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Tchell Dahhn
Deny Reality
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Posted - 2008.04.02 13:26:00 -
[1]
Would it be possible to introduce Named and/or Tech II Salvagers into the game?
I know that we already have the skills required to reduce the time that a Salvager takes to remove useful material from the wrecks, however, what we do not have is a range modifier.
Personally, I would like to see the creation of a couple of 'named' Salvagers, and hey, if nobody's thought of it before, name one after me!

Here are my thoughts. First, the named variant:
'CCP Can Name This' Salvager - Powergrid Usage: 1 / CPU Usage: 20 / Activation Cost: 20 / Optimal Range: 7,500 m / Activation Time: 12.00 sec / Required Skill: Salvaging II
The above, while having a bit longer activation time, would extend the range of the Salvager by a minimal amount. As with most upgraded items, an upgraded skill of Salvaging II would be required.
Now, here's my idea for the Tech II version:
Salvager II - Powergrid Usage: 1 / CPU Usage: 25 / Activation Cost: 25 / Optimal Range: 10,000 m / Activation Time: 10.00 sec / Required Skill: Salvaging III
The Salvager II would have a normal activation time, but would extend the range of the Salvager up to 10,000 m, and again, the player would require upgraded skill, this time being Salvaging III.
This is my favourite:
'Tchell Dahhn's' Modified Salvager (Heh) - Powergrid Usage: 2 / CPU Usage: 25 / Activation Cost: 25 / Optimal Range: 15,000 m / Activation Time: 10.00 sec / Required Skill: Salvaging V
As you can see, this item would be premium, and would give you all of the benefits you would hope to see in a 'Commander' style. (Hey, who says only NPC Commanders get items named after them, eh? CCP - 'hint hint' - you could write a news story about my invention!)
The various premium features, while they do come with the extra cost of 25 powergrid and 2 CPU, would definitely make training up to Salvaging V worthwhile for the owner! It would now be much more viable to be performing salvaging in losec/nullsec space, as we would be able to do it from a greater distance.
(I would also 'hope' that if CCP decides to create 'Tchell Dahhn's Modified Salvager', that I might get one as a gift from a kindly GM or Developer.)

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Tchell Dahhn
Deny Reality
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Posted - 2008.04.02 21:55:00 -
[2]
Who's with me?!

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Tchell Dahhn
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Posted - 2008.04.04 17:43:00 -
[3]
Nobody's with me on this one? Oh, heck. Who changed my sig?!

Please visit your user settings to re-enable images.
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Tchell Dahhn
Amarr Deny Reality
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Posted - 2008.04.09 12:41:00 -
[4]
I don't know if bumping is allowed, but I figure I'll give everyone one last chance to reply - and then I'll let this thread die.
Anyone? Anyone? Please?

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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.04.09 13:49:00 -
[5]
I like the idea of a T2 salvager. More chance of success would be nice, salvaging T2 wrecks can take annoyingly long.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.04.09 13:57:00 -
[6]
Edited by: Tarron Sarek on 09/04/2008 14:02:39
Ah well, why not.
To be on the safe side, though, I'd take a module of the same group as example of how a T2 salvager could look like: Survey Scanner I.
From T1 to T2 the survey scanner gains around 50% range and has 20% reduced activation time, while CPU usage and activation cost is increased by 20%. I think that fits perfectly for salvagers. The only thing which isn't covered is the Access Difficulty Bonus, but I think a 20% increase is quite typical for T2 and not overpowered, therefore justified.
So my slightly different proposal for a T2 salvager would be:
SALVAGER II - Required Skill Salvaging IV (like miner II) - Powergrid Usage 1 - CPU Usage 24 - - Activation Cost 24 - Optimal Range 7,500m - Activation Time / Duration 8.00 sec - - Tech Level 2 - Meta Level 5 - Access Difficulty Bonus 6
The T1 meta modules should follow the same principle as on the survey scanner: increased range, reduced activation time, less CPU required.
Something like this: Meta 1: 16 CPU, 9.5 sec, 5.500 m Meta 2: 18 CPU, 9.0 sec, 6.000 m Meta 3: 19 CPU, 8.5 sec, 6.500 m Meta 4: 17 CPU, 8.0 sec, 7.000 m
The CPU progression is taken from weapon turrets. I like the concept of giving Meta 1 a fitting edge. Kind of makes it more interesting than a simple 'bigger is better' approach. The higher Access Difficulty Bonus should be a T2 trait to make T2 stand out and to justify the higher CPU requirements.
___________________________________ - Balance is power, guard it well -
Nothing spells 'incompetence' or 'don't take me serious' like 'nerf'
Ceterum censeo Polycarbonem esse delendam |

Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.04.12 11:25:00 -
[7]
No comments? Now that I went to the bother of checking stats and thinking up a concept, I'd also like to see a bit more discussion. 
___________________________________ - Balance is power, guard it well -
Nothing spells 'incompetence' or 'don't take me serious' like 'nerf'
Ceterum censeo Polycarbonem esse delendam |

Sigul Siento
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Posted - 2008.04.12 13:21:00 -
[8]
I'd also like named/T2/faction/cherryflavoured salvagers, but I leave the details to CCP. As long as they are better, in some ways at least 
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Tchell Dahhn
Amarr Deny Reality
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Posted - 2008.04.12 16:55:00 -
[9]
Originally by: Tarron Sarek Now that I went to the bother of checking stats and thinking up a concept, I'd also like to see a bit more discussion. 
I like your idea - and as a buddy of mine pointed out, I hadn't done much research into comparable modules. I just threw in a bunch of improvements and hoped for the best. Of course, I stand my "Tchell Dahhn's Modified Salvager" 100%.

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Suoh Amshar
Amarr Sane Industries Inc.
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Posted - 2008.04.12 17:17:00 -
[10]
i like this idea quite a bit =). also would like a ship to go with this but oh well...
anyways: /signed
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Mr Bondy
The Hoodie Mafia Cosa Nostra.
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Posted - 2008.04.13 01:59:00 -
[11]
Tech II salvagers are a great idea, however i was at first not sure that a range bonus is much of a 'bonus' at all, at least not by its self.
The core concept of a T2 salvager for me would be an increace in stuff salvaged/time i.e salvaging efficiency which can be achieved in a number of ways: More cycles, or greater chance of salvaging.
More cycles: Obviously a reduced activation time would serve this purpose, but also the range would have an effect on this attribute. With more thaught i realised that a 5km range is another 10 seconds of tractoring time i.e another cycle which is actually a decent bonus.
Greater chance: As mentioned above salvaging T2 wrecks or wrecks from faction spawns can take a while - with an increaced access difficulty bonus T2 salvagers could increase the efficiency of this process
How great should the bonus' be ? Well most T2 modules see an 20% improvement and so id suggest a similar thing with salvagers. Making the cycle time 8 seconds for example. The problem here is that a 20% bonus to range is only 1km and would you buy a T2 salvager if it only had a 1km range increase ?
So what should the bonus' be ? |

BlondieBC
Minmatar Ardent Industrial Hydra Alliance
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Posted - 2008.04.13 11:25:00 -
[12]
I would like to see one salvager with more range, say 10km. It would make mission salvaging much easier.
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Tchell Dahhn
Amarr Deny Reality
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Posted - 2008.04.15 12:18:00 -
[13]
Originally by: Mr Bondy The problem here is that a 20% bonus to range is only 1km and would you buy a T2 salvager if it only had a 1km range increase?
Absolutely. It would finally make my ship (minus the rigs) fully T2 fitted, and would likely force me into buying Salvage Tackle II rigs - just to be different.
(Executioner - L: Overdrive Injector II, Nanofiber Internal Structure II - M: Cap Battery II, 1MN Afterburner II - H: Salvager I, Salvager I - R: Salvage Tackle I, Salvage Tackle I, Salvage Tackle I)

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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2008.04.18 18:45:00 -
[14]
Originally by: Mr Bondy The problem here is that a 20% bonus to range is only 1km and would you buy a T2 salvager if it only had a 1km range increase?
Look at my suggested T2 Salvager above.
More, Optimal Range (7,500m) Shorter Activation Time (8.00 sec) Higher Access Difficulty Bonus (6)
But I think it's not overpowered. It's just a bit more of everything, with increased fitting requirements and energy usage as a slight drawback.
___________________________________
Balance is power, guard hide it well
-Ceterum censeo Polycarbonem esse delendam-
('nerf' means 'incompetence', esp. when you use it) |

Thomas Hobson
School of Applied Knowledge
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Posted - 2008.05.14 15:25:00 -
[15]
How about make the T2 Salvager scripted like a Warp Disruption Field Generator? If you are fitting a Tractor Beam, use a script that increases probability or decreases module cycle time. If not, and in a slow ship, use a range script. Throw the strength script back in if you get a faction wreck. |

Hlidskjalf
Caldari
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Posted - 2008.05.14 15:34:00 -
[16]
I'd simply like a varient of the Destroyer (T2?), designed for Salvaging, Hacking, Archeology. Something with a nice beefy cargo hold, with bonuses to these and heavy shielding, very little combat capability. That I think is more needed than a T2 salvager, though I'd like either. :) - - - - - - - - - What could possibly make me walk into your gate camp to get to low sec, unless my Retriever has a doomsday device on it..
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Nekopyat
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Posted - 2008.05.14 15:44:00 -
[17]
While such bonuses are nice, what I would like to see is a T2 salvager (or a new module all together) that adds additional functionality.. specifically that it salvages and slurps the loot to your hold.
This would not give people much of a mechanical advantage (besides not having to get the wreak within can range) but would be a huge hassle reduction that I could easily see players willing to pay a premium for.
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Zirconium Blade
Ass Pounding Space Monkeys
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Posted - 2008.05.14 15:46:00 -
[18]
I would prefer a reduced activation time.
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Nirenia
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Posted - 2008.05.14 22:43:00 -
[19]
/signed
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Wren Alterana
Minmatar The Baros Syndicate Kissaki Republic
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Posted - 2008.05.15 03:02:00 -
[20]
I want an advanced salvager that lets you salvage cargo _________
Dynamic Maps |

Ford Chicago
Omega Enterprises Mostly Harmless
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Posted - 2008.05.16 04:29:00 -
[21]
A T2 Salvage module would be nice.
Give it a 20% increased chance of salvage and higher cpu requirements. Should require Salvaging IV, if not Salvaging V.
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