Enhanced Salvaging

Salvaging as it stands consists of collecting items from USS sites, but I find this unfulfilling. It’s pretty much a spreadsheet excercise. Go to this type of system, go to this type of place, find this kind of thing.

I’d like to suggest some new ideas for the ‘next round’ of engineering. My suggestion would involve the option to actually salvage premium items from ship wreckage. Depending on how successful you are, these can be fit to your ship at an outfitting station if they’re not damaged during the process, restored at an engineer, or repaired normally but lose their perks at outfitting or just sold.

Part 1, Creating the wrecks
Wrecks could be spawned in USS sites much like you find them now, but they could have a chance of spawning at many of them such as combat aftermath, High grade, encoded or degraded emissions sites, on planets for SRV drivers or they could simply be created when a ship is destroyed in combat once in a while.

Part 2, Creating the salvage
The wreck would contain the items from the ships load out that spawned it (random if it’s a USS). Any subsystems that were destroyed in combat are struck from the list, then a RNG runs through the remaining items over 80% health and they become ‘salvageable’ and quite often, this would not create any salvageable items only salvage components containers if you wish to cut them free.

Part 3, Identifying the salvage
A new ‘Salvage scanner’ would be required to sift through any wreckage in a site or debris field but would have an extremely limited range (max 1km with engineering) and identify any salvageable wrecks in range.

Targeting a salvageable wreck and scanning it with a manifest scanner would then take a variable amount of time based on the grade and engineering level of the scanner, and this would return a list of salvageable items, or you could use the Salvaging ship for this (see part 4) if you didn’t want to fit a manifest scanner.

Part 4, Seperating the salvage
Cutting the salvage from the ship would be a delicate task and require a new module such as a Salvage limpet controller’ for ships, or possibly even a new type of SLF, a Ship Launched Salvage craft. Small, no shields but much heavier armour. It would contain an onboard manifest scanner in the utility slot for identifying valuable Salvage, and a cutting laser (mining type laser for all intents and purposes) in the weapons slots. I’d also imagine it looking like a crab with manipulator arms that would ‘grip’ a wreck when salvaging from it, and claws to pry open the armour and expose the internals for the laser to work on.

Kind of like this:
26953141331_9066395061_z.jpg


To make this process of retrieving the Salvage interesting and not just another USS scenario, I’d like to see some type of mini game, kind of like interdiction is now, in order to free the salvaged item without damaging it. Maybe even make this a multi crew only option, or add a perk like a free strike for ships with crew.

I’m imagining something like tracing a shape on the screen whilst the cursor ‘wanders’ and you have to correct the wander so as to not touch the edges of the shape and complete the entire course within a 1 minute timer.

Another game type could be a minesweeper style mini game to isolate circuitry or power conduits that will damage the unit if you touch one with the same 3 strikes rule as above

Yet another could be a simon says style game with 10 sequences required to disconnect the power couplings successfully with the same 3 strikes rule

The list of these types of games goes on and on.

Higher value items may require several mini games to be completed. For example, a laser with a 1-4 grade engineering upgrade would take 1 run, but a module with a class 5 upgrade would take 2, and if it then has a perk it would take 3.

Part 5, Collecting the salvage
Separated salvage would then drift free of the wreck if done by crew on your ship and could be scooped or could be collected with a collection limpet. The Ship Launched Salvager would ‘carry’ it back to the ship and dock with it.

Part 6, Fruits of your labor
So you’ve successfully salvaged a laser turret, power distributor or something cool from a wreck, what do you do with it?

If it’s not damaged, fly to your nearest outfitting shop and it will be transferred to your stored modules where you can fit it, or sell it.

1 strike damages the module meaning that you have to take it to a qualified engineer to have it repaired and keep the upgrade, or you can repair it at a station by just adding it to your stored modules at the outfitting shop, but you will lose the upgrade and any perks.

2 strikes would destroy the engineering upgrade entirely, but the module is still salvageable and can be repaired at a station.

3 strikes would damage the module beyond repair turning into regular ‘Salvage components’ containers and ends the mini game.

So why should we bother?
For the chance to take home your very own pre-engineered module and you get 3 chances to win a prize, provided you have enough cargo space to put it in the hold. Salvaging a 16 tonne shield generator only to realise that you only have 8 tonnes free would be a little embarrassing!

It also introduces a level of skill to getting upgrades and good results rely on more than an RNG. It could also lead to a career path of just salvaging wrecks and selling off the parts or having missions built around this gameplay method...

For example, I could see a CMDR flying around debris fields in a Keelback hoping to find a golden goose, like an Anaconda wreck with an intact 8A power plant to strip out and sell
 
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Do you have suggestions be for how to make the act of discovering salvage targets into fulfilling gameplay? I like your salvage suggestions, but if the bulk of the activity of salvaging is flying around waiting for the RNG to drop a cool generated wreck, it will not be much fun.
 
Do you have suggestions be for how to make the act of discovering salvage targets into fulfilling gameplay? I like your salvage suggestions, but if the bulk of the activity of salvaging is flying around waiting for the RNG to drop a cool generated wreck, it will not be much fun.

Something like a ship-based wave scanner to use over planets would work nicely, if it could detect wreckage at a longer distance than the radar circle and also give some hint as to what sort of anomaly is detected.

Ideally I'd like to see a flow like the following as we get closer and closer to the wreck: Detailed Surface Scanner highlights anomaly hotspots on surface > make planetfall > Ship Wave Scanner indicates a direction > see a circled area on the radar > land and deploy SRV > SRV wave scanner homes in on wreck.

We really shouldn't be habitually finding wreckage on planets by landing first and then driving around in the SRV. That's like a coastguard helicopter searching for a shipwreck by stopping at a random spot in the ocean and deploying a dinghy to start looking around.

As for space-based wreckage (which is what we're mainly talking about here, I guess), maybe it could just work the same way as presently, with RNG drops and the act of salvage in space being illegal, but with the added caveat that the salvage process takes a reasonable length of time, meaning you have a change of cops showing up and issuing heavy fines, and attacking you if you continue to collect salvage.

So then you have two options: surface salvage, which involves active searching but lower risk in the act itself (maybe rarely some skimmers, or cutthroat rival salvage teams in anarchy systems), and space salvage, which you stumble upon randomly while doing other stuff, but runs a risk of authority response.

I think the randomness of the space side of salvage would be less of a bitter pill to swallow if there was a second, more involved option.
 
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I've been thinking make it more like a privatized search and rescue/recovery process:
  • Put down Recovery Bond at station (few thousand)
  • Get list of crash zones/incident volumes along with a description of each missing vessel/surface settlement that has broadcast SOS
  • Zones are larger than a surface blue blob, but not too much larger. Incident volumes are in space.
  • Locate target and rescue, salvage
  • Repeat for as many as you can until the Recovery Bond expires
  • Bonus if all zones in the list in that system completed before bond expiry
For variety/extra challenge, make some of them timed (life support/unstable reactors) and some of them mobile (damaged SRV moving towards a starport, drifting hulks) giving a search cone that gets larger, the longer you leave it to visit that incident.

This makes SAR into a sort of orienteering challenge, rather than a lucky dip.
 
I've been thinking make it more like a privatized search and rescue/recovery process:
  • Put down Recovery Bond at station (few thousand)
  • Get list of crash zones/incident volumes along with a description of each missing vessel/surface settlement that has broadcast SOS
  • Zones are larger than a surface blue blob, but not too much larger. Incident volumes are in space.
  • Locate target and rescue, salvage
  • Repeat for as many as you can until the Recovery Bond expires
  • Bonus if all zones in the list in that system completed before bond expiry
For variety/extra challenge, make some of them timed (life support/unstable reactors) and some of them mobile (damaged SRV moving towards a starport, drifting hulks) giving a search cone that gets larger, the longer you leave it to visit that incident.

This makes SAR into a sort of orienteering challenge, rather than a lucky dip.

That sounds like an excellent idea.

I also see no reason that such a system, offering bigger or more consistent payouts, couldn't co-exist with the more informal approach I suggested above, just as you can currently take missions to assassinate a Pirate Overlord, earning both a bounty and a fixed reward, but you're also free to engage high value wanted ships you encounter just generally flying around.
 
That sounds like an excellent idea.

I also see no reason that such a system, offering bigger or more consistent payouts, couldn't co-exist with the more informal approach I suggested above, just as you can currently take missions to assassinate a Pirate Overlord, earning both a bounty and a fixed reward, but you're also free to engage high value wanted ships you encounter just generally flying around.

You're right - using a wave scanner to locate a blip within a zone, as well as having a few random 'bonus' untracked wrecks/uss/stashes turn up by surprise, as well as a range of 'random encounter' wrinkles when entering a tracked target's USS, would make for a nice blend of skill and surprise.
 
[up] Great suggestion Highway, you have obviously put some thought into this. Also some equally good ideas above.
i would love to see something like this implemented into the Elite universe.
 
Salvaging as it stands consists of collecting items from USS sites, but I find this unfulfilling. It’s pretty much a spreadsheet excercise. Go to this type of system, go to this type of place, find this kind of thing.

I’d like to suggest some new ideas for the ‘next round’ of engineering. My suggestion would involve the option to actually salvage premium items from ship wreckage. Depending on how successful you are, these can be fit to your ship at an outfitting station if they’re not damaged during the process, restored at an engineer, or repaired normally but lose their perks at outfitting or just sold.

Part 1, Creating the wrecks
Wrecks could be spawned in USS sites much like you find them now, but they could have a chance of spawning at many of them such as combat aftermath, High grade, encoded or degraded emissions sites, on planets for SRV drivers or they could simply be created when a ship is destroyed in combat once in a while.

Part 2, Creating the salvage
The wreck would contain the items from the ships load out that spawned it (random if it’s a USS). Any subsystems that were destroyed in combat are struck from the list, then a RNG runs through the remaining items over 80% health and they become ‘salvageable’ and quite often, this would not create any salvageable items only salvage components containers if you wish to cut them free.

Part 3, Identifying the salvage
A new ‘Salvage scanner’ would be required to sift through any wreckage in a site or debris field but would have an extremely limited range (max 1km with engineering) and identify any salvageable wrecks in range.

Targeting a salvageable wreck and scanning it with a manifest scanner would then take a variable amount of time based on the grade and engineering level of the scanner, and this would return a list of salvageable items, or you could use the Salvaging ship for this (see part 4) if you didn’t want to fit a manifest scanner.

Part 4, Seperating the salvage
Cutting the salvage from the ship would be a delicate task and require a new module such as a Salvage limpet controller’ for ships, or possibly even a new type of SLF, a Ship Launched Salvage craft. Small, no shields but much heavier armour. It would contain an onboard manifest scanner in the utility slot for identifying valuable Salvage, and a cutting laser (mining type laser for all intents and purposes) in the weapons slots. I’d also imagine it looking like a crab with manipulator arms that would ‘grip’ a wreck when salvaging from it, and claws to pry open the armour and expose the internals for the laser to work on.

Kind of like this: https://i2.wp.com/farm8.staticflickr.com/7475/26953141331_9066395061_z.jpg?resize=625,346&ssl=1

To make this process of retrieving the Salvage interesting and not just another USS scenario, I’d like to see some type of mini game, kind of like interdiction is now, in order to free the salvaged item without damaging it. Maybe even make this a multi crew only option, or add a perk like a free strike for ships with crew.

I’m imagining something like tracing a shape on the screen whilst the cursor ‘wanders’ and you have to correct the wander so as to not touch the edges of the shape and complete the entire course within a 1 minute timer.

Another game type could be a minesweeper style mini game to isolate circuitry or power conduits that will damage the unit if you touch one with the same 3 strikes rule as above

Yet another could be a simon says style game with 10 sequences required to disconnect the power couplings successfully with the same 3 strikes rule

The list of these types of games goes on and on.

Higher value items may require several mini games to be completed. For example, a laser with a 1-4 grade engineering upgrade would take 1 run, but a module with a class 5 upgrade would take 2, and if it then has a perk it would take 3.

Part 5, Collecting the salvage
Separated salvage would then drift free of the wreck if done by crew on your ship and could be scooped or could be collected with a collection limpet. The Ship Launched Salvager would ‘carry’ it back to the ship and dock with it.

Part 6, Fruits of your labor
So you’ve successfully salvaged a laser turret, power distributor or something cool from a wreck, what do you do with it?

If it’s not damaged, fly to your nearest outfitting shop and it will be transferred to your stored modules where you can fit it, or sell it.

1 strike damages the module meaning that you have to take it to a qualified engineer to have it repaired and keep the upgrade, or you can repair it at a station by just adding it to your stored modules at the outfitting shop, but you will lose the upgrade and any perks.

2 strikes would destroy the engineering upgrade entirely, but the module is still salvageable and can be repaired at a station.

3 strikes would damage the module beyond repair turning into regular ‘Salvage components’ containers and ends the mini game.

So why should we bother?
For the chance to take home your very own pre-engineered module and you get 3 chances to win a prize, provided you have enough cargo space to put it in the hold. Salvaging a 16 tonne shield generator only to realise that you only have 8 tonnes free would be a little embarrassing!

It also introduces a level of skill to getting upgrades and good results rely on more than an RNG. It could also lead to a career path of just salvaging wrecks and selling off the parts or having missions built around this gameplay method...

For example, I could see a CMDR flying around debris fields in a Keelback hoping to find a golden goose, like an Anaconda wreck with an intact 8A power plant to strip out and sell

+Rep'd!

Considering the amount of salvage related posts on these forums, and the fact that they keep coming up, shows this is one area of Elite that has a ton of potential, and yet feels like an afterthought. Properly fleshed out salvage game-play is a sorely missed opportunity.
 
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