/// Wreck missions (Not sure it sounds correct in english, I'm not an native english speaker.)
A “wreck mission” mainly consists into remotely or physically take control of a ship's GUI which is drifting in space in order to : activate ship's parts you want your limpets to scavenge, jettison cargo, search for messages, and many other things. The wreck's engine/fsd is dead, its power plant is usually nearly broke (OFF), it has no AFM and reboot/repair didn't helped, which justifies that you wouldn't be able to leave the instance with the wreck (although the idea could be developped).
A wreck mission could also – depending on the situation – justify the use of a “modern” 3303 Manned Maneuvering Unit (MMU). See 2[U]nd[/U]case scenario below. However MMU sounds like a problem regarding Horizon players as MMU on planets wouldn't make sense without spacelegs implemented so this incompatibility could simply be avoided by proposing the MMU as analternative choice to the Planetary Approach Suite module. You also wouldn't be allowed to use your MMU inside/outside a starport (although I don't see a problem here).
But anyway, this proposition still works without an MMU.
1 - Wreck missions can be found in USS, or starports of course :
2 - What you will need :
3 - What you will be mainly looking for :
II – Take control of the wreck's GUI remotely, or physically :
> 1[U]st [/U]case scenario, wreck's power plant is OFF (you have to provide power with your own ship) :
Your ship will be completely vulnerable during this first step sowingmates/launched fighters can be necessary.
> 2nd case scenario (= MMU), wreck's power plant is ON and your connector class does not permit you to bypass wreck's power plant :
Once the desired hardpoints/utility mounts have been deployed and/or activated, you can now go back to your ship or switch back to your ship's GUI through the down panel.
You can target the desired hardpoint/utility mount and launch a dismantling limpet. The bigger it is, the longer it takes for a limpet to dismantle it.
Hardpoints:
The limpet will head to the hardpoint and stick to its base. A few sparkles and fire effects later (depending on the target's class),the hardpoint will hook off the wreck and start drifting in the direction opposed to the center of the wreck, just like fragments and asteroids.
You will get a notification and the audio effect of the hardpoint hooking off the wreck's hull. The Limpet remains on hull. Hardpoints have to be collected manually.
Utility mounts :
After being targeted, utility mounts could be automatically harvested by limpets. Limpet would physically cover the whole utility mount, and start dismantling it. Then “a few sparkles and fire effects later” the limpet will hook off the wreck and return to your cargo scoop.This would cost the limpet of course.
Dismantling lasers :
You can target hardpoints/utility mounts and shoot at it with a dismantling laser. They make the job faster which can be a great thing to avoid pirates or system authorities but this will impact a lot the integrity of the target and more over – you will take the risk of blowing up the wreck depending on hull's integrity.
Hardpoints class VS cargo racks class :
If you want a class 4 weapon in your cargo, you'll need a class 4 cargorack. Two class 3 won't work.
You could store two class 3 hardpoints in a class 4 though.
2* Wreck's hardpoints and utility mounts can be sometimes already deployed and activated when you enter the instance making your scavenging easier.
3* In case you grant too much power to the wreck by deploying its hardpoints, life support will activate (if any left / see 2ndcase scenario).
4* An “unexploitable breach” is simply here to make you lose time & oxygen. You cannot notice how exploitable a breach is from your ship. A space walk is mandatory.
5* While floating in space with your MMU, you can still give orders to your crew members with shortcuts although you will have no HUD indications (except oxygen left). Only the visual overlay of the mask and breathing sounds.
6* Concerning rescue missions you would simply receive a message when approaching the ship. Something like : "Ha! finally they've sent someone ! I guess the only way to get out of here is to put myself in a cannister..."
7* Regarding hardpoints scale/sizes, I'm really not sure that all hardpoints class can be scooped but after a few researches I've found a picture of a condor next to class 4 beams so I guess it is possible. Otherwise, the hardpoint could be retracting to its retracted keypose, a moment before hooking off the ship (which would notify work is 99% done), or right after the dismantling started.
I'm a casual player (since beta though) so I've probably didn't thought of many aspects of the game but I've tried to cover as much as possible. If you read the whole thing well...I hope you like the idea/thanks for reading it !
A “wreck mission” mainly consists into remotely or physically take control of a ship's GUI which is drifting in space in order to : activate ship's parts you want your limpets to scavenge, jettison cargo, search for messages, and many other things. The wreck's engine/fsd is dead, its power plant is usually nearly broke (OFF), it has no AFM and reboot/repair didn't helped, which justifies that you wouldn't be able to leave the instance with the wreck (although the idea could be developped).
A wreck mission could also – depending on the situation – justify the use of a “modern” 3303 Manned Maneuvering Unit (MMU). See 2[U]nd[/U]case scenario below. However MMU sounds like a problem regarding Horizon players as MMU on planets wouldn't make sense without spacelegs implemented so this incompatibility could simply be avoided by proposing the MMU as analternative choice to the Planetary Approach Suite module. You also wouldn't be allowed to use your MMU inside/outside a starport (although I don't see a problem here).
But anyway, this proposition still works without an MMU.
I – get prepared :
1 - Wreck missions can be found in USS, or starports of course :
- “One of our [PNJ] is drifting somewhere around here...”
- “We were aknowledged that a wreck was found in this system...”
- “...Save/steal cannister,”
- “...We need an information / investigate mailbox,”
- “...We need this specific hardpoint/utility mount,”
- "...Rescue this PNJ,"
2 - What you will need :
- Cargo racks,
- [NEW] A limpet controller/connector, “Control unit that can program a blank limpet to connect to an abandonned ship's by bypassing its power plant“
- [NEW] A limpet controller/dismantler, “Control unit that can program a blank limpet to dismantle a targeted harpoint/utility mount”
- [NEW] A dismantling laser (could be mining lasers),
- [Optionnal] A discovery scanner,
- [Optionnal] A hatch breaker (a hatch breaker would imply power plant is ON, and it could be the case),
3 - What you will be mainly looking for :
- Utility mounts (they have to be activated in order to be dismantled),
- Hardpoints (they have to be activated & deployed in order to be dismantled),
- Cannisters,
- (?) Missions, unclaimed bounty, inventory's data, systems permits/authorizations (?) This would need a new “transfer to ship” option,
- Mailbox (specific info to find in wreck's mailbox),
II – Take control of the wreck's GUI remotely, or physically :
> 1[U]st [/U]case scenario, wreck's power plant is OFF (you have to provide power with your own ship) :
- Your ship must be static and very close to the wreck so you can provide power to the wreck's power plant (distance limit depends of your limpet controller/connector class),
- You have to target wreck's power plant and launch a connector limpet,
- Once connected, you will receive a notification that means you can switch to the wreck's GUI through the down panel (just like you would switch to a fighter or an SRV. You of course stay in your ship though),
- By doing so, your system will reboot and display the wreck's GUI,
- All of your ship's modules will be turned OFF (the connector has done his job, it can go to sleep),
- The wreck's GUI is being displayed and only the wreck's power plant (which is actually yours) will be active,
- You can now set piorities, activate utility mounts/hardpoints, deploy hardpoints (and use them), jettison cargo, have access to the mailbox, transfer missions/unclaimed bounty/inventory's data/systems permits, authorizations to your ship (?),
Your ship will be completely vulnerable during this first step sowingmates/launched fighters can be necessary.
> 2nd case scenario (= MMU), wreck's power plant is ON and your connector class does not permit you to bypass wreck's power plant :
- You need to spacewalk to the wreck and find an access to the canopy – FA OFF, with limited oxygen & limited speed. You can access to the MMU (manned maneuvering unit) through the down panel, just like you would switch to a fighter or an SRV,
- You're now looking for an exploitable and large enough breach/hole in the hull in order to access wreck's canopy. A breach must be large enough and nicely located – e.g. passengers cabin, or canopy (which you can actually risk to break yourself),
- You could also access through a deployed and exploitable fighter bay, or simply unlocked ship's doors,
- In order to “exploit” a breach/a hatch/unlocked doors, simply target them and press fire to get into the ship,
- If you reach an unbreached canopy, you can of course benefit from ship's oxygen, this will reload automatically MMU's for the way back,
- If you reach a breached canopy, you might benefit from the ship's life support's oxygen (what's left of it), you'll remain on your MMU's oxygen,
- You can now set piorities, activate utility mounts/hardpoints, deploy hardpoints (and use them), jettison cargo, have access to the mailbox, transfer missions/unclaimed bounty/inventory's data/systems permits, authorizations to your ship (?),
III – Scavenging
Once the desired hardpoints/utility mounts have been deployed and/or activated, you can now go back to your ship or switch back to your ship's GUI through the down panel.
You can target the desired hardpoint/utility mount and launch a dismantling limpet. The bigger it is, the longer it takes for a limpet to dismantle it.
Hardpoints:
The limpet will head to the hardpoint and stick to its base. A few sparkles and fire effects later (depending on the target's class),the hardpoint will hook off the wreck and start drifting in the direction opposed to the center of the wreck, just like fragments and asteroids.
You will get a notification and the audio effect of the hardpoint hooking off the wreck's hull. The Limpet remains on hull. Hardpoints have to be collected manually.
Utility mounts :
After being targeted, utility mounts could be automatically harvested by limpets. Limpet would physically cover the whole utility mount, and start dismantling it. Then “a few sparkles and fire effects later” the limpet will hook off the wreck and return to your cargo scoop.This would cost the limpet of course.
Dismantling lasers :
You can target hardpoints/utility mounts and shoot at it with a dismantling laser. They make the job faster which can be a great thing to avoid pirates or system authorities but this will impact a lot the integrity of the target and more over – you will take the risk of blowing up the wreck depending on hull's integrity.
Hardpoints class VS cargo racks class :
If you want a class 4 weapon in your cargo, you'll need a class 4 cargorack. Two class 3 won't work.
You could store two class 3 hardpoints in a class 4 though.
IV – Side notes
1* Any of the utility mount/hardpoint/cannister you'll scavenge will be sold on the black market if the wreck is not being researched by authorities (I don't know much about the black market system but you get the idea).
2* Wreck's hardpoints and utility mounts can be sometimes already deployed and activated when you enter the instance making your scavenging easier.
3* In case you grant too much power to the wreck by deploying its hardpoints, life support will activate (if any left / see 2ndcase scenario).
4* An “unexploitable breach” is simply here to make you lose time & oxygen. You cannot notice how exploitable a breach is from your ship. A space walk is mandatory.
5* While floating in space with your MMU, you can still give orders to your crew members with shortcuts although you will have no HUD indications (except oxygen left). Only the visual overlay of the mask and breathing sounds.
6* Concerning rescue missions you would simply receive a message when approaching the ship. Something like : "Ha! finally they've sent someone ! I guess the only way to get out of here is to put myself in a cannister..."
7* Regarding hardpoints scale/sizes, I'm really not sure that all hardpoints class can be scooped but after a few researches I've found a picture of a condor next to class 4 beams so I guess it is possible. Otherwise, the hardpoint could be retracting to its retracted keypose, a moment before hooking off the ship (which would notify work is 99% done), or right after the dismantling started.
I'm a casual player (since beta though) so I've probably didn't thought of many aspects of the game but I've tried to cover as much as possible. If you read the whole thing well...I hope you like the idea/thanks for reading it !
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