The Salvager Profession

First of all this will be a long one, since I had a lot of time to think during my time on DW II

When I first started Elite my go-to Missions were Salvage Missions. I scooped up countless Black Boxes, Art Pieces and whatnot else before I learned of Collector Limpets and even then I just loved the idea of going out and doing salvage, but it just feels way to 1 dimensional after the introduction of new Exploration and Mining Minigames/Mechanics. So lets get into the meat.

Current State of Salvage as a Profession
  • We already have Missions for Salvage. They have decent pay and with the recent update to USS I cannot really complain about this really.
  • There is Salvageable Wreckage, which are kinda empty, Decoded Emissions, which are mainly sought after for Materials. Both are populated with Shipwrecks, that cannot be really interacted with at the moment.
  • Then there are the infamous Tip-Offs, which usually provide the location of a crash-site, that don't really offer much.
  • There are random Crashsites, that as far as I know, don't show up with the new Surface Scanner, like all other Random Generated POI's on Surfaces.
  • Destroying NPCs usally drops a bit of Salvage in the form of Materials, but not really something, you are interested moneywise.
  • Speaking of which all ships blow up and we are never left with just broken Vessels sadly.
So lets go fix 3 of the easy issue pointed out above.

Surface Scanner should reveal Random Generated POI's
The New FSS and USS System allows Players to search for Salvage Sites in SC better. All the while Surface Salvage Sites, that are randomly generated, cannot be revealed. I don't expect the FSS to pick up on these, but the Surface Scanner should be able to create them.
For within the Bubble/Civilized System I propose tracking the Number of possible Crashsites(Ships and Satellites) as part of the BGS. The current Number or an estimate could be displayed in a Rumored Section of the Local News Board(i.e. "In a Local System Security Chase X Ships got rid of their illegal Cargo somewhere in the system. X Number of Ships have gone missing and possible crashed."). For already Scanned Planets(since I suspect, you could otherwise run out in the bubble at some point), I would add them once the Player gets close enough for other fixed sites to show up and remove their Signal once a Player gets into a certain range in Local Space. Once a Player visits a random POI, the Number is reduced by 1. Every day the Number and Estimate would fluctuate a bit within limits.
I don't know if the presence of crash-sites in Deep Space far away from Civilization is intended. If they are, I would just add a small random Chance for such POI's to show up on a first Scan of a Planets and make them only last for the current Instance.

Add Salvage Missions for Planet Crashsites
I don't have a problem with Salvage Missions in Space as stated above. But for Planets we only have the tip-offs, which are kinda random and cannot be searched for and the recovery of Landmines or stuff along those lines from Secrets Caches. There is no Mission to find a recently crashed ship, recover the log and possible Escape Pod(could be a Optional Target of such missions) and return to the Station. Given how you can already create this crash-sites randomly I would love to see them used in such Missions.

Add temporary Wrecks on Ship Destruction
I can understand, why you wouldn't want ships to leave wrecks behind as a Combat Zone would at some point become clustered with physics Objects. But I propose a compromise: Have Ships leave behind a small number of wreckage parts behind. These would blow up after 1-2 Minutes to keep the Instance clear. What is left behind should be determined by the Damage of the different Modules and where the last hit was. I propose the following components and possible Interactions after completing(with or without success), the part would instantly explode to remove itself from further interaction:
  • Cargo Bay. Could still be targeted by a Hatch Breaker although a lot of the contents would have been destroyed.
  • Cockpit. A recon Limpet could hack into the Ship Computer and get some Intel, that can be sold, for Players maybe a percentage of Exploration Data. A Hatchet Breaker could free the Blackbox.
  • Random Shippart. Could be worked on by Salvage Limpet(see below) to create Salvage to be picked up for selling. Otherwise just use as filler.
In addition to all of that, the ship should also leave behind an Occupied Escape Pod, that would of course also expire after some time.
Okay this one was a bit harder I suppose, but now for the main course.

Salvage Zones after the end of a War
I made a similar suggestion a while ago, but since build upon it and want to incorporate it into the bigger picture.
Whenever a war is finished, there is a 1 day Cooldown. During this period I would turn a few Conflict Zones into Salvage Zones, which would go away after the Cooldown. The Number of converted Zones should be based on the overall Progress both Factions made towards Victory and should be between 0 and number of Conflict Zones(if the war somehow got up to +150% cumulative Progress). A few notes on the nature of these Salvage Sites:
  • A Salvage Zone should be under the Control of the Winning Side. It would contain Ship Wreckage from the previous point without expiration timer, as well as full shipwrecks as we already now them. Drifting in between all the mess Players could find Occupied Escape Pods, Black Boxes, other pieces of Cargo from Combat Ships, such Military Intelligence and a bit of Manufactured Materials. Everything except the Escape Pods and Materials would be illegal Salvage.
  • The Area would be patrolled by the NPC's of the Winning Side, that would tell people to keep out of the wreckage under threat of violence after like a Minute, which could be reset by using low heat Signature. They would also Scan ships for illegal Cargo and attack offenders. Easiest way to deal with keeping players out would be to create a restricted area, that would give out fines.
  • For Conflicts that would have resulted into the appearance of Capital Ships one could have stayed behind to oversee the operation and would provide the Patrols with additional Firepower.
  • At the same time, that such Salvage Sites exist both sides, that took part in the Conflict would offer Missions to recover Salvage from these Zones, with Missions from the Winner Side granting Players a permit to those sites to do their job. The Loser could in addition to regular illegal recovery offer Jobs to destroy Salvage of any kind.

Salvaging Wrecks
Currently the Wrecks found floating in USS or Wreckage Sites(or however these were called) are just static pieces of decoration, that don't offer any interaction. I would like to propose 2 tools to change that and 1 additional use for the Recon Limpet.
Reckon Limpet
Firing the Recon Limpet at the Cargo Bay of a Shipwreck should give it a few moments of power, like 1-2 Minutes. During which the Player could check the Status of the Ships Modules, check the Cargo Bay, Deploy Hardpoints and expel stuck Escape Pods. They could also fire a Hatchbreaker as a Follow up to empty out the Cargo Bay. Some ships could also yield free Intel to sell.

Cutting Beam Laser
Players should be able to blow up a shipwreck the same way, they can do with regular ships. Leaving behind pieces of wreckage(as suggested above). For a better job there should be an industrial super focues beam laser, with additional targeting aid to do a better job though. The Cutting Beam Laser has a much shorter range, similar to that of an mining laser maybe and would be used in Gunner Mode(from MC or Similar to Surface Scanner). They player could see the different Platforms for External Modules and Hardpoints and could cut them out for a number(based on accuracy) pieces of regular sell-able Salvage. Players should also be able to cut along the wielding lines of a ship to break it up into more wreckage pieces than they would get if they just blew up the vessel.

Salvager Limpet
Once a ship has been broken down into Wreckage Pieces either by blowing it up or Cutting it apart, the Salvager Limpet would tear those pieces even further apart. Each piece of Wreckage would yield a few tons of Salvage, that players could pick and sell at starports.

Final Words
If you made it this far, thank you. Since I rolled all of this in my head for so long and did other stuff in meantime I've probably forgotten a few cool ideas already and will add the later, but I hope you get the general Picuture of how I would love to see Salvager Profession build upon and improved. If you have any ideas or comments I am always open for discussion. Fly Save Everyone
 
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First of all this will be a long one, since I had a lot of time to think during my time on DW II

When I first started Elite my go-to Missions were Salvage Missions. I scooped up countless Black Boxes, Art Pieces and whatnot else before I learned of Collector Limpets and even then I just loved the idea of going out and doing salvage, but it just feels way to 1 dimensional after the introduction of new Exploration and Mining Minigames/Mechanics. So lets get into the meat.

Current State of Salvage as a Profession
  • We already have Missions for Salvage. They have decent pay and with the recent update to USS I cannot really complain about this really.
  • There is Salvageable Wreckage, which are kinda empty, Decoded Emissions, which are mainly sought after for Materials. Both are populated with Shipwrecks, that cannot be really interacted with at the moment.
  • Then there are the infamous Tip-Offs, which usually provide the location of a crash-site, that don't really offer much.
  • There are random Crashsites, that as far as I know, don't show up with the new Surface Scanner, like all other Random Generated POI's on Surfaces.
  • Destroying NPCs usally drops a bit of Salvage in the form of Materials, but not really something, you are interested moneywise.
  • Speaking of which all ships blow up and we are never left with just broken Vessels sadly.
So lets go fix 3 of the easy issue pointed out above.

Surface Scanner should reveal Random Generated POI's
The New FSS and USS System allows Players to search for Salvage Sites in SC better. All the while Surface Salvage Sites, that are randomly generated, cannot be revealed. I don't expect the FSS to pick up on these, but the Surface Scanner should be able to create them.
For within the Bubble/Civilized System I propose tracking the Number of possible Crashsites(Ships and Satellites) as part of the BGS. The current Number or an estimate could be displayed in a Rumored Section of the Local News Board(i.e. "In a Local System Security Chase X Ships got rid of their illegal Cargo somewhere in the system. X Number of Ships have gone missing and possible crashed."). For already Scanned Planets(since I suspect, you could otherwise run out in the bubble at some point), I would add them once the Player gets close enough for other fixed sites to show up and remove their Signal once a Player gets into a certain range in Local Space. Once a Player visits a random POI, the Number is reduced by 1. Every day the Number and Estimate would fluctuate a bit within limits.
I don't know if the presence of crash-sites in Deep Space far away from Civilization is intended. If they are, I would just add a small random Chance for such POI's to show up on a first Scan of a Planets and make them only last for the current Instance.

Add Salvage Missions for Planet Crashsites
I don't have a problem with Salvage Missions in Space as stated above. But for Planets we only have the tip-offs, which are kinda random and cannot be searched for and the recovery of Landmines or stuff along those lines from Secrets Caches. There is no Mission to find a recently crashed ship, recover the log and possible Escape Pod(could be a Optional Target of such missions) and return to the Station. Given how you can already create this crash-sites randomly I would love to see them used in such Missions.

Add temporary Wrecks on Ship Destruction
I can understand, why you wouldn't want ships to leave wrecks behind as a Combat Zone would at some point become clustered with physics Objects. But I propose a compromise: Have Ships leave behind a small number of wreckage parts behind. These would blow up after 1-2 Minutes to keep the Instance clear. What is left behind should be determined by the Damage of the different Modules and where the last hit was. I propose the following components and possible Interactions after completing(with or without success), the part would instantly explode to remove itself from further interaction:
  • Cargo Bay. Could still be targeted by a Hatch Breaker although a lot of the contents would have been destroyed.
  • Cockpit. A recon Limpet could hack into the Ship Computer and get some Intel, that can be sold, for Players maybe a percentage of Exploration Data. A Hatchet Breaker could free the Blackbox.
  • Random Shippart. Could be worked on by Salvage Limpet(see below) to create Salvage to be picked up for selling. Otherwise just use as filler.
In addition to all of that, the ship should also leave behind an Occupied Escape Pod, that would of course also expire after some time.
Okay this one was a bit harder I suppose, but now for the main course.

Salvage Zones after the end of a War
I made a similar suggestion a while ago, but since build upon it and want to incorporate it into the bigger picture.
Whenever a war is finished, there is a 1 day Cooldown. During this period I would turn a few Conflict Zones into Salvage Zones, which would go away after the Cooldown. The Number of converted Zones should be based on the overall Progress both Factions made towards Victory and should be between 0 and number of Conflict Zones(if the war somehow got up to +150% cumulative Progress). A few notes on the nature of these Salvage Sites:
  • A Salvage Zone should be under the Control of the Winning Side. It would contain Ship Wreckage from the previous point without expiration timer, as well as full shipwrecks as we already now them. Drifting in between all the mess Players could find Occupied Escape Pods, Black Boxes, other pieces of Cargo from Combat Ships, such Military Intelligence and a bit of Manufactured Materials. Everything except the Escape Pods and Materials would be illegal Salvage.
  • The Area would be patrolled by the NPC's of the Winning Side, that would tell people to keep out of the wreckage under threat of violence after like a Minute, which could be reset by using low heat Signature. They would also Scan ships for illegal Cargo and attack offenders.
  • For Conflicts that would have resulted into the appearance of Capital Ships one could have stayed behind to oversee the operation and would provide the Patrols with additional Firepower.
  • At the same time, that such Salvage Sites exist both sides, that took part in the Conflict would offer Missions to recover Salvage from these Zones, with Missions from the Winner Side granting Players a permit to those sites to do their job. The Loser could in addition to regular illegal recovery offer Jobs to destroy Salvage of any kind.

Salvaging Wrecks
Currently the Wrecks found floating in USS or Wreckage Sites(or however these were called) are just static pieces of decoration, that don't offer any interaction. I would like to propose 2 tools to change that and 1 additional use for the Recon Limpet.
Reckon Limpet
Firing the Recon Limpet at the Cargo Bay of a Shipwreck should give it a few moments of power, like 1-2 Minutes. During which the Player could check the Status of the Ships Modules, check the Cargo Bay, Deploy Hardpoints and expel stuck Escape Pods. They could also fire a Hatchbreaker as a Follow up to empty out the Cargo Bay. Some ships could also yield free Intel to sell.

Cutting Beam Laser
Players should be able to blow up a shipwreck the same way, they can do with regular ships. Leaving behind pieces of wreckage(as suggested above). For a better job there should be an industrial super focues beam laser, with additional targeting aid to do a better job though. The Cutting Beam Laser has a much shorter range, similar to that of an mining laser maybe and would be used in Gunner Mode(from MC or Similar to Surface Scanner). They player could see the different Platforms for External Modules and Hardpoints and could cut them out for a number(based on accuracy) pieces of regular sell-able Salvage. Players should also be able to cut along the wielding lines of a ship to break it up into more wreckage pieces than they would get if they just blew up the vessel.

Salvager Limpet
Once a ship has been broken down into Wreckage Pieces either by blowing it up or Cutting it apart, the Salvager Limpet would tear those pieces even further apart. Each piece of Wreckage would yield a few tons of Salvage, that players could pick and sell at starports.

Final Words
If you made it this far, thank you. Since I rolled all of this in my head for so long and did other stuff in meantime I've probably forgotten a few cool ideas already and will add the later, but I hope you get the general Picuture of how I would love to see Salvager Profession build upon and improved. If you have any ideas or comments I am always open for discussion. Fly Save Everyone

I would like to see Salvaging improved upon as well. It would be fun flying through ship wreckages.
 
First of all this will be a long one, since I had a lot of time to think during my time on DW II

When I first started Elite my go-to Missions were Salvage Missions. I scooped up countless Black Boxes, Art Pieces and whatnot else before I learned of Collector Limpets and even then I just loved the idea of going out and doing salvage, but it just feels way to 1 dimensional after the introduction of new Exploration and Mining Minigames/Mechanics. So lets get into the meat.

Current State of Salvage as a Profession
  • We already have Missions for Salvage. They have decent pay and with the recent update to USS I cannot really complain about this really.
  • There is Salvageable Wreckage, which are kinda empty, Decoded Emissions, which are mainly sought after for Materials. Both are populated with Shipwrecks, that cannot be really interacted with at the moment.
  • Then there are the infamous Tip-Offs, which usually provide the location of a crash-site, that don't really offer much.
  • There are random Crashsites, that as far as I know, don't show up with the new Surface Scanner, like all other Random Generated POI's on Surfaces.
  • Destroying NPCs usally drops a bit of Salvage in the form of Materials, but not really something, you are interested moneywise.
  • Speaking of which all ships blow up and we are never left with just broken Vessels sadly.
So lets go fix 3 of the easy issue pointed out above.

Surface Scanner should reveal Random Generated POI's
The New FSS and USS System allows Players to search for Salvage Sites in SC better. All the while Surface Salvage Sites, that are randomly generated, cannot be revealed. I don't expect the FSS to pick up on these, but the Surface Scanner should be able to create them.
For within the Bubble/Civilized System I propose tracking the Number of possible Crashsites(Ships and Satellites) as part of the BGS. The current Number or an estimate could be displayed in a Rumored Section of the Local News Board(i.e. "In a Local System Security Chase X Ships got rid of their illegal Cargo somewhere in the system. X Number of Ships have gone missing and possible crashed."). For already Scanned Planets(since I suspect, you could otherwise run out in the bubble at some point), I would add them once the Player gets close enough for other fixed sites to show up and remove their Signal once a Player gets into a certain range in Local Space. Once a Player visits a random POI, the Number is reduced by 1. Every day the Number and Estimate would fluctuate a bit within limits.
I don't know if the presence of crash-sites in Deep Space far away from Civilization is intended. If they are, I would just add a small random Chance for such POI's to show up on a first Scan of a Planets and make them only last for the current Instance.

Add Salvage Missions for Planet Crashsites
I don't have a problem with Salvage Missions in Space as stated above. But for Planets we only have the tip-offs, which are kinda random and cannot be searched for and the recovery of Landmines or stuff along those lines from Secrets Caches. There is no Mission to find a recently crashed ship, recover the log and possible Escape Pod(could be a Optional Target of such missions) and return to the Station. Given how you can already create this crash-sites randomly I would love to see them used in such Missions.

Add temporary Wrecks on Ship Destruction
I can understand, why you wouldn't want ships to leave wrecks behind as a Combat Zone would at some point become clustered with physics Objects. But I propose a compromise: Have Ships leave behind a small number of wreckage parts behind. These would blow up after 1-2 Minutes to keep the Instance clear. What is left behind should be determined by the Damage of the different Modules and where the last hit was. I propose the following components and possible Interactions after completing(with or without success), the part would instantly explode to remove itself from further interaction:
  • Cargo Bay. Could still be targeted by a Hatch Breaker although a lot of the contents would have been destroyed.
  • Cockpit. A recon Limpet could hack into the Ship Computer and get some Intel, that can be sold, for Players maybe a percentage of Exploration Data. A Hatchet Breaker could free the Blackbox.
  • Random Shippart. Could be worked on by Salvage Limpet(see below) to create Salvage to be picked up for selling. Otherwise just use as filler.
In addition to all of that, the ship should also leave behind an Occupied Escape Pod, that would of course also expire after some time.
Okay this one was a bit harder I suppose, but now for the main course.

Salvage Zones after the end of a War
I made a similar suggestion a while ago, but since build upon it and want to incorporate it into the bigger picture.
Whenever a war is finished, there is a 1 day Cooldown. During this period I would turn a few Conflict Zones into Salvage Zones, which would go away after the Cooldown. The Number of converted Zones should be based on the overall Progress both Factions made towards Victory and should be between 0 and number of Conflict Zones(if the war somehow got up to +150% cumulative Progress). A few notes on the nature of these Salvage Sites:
  • A Salvage Zone should be under the Control of the Winning Side. It would contain Ship Wreckage from the previous point without expiration timer, as well as full shipwrecks as we already now them. Drifting in between all the mess Players could find Occupied Escape Pods, Black Boxes, other pieces of Cargo from Combat Ships, such Military Intelligence and a bit of Manufactured Materials. Everything except the Escape Pods and Materials would be illegal Salvage.
  • The Area would be patrolled by the NPC's of the Winning Side, that would tell people to keep out of the wreckage under threat of violence after like a Minute, which could be reset by using low heat Signature. They would also Scan ships for illegal Cargo and attack offenders. Easiest way to deal with keeping players out would be to create a restricted area, that would give out fines.
  • For Conflicts that would have resulted into the appearance of Capital Ships one could have stayed behind to oversee the operation and would provide the Patrols with additional Firepower.
  • At the same time, that such Salvage Sites exist both sides, that took part in the Conflict would offer Missions to recover Salvage from these Zones, with Missions from the Winner Side granting Players a permit to those sites to do their job. The Loser could in addition to regular illegal recovery offer Jobs to destroy Salvage of any kind.

Salvaging Wrecks
Currently the Wrecks found floating in USS or Wreckage Sites(or however these were called) are just static pieces of decoration, that don't offer any interaction. I would like to propose 2 tools to change that and 1 additional use for the Recon Limpet.
Reckon Limpet
Firing the Recon Limpet at the Cargo Bay of a Shipwreck should give it a few moments of power, like 1-2 Minutes. During which the Player could check the Status of the Ships Modules, check the Cargo Bay, Deploy Hardpoints and expel stuck Escape Pods. They could also fire a Hatchbreaker as a Follow up to empty out the Cargo Bay. Some ships could also yield free Intel to sell.

Cutting Beam Laser
Players should be able to blow up a shipwreck the same way, they can do with regular ships. Leaving behind pieces of wreckage(as suggested above). For a better job there should be an industrial super focues beam laser, with additional targeting aid to do a better job though. The Cutting Beam Laser has a much shorter range, similar to that of an mining laser maybe and would be used in Gunner Mode(from MC or Similar to Surface Scanner). They player could see the different Platforms for External Modules and Hardpoints and could cut them out for a number(based on accuracy) pieces of regular sell-able Salvage. Players should also be able to cut along the wielding lines of a ship to break it up into more wreckage pieces than they would get if they just blew up the vessel.

Salvager Limpet
Once a ship has been broken down into Wreckage Pieces either by blowing it up or Cutting it apart, the Salvager Limpet would tear those pieces even further apart. Each piece of Wreckage would yield a few tons of Salvage, that players could pick and sell at starports.

Final Words
If you made it this far, thank you. Since I rolled all of this in my head for so long and did other stuff in meantime I've probably forgotten a few cool ideas already and will add the later, but I hope you get the general Picuture of how I would love to see Salvager Profession build upon and improved. If you have any ideas or comments I am always open for discussion. Fly Save Everyone

I additonally would like to see salvaging improved upon.
surely those tin can hulls can be recycled.

as it stands i have a scrapper ship that consisters of a T-10 with some collection limpents and beam lasers and pack hounds.
 
I additonally would like to see salvaging improved upon.
surely those tin can hulls can be recycled.

Yeah this. Why would we waste perfectly good ship parts? Not that I would advocate for people to be able to build a ship from Scavenged Components or Modules, but adding different valued tiers for salvage commodities would be nice.
 
Why stop there?Why not have a recycling unit aboard (similar to refinery) which would sort and process gathered salvage and churn out bales ready for sale? I like the ideas for improving salvage,maybe with some waldoes for the grip'n'rip feel, but it's always going to be a bit of a niche market,like rescue, or fuel-rat.
 
Why stop there?Why not have a recycling unit aboard (similar to refinery) which would sort and process gathered salvage and churn out bales ready for sale? I like the ideas for improving salvage,maybe with some waldoes for the grip'n'rip feel, but it's always going to be a bit of a niche market,like rescue, or fuel-rat.

I thought about adding a Recycling Unit to my lists of suggestion. But I don't think you could fit an entire self-sustaining waste processing unit on a ship and it would be much easier to just cramp waste into blocks and store them until you get into a star port and sell them.
Also for me it is not for the money, just another Activity to make the Galaxy more alive and giving more jobs to do as space pilots.
 
I thought about adding a Recycling Unit to my lists of suggestion. But I don't think you could fit an entire self-sustaining waste processing unit on a ship and it would be much easier to just cramp waste into blocks and store them until you get into a star port and sell them.
Also for me it is not for the money, just another Activity to make the Galaxy more alive and giving more jobs to do as space pilots.
Oh,yeah i can see it's not about the credits, more the activity.Let's face it,none of us are credit poor in the 35th century.Even the most basic of missions will result in a payout that often exceeds the cost of a spaceship,and there is certainly a degree of skill required whilst flying and collecting. I'm all for it.Just not expecting improvements any time soon.
 
I am all for most suggestions that is for salvaging shipwrecks.



But then I also think ship destruction should be a very rare occurrence, and that your ship is incapacitated in various ways instead of getting destroyed, and thus towing damaged/broken down ships is a profession. And then we have those scavengers who simply pick the "best" parts and then we have those who salvage it all. Imagine how cool it could look to have a towing kit and then use this to haul the ship to salvage yard.

Also increase the bounty gained, by also towing in the "hot" pirate ship yourself, instead of just alerting the authorities where the ship is for them to go and "collect it"....


Or you use your escape pod to reach a station and kit out a salvage ship to bring home your ship. And we could now have a tally on how many times your ship actually got replace, instead of being salvaged and rebuilt, giving our ships a history of their own. I know that many players loves their ships, and being able to go back and bring back the wreck and repair it, instead of getting a "brand new" copy would bring so much sentimental value for many players, and tie that in with rebuy costs etc, then we get an economic incentive to do this too.


This would also open up for up going back and collect you databox. so that stuff isn't lost on destruction, and also NPC pilots,. we get an option to go back for them to, and sometimes you have to chase this down, as salvage pirates might have go to this before you did. So you either have to pay to get it back, or track down the ship that has it and pirate it from them.... hatch breaker style...
 
I am all for most suggestions that is for salvaging shipwrecks.



But then I also think ship destruction should be a very rare occurrence, and that your ship is incapacitated in various ways instead of getting destroyed, and thus towing damaged/broken down ships is a profession. And then we have those scavengers who simply pick the "best" parts and then we have those who salvage it all. Imagine how cool it could look to have a towing kit and then use this to haul the ship to salvage yard.

Also increase the bounty gained, by also towing in the "hot" pirate ship yourself, instead of just alerting the authorities where the ship is for them to go and "collect it"....


Or you use your escape pod to reach a station and kit out a salvage ship to bring home your ship. And we could now have a tally on how many times your ship actually got replace, instead of being salvaged and rebuilt, giving our ships a history of their own. I know that many players loves their ships, and being able to go back and bring back the wreck and repair it, instead of getting a "brand new" copy would bring so much sentimental value for many players, and tie that in with rebuy costs etc, then we get an economic incentive to do this too.


This would also open up for up going back and collect you databox. so that stuff isn't lost on destruction, and also NPC pilots,. we get an option to go back for them to, and sometimes you have to chase this down, as salvage pirates might have go to this before you did. So you either have to pay to get it back, or track down the ship that has it and pirate it from them.... hatch breaker style...

I don't think we have canonically the technology to carry a whole broken ship with a tow kit at least with current sized ships.
Of course adding tools to repair a wreck to a semi-function state for towing could be the solution, although I would doubt you could do such repairs on the fly.
 
I like it. Never thought much about salvaging but I knew it was something available to do. I believe I'll look into this more to see what I can do to add more task variety to my life in ED. Good post.
 
I don't think we have canonically the technology to carry a whole broken ship with a tow kit at least with current sized ships.
Of course adding tools to repair a wreck to a semi-function state for towing could be the solution, although I would doubt you could do such repairs on the fly.

I put that in the bucket of multicrew, we can telepresence people over the entire galaxy, but our SLF cannot be more than 20km away... inconsistency.




So my thinking on how a towing would work with existing way of doing things.


First we have the "tractor beam" limpet controller. So basically, we fire a limpets at the hull, that acts as remote controlled thrusters, the bigger the hull the more limpets we need to fit to the hull. So this would allow us to move and navigate the hull by our "tractor beam".

Now the towing part is a hard point, that fire a wire at the ship, like a harpoon, to create a tether. this tether can also supply power, fuel and air to the towing target. For role playing purposes and more game play options of towing ships that simply have broken down, like those top 1% passenger liners..


So now we can move the wreck in normal space. So time to get moving into super cruise and witch space.
For this we have Deflector module, which simply is a module that can extend the FSD/Shield around a tethered ship.


So now we should be able to enter super cruise and jump between systems.
The bigger class on Deflector module, the less shield strength we losses for extending our shield around the extended ship, and also how much the decrease in FSD jump range is.




Variants, lightly damages ship could have working thrusters, so we only need to tether them. This is why the tether should be able to send Power, fuel and air to the other ship.

Conflict zones, you score extra points for actually bringing wrecks to your "collection points" So it is not just about killing other ship, collecting them could be a big part too. And this is why the Deflector module also works in conjunction with shields. So protecting your side salvage crew would bring more elements, as well as taking out the other sides salvage crew. And I would expect Type 9 being the the preferred naval salvage ship, due to its two class 8 slots. Shield + Deflector module.



So I do not see this as a to far fetched idea how this could work.
And if we combine this with your suggestion to cut up the ship and just pick the juicy bits, etc, we need modules etc for that too. even if the stuff is gutted and compacted, I would expect that a class 8 shield is quite big to collect, even if we only take the "juicy bits" of it.
 
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You'd probably have to have a way to officially own the wreck. If you just try to tow it without proper paperwork like a salvage permit the authorities might see this as a stolen ship and you'd pay the price for that. I'd add to this, you submit a salvage claim and have it approved before attempting to do anything with it. Kinda of a cover your butt thing that will help you stay away from the rebuy screen.
 
You'd probably have to have a way to officially own the wreck. If you just try to tow it without proper paperwork like a salvage permit the authorities might see this as a stolen ship and you'd pay the price for that. I'd add to this, you submit a salvage claim and have it approved before attempting to do anything with it. Kinda of a cover your butt thing that will help you stay away from the rebuy screen.

Fun story, the Faction(Accidental Pirates in Jukagha) I manage/cofounded is based on a Story about Salvaging and legal Trouble around it.
 
You'd probably have to have a way to officially own the wreck. If you just try to tow it without proper paperwork like a salvage permit the authorities might see this as a stolen ship and you'd pay the price for that. I'd add to this, you submit a salvage claim and have it approved before attempting to do anything with it. Kinda of a cover your butt thing that will help you stay away from the rebuy screen.

I ain't payin no taxes man!:eek:
 
Obsidian Ant covered this topic as well only a few days ago:

[video=youtube;OM0b08bqth0]https://www.youtube.com/watch?v=OM0b08bqth0[/video]
 
Obsidian Ant covered this topic as well only a few days ago:

Uhh I didn't see that one. Well he made a few valid points. I thought about using the new Mining Tools but thought a) it wouldn't fit techwise and b) Salvaging Parts should be more a precision job rather than blowing stuff up, which is why I instead proposed a Cutting Tool to tear stuff apart controlled.

But the Idea of Salvaging Megaships sounds great, although a technical challange for FDev, which is why I doubt to see it in the game at any point.
 
You'd probably have to have a way to officially own the wreck. If you just try to tow it without proper paperwork like a salvage permit the authorities might see this as a stolen ship and you'd pay the price for that. I'd add to this, you submit a salvage claim and have it approved before attempting to do anything with it. Kinda of a cover your butt thing that will help you stay away from the rebuy screen.

Just like we have legal salvage and illegal salvage of cargo. So towing illegal salvage to anarchy salvage "yards".
 
I made a suggestion some time back regarding prize ships. This could tie in nicely to some sort of scavenging/prize ship mechanic.
 
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