(Suggestion) An idea on how to implement Salvaging

So I've been giving the idea of salvaging some thought and have come up with the following idea that requires a few new modules.

1) Mass Spectrometer: A sensor suite that connects to the ship's sensors as a "Fine detail" module allowing the detection of valuable salvage.
2) Salvage Limpet Controller: Mounts a high-powered cutting laser to a limpet to remove parts from a wreck.
3) Salvage Bay: Where salvage goes to be refined for materials (tantalum from FSDs, Neodymium [Maybe...] from rail guns or Plasma Accelerators, etc.).
4) Grappler Cannon: Massive magnetic claw that is fired at objects to move them from their position.

The basic idea on how to salvage would be similar to this: you've come across a USS that contains a salvage sight and drop in. You fire up the MS and get a report of Tantalum, Hydrogen Fuel, and High Capacity Cells and gain new contacts that relate to your findings. Deciding to go after the Tantalum, you switch to your SLC (your HUD updates with additional info regarding your target) and Grappler Cannons (Additional Info is displayed regarding available the cable's current strain) and fire the GCs. With the claws hooked, you fire your retros at full power and haul a piece of debris away. Firing a second MS scan, you find that the debris you just scanned holds the FSD you're planning on hacking off and reorient yourself to stop the debris. After stopping the twisted metal chuck with the Grapplers, you target the ruined FSD and fire a Salvage Limpet. After a few seconds you are told that you've made one of four cuts. After maneuvering between limpets, the piece starts to drift but with a Collector Limpet handy you scoop it up with no trouble and it's sent to the Salvage Bay for refining before heading off for the other parts.

Simple (in my opinion) and keeps the player engaged and thinking. Now there is one problem... Safety. And I didn't mention it for brevity at the beginning but if you misplace a Limpet, my thought was that there was a chance that something horrible might happen such as a Plasma Accelerator's fuel detonates, the FSD misjumps, the SCBs discharge and fry the surrounding area, a fuel line ignites causing the wreck to drift, or some myriad of other things.

Also the Grappler could be used in combat to hamper a target by preventing movement or altering their course if the game could support it.
 
I really like the idea of using mining-like equipment to salvage valuables from ship debris.

Why limit it to melting down modules for their raw materials, though? Why not let us recover the modules from wrecked ships and bring them back to an outfitter to use ourselves?

This is a lot like how I'd hoped "loot and crafting" would work before 2.1 was released...
You could use salvage equipment to recover modules from destroyed ships, then bring them back to a 'chop shop' (found on anarchy stations) where you can either sell them or pay to have them installed on your ship/added to your module storage (you'd pay much less than you would at an ordinary outfitter).

The modules might have semi-random negative modifiers applied to them depending on how much damage the module took during battle, and whether it took any damage during the salvage process (careful with that cutting laser!). But maybe there are some unsavory Engineers out there who can repair scavenged modules, for a price...

This could be a way to acquire Power-specific modules without pledging to the Power, waiting 4 weeks, and grinding merits. Also an alternative way to acquire engineered modules without unlocking and visiting the specific engineer.
 
+2 Nice ideas guys !

And what about you have to collect multiples pieces of a modules so you can bring it to an engineer so he can repair it ?
It would requiere you to pay him 25% the price of the module and bring him some materials.

You would have then a completly new modules for -75% off the price !
 
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I really like the idea of using mining-like equipment to salvage valuables from ship debris.

Why limit it to melting down modules for their raw materials, though? Why not let us recover the modules from wrecked ships and bring them back to an outfitter to use ourselves?

This is a lot like how I'd hoped "loot and crafting" would work before 2.1 was released...
You could use salvage equipment to recover modules from destroyed ships, then bring them back to a 'chop shop' (found on anarchy stations) where you can either sell them or pay to have them installed on your ship/added to your module storage (you'd pay much less than you would at an ordinary outfitter).

The modules might have semi-random negative modifiers applied to them depending on how much damage the module took during battle, and whether it took any damage during the salvage process (careful with that cutting laser!). But maybe there are some unsavory Engineers out there who can repair scavenged modules, for a price...

This could be a way to acquire Power-specific modules without pledging to the Power, waiting 4 weeks, and grinding merits. Also an alternative way to acquire engineered modules without unlocking and visiting the specific engineer.

To be honest... It was what I had posted before heading to bed. I had one idea that you could acquire "rare" modules if you successfully salvaged them. For example, you might have your MS pop up with a 'High Energy Weapon'. After a bit of digging on the net. Turns out this is a Maser (or a Microwave Laser), it can't be Engineered due to the experimental nature of the weapon but if you can cut it off successfully you could get it in working order at an Engineer. Also they exist: https://en.wikipedia.org/wiki/Maser

Another example could be that your MS finds a 'Scan Resistant Signature' and to much to your pirate lifestyle's surprise it's a Smuggler's Cargo Rack that can hide cargo from a scan.
 
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