For the TL;DR crowd:
New tractor type modules for Abyss
Grappling Hook module(Omega):
- High Slot
- ~2,000-10,000m optimal range
- 3000m/s absolute tractor velocity or 500m/s relative tractor velocity
- Can only grab node wrecks
- Possibly Tech 2
- Requires Omega
Grappling Hook module(Alpha): - Optional
- High Slot
- ~1,500-9,000m optimal range
- 2000m/s absolute tractor velocity or 300m/s relative tractor velocity
- Can only grab node wrecks
- Has 50% chance to miss
- Can be used by Alpha
It could be that I’m missing some obvious technique when trying to loot the nodes in the Abyss. I don’t know how others do it, but I’m flying around with MWD active going 1600+m/s, and approach wreck, hit open container, gotta wait till I bounce off wreck and return, cause EVE physics…, then then hit loot all.
( EDIT: @Ms_Steak pointed out that MTU can be used, and probably works wonderfully with afterburner style, but MWD style is just too fast. And other ideas have been addressed in further postings below. I still think the proposed module would still be useful for the speed player )
Doing this causes you to lose some of your defense because of lost velocity, and you lose immersion because your ship is bouncing back and forth to wreck, sometimes twice because server didn’t catch one of your commands, and frankly it’s just not sexy. Sure, you can cut your afterburner or MWD, or set a slower speed on approach, but then you’re still losing defense, and it’s still not immersive. And tractor beams suck for speedy ships, cause they can’t keep up with your ship speed.
And what I mean by immersive is that the Abyss is all about speed and scenery (for others maybe about loot, sure whatevs…). Wouldn’t it be cool to be able to speed by a node wreck, activate a module to catch it, make the turn to swing around in the direction of the next target, and reel the wreck in and loot it on the fly, in one fluid motion? Now that would be sexy! Plus there would be some added level of interactivity, as it would require some decent timing to hook the node.
I tried some practice passes, and often some of the nodes are on small/medium asteroids. It seems like the passing/orbiting tolerance around them is about 1000-5000m without bumping into them, so that’s why optimal range on the modules posted above have an indecisive tolerance, would need actual testing to find sweet spot.
EDIT: The proposed module should have a tight enough optimal range to occasionally miss and require good timing and active piloting, but not miss so often that it is frustrating. Therefore the ‘Perfect’ run through all three rooms of the Abyss should feel like an achievement.
It seems like the module should be Omega level. I put up an alpha version that has a mechanic that it would miss half the time for giggles. Neither modules are a necessity, granted. For me at least, it’s about keeping up the momentum and having an amazing fluid experience.
Any constructive feedback would be greatly appreciated.