This is a proposal to revamp the current salvage system in use within Elite.
  • New Currency - Scrap Salvage:
    • Scrap salvage can only be obtained through direct salvage or salvage missions.
    • Processing salvaged modules/ships yields Scrap Salvage as a byproduct, while still returning other items like engineering materials and commodities.
    • The better the quality/state of the module/ship, the higher the Scrap Salvage/commodities yield.
    • The idea of this addition is to try and bypass the current inflation of the in-game credits and give the player something new to acquire through gameplay.
    • Scrap salvage will be used for repair of salvaged ship/modules.
  • Salvage Drone Controller (for normal ships):
    • Drones can cut open ships to extract specific modules or access cargo racks full of intact cargo. This can be done by any ship equipped with a Drone Controller in its optional internals.
    • Drones can also cut sections of the ship and transport them to the mother ship for processing. However, this can only be done by ships with fighter bay capabilities, as the ship pieces are larger than the cargo hatches.
  • Salvage Processing Unit (for normal ships):
    • This module processes pieces of ships into commodities like Titanium, Gold, Platinum, Osmium, etc, which can be sold in markets.
    • The module can also perform a more precise processing of the ship piece to recover modules (both unengineered and engineered) that can be sold or used by the player in their own ships.
  • Salvage Yard (for fleet carriers):
    • If you have a fleet carrier equipped with one of these modules, you can request a pickup of the wreck. The carrier will arrive at the location (without using fuel to move within the system) and, with the help of a “tugship”, it will bring the wreck inside.
    • Recovered wrecks can be processed for commodities/materials, modules and, if the ship is in a good enough state, the carrier can repair the necessary modules to make the ship semi-functional. The ship can then be taken to a station for full repair and be used by the player or sold to the market. – This can also be acomplished by the carrier shipyard if you have one installed.
  • Engineered Modules:
    • Engineered modules should be worth more than their unengineered counterparts, making the recovery of an engineered module an interesting method of income.
    • We should be able to sell ships with engineered/modified loadouts/modules to other commanders via fleet carriers. This would give those who don’t want to deal with the grind to engineer a ship a chance to experience this part of Elite for a premium cost.
  • Legacy ships:
    • Sometimes, players will find wrecks of ships that have been lost for hundreds of years.
    • These ships are the ones found in Elite, Frontier, and Frontier First Encounters.
    • These kinds of ships can only be recovered by carriers.
    • Legacy ships cannot be flown by players before going through a process of “modernization”, where obsolete modules must be replaced with new ones.
    • After modernization, the ship can be used as a normal ship. However, legacy ships will always perform worse than their modern counterparts for obvious reasons.
    • These ships can be collected by players, sold at stations, or to other players through the fleet carrier.
    • New missions can be found at some stations where NPCs are looking to acquire a certain legacy ship model in exchange for a good sum of credits.
    • The legacy ship models could be recreated in Elite Dangerous in the same way the Commander Jameson Cobra was recreated, with a more bulky/low poly look to it.
ADDITIONS:
  • Salvage yards - by Markov Chaney:
    • Salvage yards could be used by players who don’t own carriers.
    • These players could request wreck pickup services at a certain cost, and the ship processing could also incur additional charges, since the facility isn’t player-owned.
    • Costs could be reduced if the player holds a higher rank with the local dominant faction.
 
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ngineered Modules:
  • Engineered modules should be worth more than their unengineered counterparts, making the recovery of an engineered module an interesting method of income.
  • We should be able to sell ships with engineered/modified loadouts/modules to other commanders via fleet carriers. This would give those who don’t want to deal with the grind to engineer a ship a chance to experience this part of Elite for a premium cost.

except for buying and selling engineered modules / ships
 
It would be even better if it involved on foot and/or extra-vehicular activity, at any rate, and give even more purpose to the Maverick suit.
Yes, I should have included that earlier. This concept has been sitting in my idea folder for quite some time now… I believe I started it when fleet carriers were first introduced.
I had the idea to add in EVA to this, but since frontier didn't show any interest in the mechanic after Osyssey release and ship interiors are a big "?", i decided to let the idea more simple, limiting it to ships only.
 
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except for buying and selling engineered modules / ships
I believe it’s not a bad idea to establish an in-game market for trading ships/modules, provided it is limited to in-game credits and does not involve ARX. However, I am aware that there will always be individuals who attempt to circumvent this by selling for real money or even resorting to account theft to sell or steal ships. Unfortunately, this is one of the downsides of a live service game, as there will always be those who seek to profit in some way.

But i would like to read your side on this one. Why tough?
 
I would love to see any kind of salvaging features improvements.
I bought a vulture in SC just for doing salvage , it's a relaxing a satysfing feature.
I would like to see in Elite some kind of salvaging with laser,eva or material scrapping.
 
Never mind tugboats - towing !

  • a whole new physics-led game loop and it's a non-combat use case for learning to fly FA off. (If you're trying to control the motion of TWO ships, one unpowered, using only your six degrees of freedom, that's gonna need FA off and a lot of quick thinking.)
  • specialised versions of FSD which extend the warp bubble to include the towed ship, and perhaps even require you to flip the ship to slow. At the moment some of the ships have relatively weak retros/reverse, so for instance you have to think ahead a bit when landing an Asp, but this would be a great way to introduce the extreme case (and fits with the FA off idea above). It could generate heat and eat fuel just as the SCO does but the benefit goes towards towed mass rather than extreme boost.
  • some rules around maximum towing mass
  • some additional mining gameplay towing dumb rocks
  • fortunately outposts and such are far enough out we can probably ignore orbital mechanics the same way existing gameplay does
  • I think docking with a tow would be too hard for mere humans but you could have salvage yards with a big magnetic net for you to throw the towed ship into
  • missions to find and tow specific ships for Reasons, additional to all the great ideas about salvage above
 
Salvaging fits so well within Elite's universe, it's an ongoing letdown that it's only fleshed out to the scale of "hey go to this spot and scoop a box" or "go to this wreck and grab this USB drive".

Anything to make salvaging a real career path in Elite would be so very welcome.
 
Never mind tugboats - towing !

  • a whole new physics-led game loop and it's a non-combat use case for learning to fly FA off. (If you're trying to control the motion of TWO ships, one unpowered, using only your six degrees of freedom, that's gonna need FA off and a lot of quick thinking.)
  • specialised versions of FSD which extend the warp bubble to include the towed ship, and perhaps even require you to flip the ship to slow. At the moment some of the ships have relatively weak retros/reverse, so for instance you have to think ahead a bit when landing an Asp, but this would be a great way to introduce the extreme case (and fits with the FA off idea above). It could generate heat and eat fuel just as the SCO does but the benefit goes towards towed mass rather than extreme boost.
  • some rules around maximum towing mass
  • some additional mining gameplay towing dumb rocks
  • fortunately outposts and such are far enough out we can probably ignore orbital mechanics the same way existing gameplay does
  • I think docking with a tow would be too hard for mere humans but you could have salvage yards with a big magnetic net for you to throw the towed ship into
  • missions to find and tow specific ships for Reasons, additional to all the great ideas about salvage above
The proposal to introduce salvage yards could benefit players who don’t own carriers. These players could request wreck pickup services at a certain cost, and the ship processing could also incur additional charges. Since the facility isn’t player-owned, costs could be reduced if the player holds a higher rank with the local dominant faction. I’ll be adding this to the main post.

As for the player-operated towing mechanic, it could serve as an alternative for players willing to take a chance and avoid the extra expenses associated with owning a carrier or paying third-party towing fees. While some players might dislike this option if it were mandatory, making it optional could be a good compromise. After all, when the new bio-scan mechanic was introduced, despite its simplicity, it faced some criticism.
 
The proposal to introduce salvage yards could benefit players who don’t own carriers. These players could request wreck pickup services at a certain cost, and the ship processing could also incur additional charges. Since the facility isn’t player-owned, costs could be reduced if the player holds a higher rank with the local dominant faction. I’ll be adding this to the main post.
Actually... picking up wrecks, towing them, and then having them loss-adjusted is all part of ... insurance! So you could make that work with the "rebuy" concept and have ships repaired rather than written off, at the cost of the towing delay (and towing cost). After all, a ship you abandoned because the canopy cracked is quite different to a ship that's exploded into a million pieces of composite.

As for towing yeah I was assuming it would not be mandatory, and given the difficult part is introducing the tow mechanics (in the physics sense not the game mechanic sense) you could then let the player tow pretty much anything, even outside of intended gameloops.

ETA: In fact I always thought the physical object modelling was a bit underused. Pinging cargo canisters around on a moon is great fun but ... why?
 
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