruiser-class. this gives options to have the remaining 2 slots for salvage/tractors. Remember that you can salvage quicker that you can pull a distant wreck to you if it pull fruit from the first cycle. With the mods this thing would have you'd prolly have more tractors then salvagers to balance out the workload. This setup would make the ship a great attache for cleanup and extra fire (though generally destroyer type firepower).
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.16 23:21:00 -
[20]
Originally by: Wander Lost I like the 5/3/3 setup - But with 3 turret hardpoints. Realistically this thing has to defend itself somewhat, probably cruiser-class. this gives options to have the remaining 2 slots for salvage/tractors. Remember that you can salvage quicker that you can pull a distant wreck to you if it pull fruit from the first cycle. With the mods this thing would have you'd prolly have more tractors then salvagers to balance out the workload. This setup would make the ship a great attache for cleanup and extra fire (though generally destroyer type firepower).
I see what you are getting at, but I cant really agree. The thing is that a salvage ships is supposed to be specialized in salvaging. If you need protection then you should be witha group of ships.
For example I have read numerous times of CCP talking about a science vessel, but would it make since for such a vessel to have the armaments you propose? Not really.
In any case I dont think a single person in here would fit a ship like that. The idea is to reduce the time it takes to salvage and to do so currently you needed to fit at least a min of 2 tractors and 2 salvagers. Otherwise if you go with 1 tractor and 1 salvager there is no reason not to use just a plain old hauler. The idea is not to use salvagers seperately but to use them on the same wreck to make them salvage faster. Hence why 2 is almost a min. these days.
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Signaldog
Gallente Venom.
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Posted - 2007.04.22 22:36:00 -
[21]
Actually, with 4 salvagers and 4 tractors, i can bring in wrecks and with a lvl 5 salvaging skill and 3 salvager tackles, i can USUALLY get salvage on a single cycle of the salvager. The 4/4 setup i'm using works very well, especially when i'm working for someone else...if you're salvaging someone else's wrecks without their permission (which does NOT cause an agro flag) then it's on you if you get caught. I have NEVER in a year of playing had a swarm respawn during a mission if it wasn't built that way. If you're salvaging wrecks in belts, then you would obviously need protection from rats, but if you're fast enough and have a couple of drones, it's really a non-issue.
But to the point of this thread---> If you are a salvager/looter by PROFESSION, then a ship made for that profession is what we need.
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Ishma Nelass
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Posted - 2007.04.23 08:53:00 -
[22]
Edited by: Ishma Nelass on 23/04/2007 08:55:06 The big advantage to using a destroyer to salvage - apart from the 8 high slots - is that it's the only class of ship which can fit an oversized AB and get a good speed boost out of it while maintaining a decent salvage set up in the highs. This allows it to effectively have an MWD in deadspace.
If a salvage ship is made it should have a bonus to AB power and CPU requirement and/or cap recharge and/or tractor beam speed, not range, the speed at which things are pulled in, as if you are flying at a good velocity, getting within 20km of wrecks is quickly done, but it is a pain to have to wait for that last one to be pulled in before heading to the next wreck cluster...
Alternatively, the salvage role could allow it to warp in and out of deadspace and use MWDs there normally, but prevent it from fitting weapons of any kind. This would solve the issue of getting a salvager into a pocket requiring an expensive key and would make the salvaging proffession more palatable, at least for people like me who get frustrated by the warp restrictions in deadspace...
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.23 19:26:00 -
[23]
Edited by: Riley Craven on 23/04/2007 19:22:40
Originally by: Ishma Nelass Edited by: Ishma Nelass on 23/04/2007 08:55:06 The big advantage to using a destroyer to salvage - apart from the 8 high slots - is that it's the only class of ship which can fit an oversized AB and get a good speed boost out of it while maintaining a decent salvage set up in the highs. This allows it to effectively have an MWD in deadspace.
If a salvage ship is made it should have a bonus to AB power and CPU requirement and/or cap recharge and/or tractor beam speed, not range, the speed at which things are pulled in, as if you are flying at a good velocity, getting within 20km of wrecks is quickly done, but it is a pain to have to wait for that last one to be pulled in before heading to the next wreck cluster...
Alternatively, the salvage role could allow it to warp in and out of deadspace and use MWDs there normally, but prevent it from fitting weapons of any kind. This would solve the issue of getting a salvager into a pocket requiring an expensive key and would make the salvaging proffession more palatable, at least for people like me who get frustrated by the warp restrictions in deadspace...
I dont particularly like your bonus Idea. The simple solution to your problem is to "tow" wrecks that you are currently salvaging/hauling in while you move to the next cluster to save yourself some time :)
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Suoh Amshar
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Posted - 2007.04.24 00:14:00 -
[24]
Originally by: Ishma Nelass Edited by: Ishma Nelass on 23/04/2007 08:55:06 The big advantage to using a destroyer to salvage - apart from the 8 high slots - is that it's the only class of ship which can fit an oversized AB and get a good speed boost out of it while maintaining a decent salvage set up in the highs. This allows it to effectively have an MWD in deadspace.
If a salvage ship is made it should have a bonus to AB power and CPU requirement and/or cap recharge and/or tractor beam speed, not range, the speed at which things are pulled in, as if you are flying at a good velocity, getting within 20km of wrecks is quickly done, but it is a pain to have to wait for that last one to be pulled in before heading to the next wreck cluster...
Alternatively, the salvage role could allow it to warp in and out of deadspace and use MWDs there normally, but prevent it from fitting weapons of any kind. This would solve the issue of getting a salvager into a pocket requiring an expensive key and would make the salvaging proffession more palatable, at least for people like me who get frustrated by the warp restrictions in deadspace...
I think that this is a good idea for the most part. Also, on the topic of a specialized salvage ship, i think it should be a T2 version of the dest. This is for two reasons. A) the destroyer is the most easily accesible salvage ship for average players and B) the only current T2 dest is an interdictor, which to my knowledge are only useful for specialized purposes (interdicting). To combine alot of ideas for this ship, lets assume, as with most T2 ships, it has 4 bonuses, 2 from the base ship and 2 from the T2 version (ex. assault ships have 2 bonuses from frigates and 2 from the AS itself). For this i think that the basic bonuses should be a reduction in PG/CPU for med/large tractor beams and range increase for salvage modules (20% per lvl for 100% total? still only 10km). The T2 bonuses should be to tractor speed and salvage chance. It should have a cargo hold thats increased significantly but still realistically small. Ive found that with the 450 on my cormorant i usually have no problems...so possible about 1000M^3, still modest. as for slots it should have 8 high, with only 1 or 2 for both med and low, that way it can fit as many tractors and salvagers as necessary but can also hold an AB and some lower stuff. as a dedicated slavager, i see no reason for any hardpoints but a small drone bay could be useful...something in the range of 15-25 M^3 depending on race. anyway i hope my ideas are useful. please CCP make our salvage dreams come true!!
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.24 01:57:00 -
[25]
Edited by: Riley Craven on 24/04/2007 01:54:33
Originally by: Suoh Amshar
Originally by: Ishma Nelass Edited by: Ishma Nelass on 23/04/2007 08:55:06 The big advantage to using a destroyer to salvage - apart from the 8 high slots - is that it's the only class of ship which can fit an oversized AB and get a good speed boost out of it while maintaining a decent salvage set up in the highs. This allows it to effectively have an MWD in deadspace.
If a salvage ship is made it should have a bonus to AB power and CPU requirement and/or cap recharge and/or tractor beam speed, not range, the speed at which things are pulled in, as if you are flying at a good velocity, getting within 20km of wrecks is quickly done, but it is a pain to have to wait for that last one to be pulled in before heading to the next wreck cluster...
Alternatively, the salvage role could allow it to warp in and out of deadspace and use MWDs there normally, but prevent it from fitting weapons of any kind. This would solve the issue of getting a salvager into a pocket requiring an expensive key and would make the salvaging proffession more palatable, at least for people like me who get frustrated by the warp restrictions in deadspace...
I think that this is a good idea for the most part. Also, on the topic of a specialized salvage ship, i think it should be a T2 version of the dest. This is for two reasons. A) the destroyer is the most easily accesible salvage ship for average players and B) the only current T2 dest is an interdictor, which to my knowledge are only useful for specialized purposes (interdicting). To combine alot of ideas for this ship, lets assume, as with most T2 ships, it has 4 bonuses, 2 from the base ship and 2 from the T2 version (ex. assault ships have 2 bonuses from frigates and 2 from the AS itself). For this i think that the basic bonuses should be a reduction in PG/CPU for med/large tractor beams and range increase for salvage modules (20% per lvl for 100% total? still only 10km). The T2 bonuses should be to tractor speed and salvage chance. It should have a cargo hold thats increased significantly but still realistically small. Ive found that with the 450 on my cormorant i usually have no problems...so possible about 1000M^3, still modest. as for slots it should have 8 high, with only 1 or 2 for both med and low, that way it can fit as many tractors and salvagers as necessary but can also hold an AB and some lower stuff. as a dedicated slavager, i see no reason for any hardpoints but a small drone bay could be useful...something in the range of 15-25 M^3 depending on race. anyway i hope my ideas are useful. please CCP make our salvage dreams come true!!
Put simply, no.
First, professions should not be restricted to t2 ships. Even if the idea is to specialize.
Further the destroyer is the worst platform for this ship. 1. Its paper thin 2. It doesnt have the cargo space needed to be a true salvage ship 3. It has way too many highs and would be unbalanced 4. The ship needs to be based off a new hull not in Eve currently 5. It can have no combat ability much like current miner class ships (aka barges)
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Ishma Nelass
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Posted - 2007.04.24 08:52:00 -
[26]
Edited by: Ishma Nelass on 24/04/2007 08:52:03 Edited by: Ishma Nelass on 24/04/2007 08:51:37
Originally by: Riley Craven Edited by: Riley Craven on 23/04/2007 19:22:40
I dont particularly like your bonus Idea. The simple solution to your problem is to "tow" wrecks that you are currently salvaging/hauling in while you move to the next cluster to save yourself some time :)
That's silly. I do so already to the extent that it is meaningfull, but really, considering the tiny amount of time it actually take to salvage each wreck you lose more time doing this than you gain. It is simply faster to salvage everything and then mover on. And any salvage ship that doesn't have at least 7 hi slots would simply not be as good a salvage ship as the destroyer is already.
Apart from some relevant salvaging/tractor bonuses and maybe a little combat nerf, I do not see how any ship could improve upon the destroyer as a salvager.
And as to your points above I could not disagree more. No salvage ship needs to have armour, as unless they can have a tank matching at least the average BC the tank would be useless anyway. And the cargo hold is sufficient for almost all lvl 4 missions already in one haul, at least with an expander or two; alsao I do not see how you can call the salvage ship 'unbalanced' with eight high slots, as there is nothing for it to balance with... unless you don't want it to compete with existing ships for salvage ability?
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Riley Craven
Caldari Copacetic Corporation
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Posted - 2007.04.24 14:13:00 -
[27]
Originally by: Ishma Nelass Edited by: Ishma Nelass on 24/04/2007 08:52:03 Edited by: Ishma Nelass on 24/04/2007 08:51:37
Originally by: Riley Craven Edited by: Riley Craven on 23/04/2007 19:22:40
I dont particularly like your bonus Idea. The simple solution to your problem is to "tow" wrecks that you are currently salvaging/hauling in while you move to the next cluster to save yourself some time :)
That's silly. I do so already to the extent that it is meaningfull, but really, considering the tiny amount of time it actually take to salvage each wreck you lose more time doing this than you gain. It is simply faster to salvage everything and then mover on. And any salvage ship that doesn't have at least 7 hi slots would simply not be as good a salvage ship as the destroyer is already.
Apart from some relevant salvaging/tractor bonuses and maybe a little combat nerf, I do not see how any ship could improve upon the destroyer as a salvager.
And as to your points above I could not disagree more. No salvage ship needs to have armour, as unless they can have a tank matching at least the average BC the tank would be useless anyway. And the cargo hold is sufficient for almost all lvl 4 missions already in one haul, at least with an expander or two; alsao I do not see how you can call the salvage ship 'unbalanced' with eight high slots, as there is nothing for it to balance with... unless you don't want it to compete with existing ships for salvage ability?
I cant really see how you loose time if you are salvaging an item while you are on the move. Maybe explain it to me?
AS to your other points.
high slots, first there needs to be some kind of balance. Think of it in terms of a barge, it gets to use special mining lasers and gets a mining bonus. If your talking about a coveter then its better than any BS mining even usinc DCM II. A ship that gets a bonus to salvage per laser would need to have less salvagers to keep it in line with other professons.
Further on your tank points, I agree that it needs to have some tank, but nothing more than what a badger or itty 5 can pull off. You shouldnt be somewhere perma tanking rats while you salvage. You cant have your cake and eat it too. The tank needs to be just good enough to escape, nothing more, nothing less.
Your point about cargo is just plain wrong. You see it only from your perspective instead of the whole picture. The ship would be almost useless in 0.0. One BS kill would practically fill the entire hold of that ship in one go. You shouldnt need to be doing constant runs to a base in the middle of 0.0 after you kill a large ship which there are alot of. Thats why I suggest a comprimse of 1500m3. Its just large enough to make it usable in 0.0, but not large enough to call it a hauler.
Dont collect the loot you say? NOOO. The point of garbage collector is to collect all garbage! Why should he have to scoff at the big lucrative garbage??!? That just makes no sense
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Ishma Nelass
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Posted - 2007.04.24 17:39:00 -
[28]
Well, I'm going to be honest with you and say that I've never salvaged in 0.0. However, I can't imagine that there is as much loot in a single BS as you say. 500m3? Its a lot.
And when you give the salvaging ship 1500m3 you are putting it equal to /better than) some industrial at hauling... yet if it is to be viable as a salvager it must also have a decent speed and maneuverability. Surely you see the problem with this.
As to the tank, you misunderstood me, or perhaps I formulated myself poorly; I meant that there is no point in giving the salvage ship any decent tank, if it gets aggro it will die too quickly for it to get away anyway, unless you give it a tank which is entirely out of proportion to its ability.
As for your comments on high slots... have you ever salvaged before? It is not the actual salvaging that takes time, most things go in one cycle anyway. It is the dragging that takes time, and that is what I meant. If I tow a wreck along to the next cluster I must travel at 1/3 speed, else the wreck will never catch up, it will fall behind and go out of range for my tractor beam.
And fewer high slots means fewer tracto beams too. You simply cant have 4 tractor beams on a ship with 5 highs, so it would go much faster to salvage with a destroyer than the salvaging ship you are proposing.
Oh, and mining barges don't just get a bonus to mining, they also get better mining equipment than the BS miners.
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Arimus Darkhart
Caldari Sane Industries Inc.
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Posted - 2007.04.24 17:53:00 -
[29]
Idea:
Why not introduce a salvage module which can only be fitted on dedicated salvagers (rather like strip miners and the barges)... give it a quick cycle time and a high chance of success.
On the salvage tug give them four high slots - let you fit two (or more) salvage arrays and a couple of tb's.
Plenty of low slots for cargo expanders or armour tank and some mid slots for shield tanks.
Skill wise make it about the same a cruiser to get to.
Introduce as well a T2 version with more high slots and better yield bonuses, make it skill wise about the same as an exhumer I.
The bonus for both ships should be based on a sensor skill combined with the salvager skill bonus...
Add a new mid-slot module which can scan wrecks and tell you what is in them - similar to the mining scanners...
-- Users are like a virus - each causing a thousand tiny crises until the host finally dies. |

Ishma Nelass
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Posted - 2007.04.24 17:59:00 -
[30]
That's an interesting idea, as the concept is diametrically opposite to mining where long cycle times are preferable, we could give the arrays half the cycle time, with 2/3 the chance of a normal salvager to salvage...
But without more tractor beam slots it will still be slower than a destroyer. Maybe if it had more hi slots, but the salvaging arrays require turret slots...
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