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Drone 257
Minmatar Sebiestor tribe
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Posted - 2007.06.29 18:12:00 -
[31]
I would love something like this, Im currently the salvager and I either leave mid mission (if it is possible to get back in) and switch to the salvager or I am pretty much totally unarmed and salvage the entire time.
I have gone in to plenty of deadspaces and such that are totally empty but full of wrecks that I dont want/cant touch even though the owner is nowhere in system.
If need be I end up with another gang member orbiting me or my orbiting them to avoid getting popped by NPC's due to the setup I use on the salvager.
While I agree that it would be nice to have all the wrecks congregate, I can see someone ending up just camping those "areas" and ninjaing the loot (yes you abandoned it but that may have been due to time constraints missionwise). Deadspaces should either go to FFA on full respawn or all wrecks should be wiped. Φ__________Φ Can I please have a fishtank installed in my Destroyer, all it does is Salvage anyways. |

Ellaine TashMurkon
MetaForge Ekliptika
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Posted - 2007.07.06 09:10:00 -
[32]
As far as I understand, exploration sites are not "spawned" untill they are discovered, so all the rats and roids and clouds and structures are not in server memory untill they're scanned and warped to. If so, this might be good to just turn abandoned derbis field into another kind of exploration site, with saved numbers and kinds and locations of wrecks but reseted ownership. Server efficient and fun for those who want to play exploration and salvaging. And do this only to things worth finding, like over 20 BS wrecks or over 100 all ship types or any player T2 ship wreck :)
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Davos Breemer
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Posted - 2007.07.06 12:08:00 -
[33]
For the OP and others who want to do a salvaging business then some sort of contract system needs to be set up that allows them to salvage from the owners and his corps wrecks. Interestingly enough though - this would require that the wrecks go back into ownership so that the system can keep track of the salvage. The cargo of the wrecks could be tracked the same way. When the contract is finished both parties would have a receipt of all the gear salvaged/looted and then they can haggle over price or settle with the agreed price. All nice and civilised like.
It would be nice to increase the time for the wrecks to start despawning. Best idea I can think of is have them wait until the mission is actually finished before starting the despawn timer. This will, unfortunately, add to the strain on the server. I can't see anyway around that as any means used to increase the despawn time will increase the number of wrecks the server has to remember.
PS My salvager has teeth - if I find you salvaging my wrecks I will bite.
PPS Can we please have salvage drones?
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Signaldog
Gallente Venom.
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Posted - 2007.07.24 11:48:00 -
[34]
/bumpage to see if there are any new ideas out there.
READ MY SALVAGER THREAD HERE!!!!
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b0ristheblade
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Posted - 2007.07.28 14:53:00 -
[35]
Hi, i guess that this: "This problem also does not allow the "client" who hired the salvager to verify that the salvager has, in fact, given up all the salvage/loot that was collected."
Could be solved by the contracter having a cargo scanner I and scan the salvager on the end.
Yes, i know that means 1 med slot wasted.....
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Signaldog
Gallente Venom.
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Posted - 2007.07.29 22:57:00 -
[36]
valid argument, but as well, if there was a contract system that only allowed you to move any cargo collected to a specific hanger bay to contract it to your 'employer' for a set sum or a % of the baseprice of all salvage, that would solve that problem.
READ MY SALVAGER THREAD HERE!!!!
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Vaedon
Ryder Interstellar Fuel Services
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Posted - 2007.08.08 17:27:00 -
[37]
Not sure if this is off-topic, but it was an idea of mine regarding salvaging.
Running around in missions, I tend to see a lot of ôdebrisö floating around. As a part-time salvager, I would love to have yet another goodie sitting in deadspace missions in the form of salvageable debris.
Thinking about that gave me the idea of a new kind of belt to be found in systems - debris fields.
Backstory: Over the years, there have been thousands of battles in space. And regardless of who wins, there are always the remains of the fallen left behind. Enterprising pilots seek out these fields of debris, hoping to find useful salvage.
How it would work:
- debris fields are not static. They are found in the same manner as the future asteroid and ice fields-using the standard ship scanner. - fields are seeded with debris (like that found floating in missions), not wrecks -debris would change to be like asteroids/ice. There would be a predetermined amount of salvage/scrap metal in each piece of debris. Small pieces would only have a few dozen units, while large chunks would have several thousand. -new types of scrap metal would be made, each generating different minerals once reprocessed. For example, while the current Scrap Metal yields a bit of tritanium, Twisted Scrap Metal (IÆm sure CCP can come up with better names) yields some tritanium and some pyerite. -Salvagers run continuously on debris until it has no more units of salvage/scrap. Each scanning cycle has a chance to return a random amount of salvage/scrap from the debris. The better a pilotÆs skills/module/rigs, the better the chance. -a successful cycle would yield anywhere from 1 to 10 units of salvage/scrap. -new ôDebris Scannersö could scan debris to determine how much scrap and salvage are contained within each piece of debris, but not what kinds. -debris fields are seeded with NPC pirates, the same as asteroid and ice fields
The idea behind this is to make Salvaging more than just a mini-profession, and to decrease the cost of salvage and rigs, without making them hit rockbottom (hence the inclusion of scrap metals).
Vaedon Jack-of-all-trades...Master-of-none |

Coleman Strykr
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Posted - 2007.10.10 14:20:00 -
[38]
I really like the debri field idea, that along with a drone and a specific ship could easily make salvaging a more recognized full time profession.
Asta Coleman
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Drone FX
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Posted - 2007.10.19 11:10:00 -
[39]
doesn't that mean you are making yet another miner proffesion?
Salvaging is so profitable because you realy have to go find yourself some good missions/gangs and not just 'a belt'.
just my though..
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Krystyn
Caldari Serenity Rising LLC
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Posted - 2007.10.30 02:13:00 -
[40]
Edited by: Krystyn on 30/10/2007 02:13:25 To let physics speak for a bit. Things in space pretty much never decay at all. The is a major organization in real life that tracks objects in orbit around our planet, I've included a link about it below
http://www.space.com/spacenews/060731_businessmonday.html
So I disagree with the idea that wrecks and cans pop after a short time period. Its a server issue I know and understand, maybe they should last until downtime or coalesce into the wreck fields or something
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Adunh Slavy
KIA Corp KIA Alliance
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Posted - 2007.10.30 02:52:00 -
[41]
Quote:
During this time, the slavager, still in the gang, cannot tractor and receives an aggression flag from the corporation of his own gang members. This makes it very dangerous ...
There's a solution,
Have the player, for whom you are going to salvage, set you to +10 standings, not +5 or 9.9, but 10. Then when he drops a can or has a wreck, you should see a nice big blue "+" on it. You may then tractor and take from his cans/wrecks with out aggro. (The tractor part may be buggy, as it was in the past, if the player left the grid, the tractor benefit was lost, this may have changed, I have not tested it recently.)
Each member of the corp for whom you are working will need to set you to +10 individually as I do not believe a corp, as an entity, can set standings to an individual.
-AS |
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