# Salvage Upgrades/Changes

**URL:** <https://forums.eveonline.com/t/salvage-upgrades-changes/468824>\
**Category:** Player Features & Ideas\
**Created:** [November 21, 2024, 5:47am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824 "2024-11-21T05:47:19Z")\
**Posts on this page:** 20\
**Page:** 4

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**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [November 30, 2024, 10:24am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/61 "2024-11-30T10:24:37Z")

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> [@Aloy\_Jumpila](#):
>
> 96km is Noctis max range on tractor with T2 Tractor Beams and Max Ore Hauler skill. I agreed or I think i typed I did… a extra locked target would be great. I think i added that as one of my recommendations.

Faction tractors get you out enough for pretty much any mission.

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**Author:** ![Blenden](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/blenden/32/498978_2.png) [@Blenden](https://forums.eveonline.com/u/Blenden)\
**Post date:** [December 3, 2024, 5:42am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/62 "2024-12-03T05:42:28Z")

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@CCP Let us scan for salvage, happy to accept new modules and skill-trees if necessary

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 3, 2024, 5:48am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/63 "2024-12-03T05:48:03Z")

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I’ll one-up you: allow players to designate a wreck site as a warpable signature (also useful for setting traps).

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**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [December 3, 2024, 5:20pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/64 "2024-12-03T17:20:34Z")

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You can designate your wreck site as scannable signature by putting an MTU in it.

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**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 4, 2024, 3:39am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/65 "2024-12-04T03:39:08Z")

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Yes, this is true - although by the time someone may find your MTU any wrecks will have most likely have despawned.

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**Author:** ![Aloy\_Jumpila](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/aloy_jumpila/32/502999_2.png) [@Aloy\_Jumpila](https://forums.eveonline.com/u/Aloy_Jumpila)\
**Post date:** [December 8, 2024, 8:29pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/66 "2024-12-08T20:29:10Z")

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> [@Arthur\_Aihaken](#):
>
> I’ll one-up you: allow players to designate a wreck site as a warpable signature (also useful for setting traps).

The only reason I didn’t say that out right is because I was trying to prevent a way from people scanning players without scanning the player themselves, if this makes sense.

Also was looking at changing wrecks to allow players to scan and get without people abandoning them because half the time people wont abandon their sites.

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 9, 2024, 2:33am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/67 "2024-12-09T02:33:15Z")

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I think this could provide some interesting content - both in terms of actual “wreck sites” and traps.

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**Author:** ![MB\_ThePhotographer](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mb_thephotographer/32/373722_2.png) [@MB\_ThePhotographer](https://forums.eveonline.com/u/MB_ThePhotographer)\
**Post date:** [December 12, 2024, 1:29am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/68 "2024-12-12T01:29:49Z")

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Make wrecks scannable after an hr, **but** Make them last 4 hrs so you would have to wait a long time to bait anyone?

Its all about how you can abuse an idea.

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**Author:** ![Aloy\_Jumpila](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/aloy_jumpila/32/502999_2.png) [@Aloy\_Jumpila](https://forums.eveonline.com/u/Aloy_Jumpila)\
**Post date:** [December 12, 2024, 7:03am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/69 "2024-12-12T07:03:39Z")

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> [@MB\_ThePhotographer](#):
>
> Make wrecks scannable after an hr, **but** Make them last 4 hrs so you would have to wait a long time to bait anyone?

4 Hours is to long, waste of resources. Scannable after 1 hour, decay after 3, at 2 become abandoned.

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 12, 2024, 8:16am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/70 "2024-12-12T08:16:58Z")

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I think 30min to 1 hour (scannable) with the current decay is fine.

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<div class="post-metadata">

**Author:** ![MB\_ThePhotographer](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mb_thephotographer/32/373722_2.png) [@MB\_ThePhotographer](https://forums.eveonline.com/u/MB_ThePhotographer)\
**Post date:** [December 13, 2024, 1:43am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/71 "2024-12-13T01:43:57Z")

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I will be happy to wait just half an hr for kills!

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<div class="post-metadata">

**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [December 13, 2024, 6:51am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/72 "2024-12-13T06:51:52Z")

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Or create your own wrecks, cooperate to get wrecks or track non-friendly players that create wrecks to find a place to salvage.

I still don’t see why wreck scanning is needed.

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**Author:** ![DeMichael\_Crimson](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/demichael_crimson/32/514115_2.png) [@DeMichael\_Crimson](https://forums.eveonline.com/u/DeMichael_Crimson)\
**Post date:** [December 13, 2024, 11:54am UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/73 "2024-12-13T11:54:54Z")

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Read some of the first part of the thread, then jumped to the last part… I like the idea of being able to scan down wreck fields, long ago I use to try to find wreck fields with D-scan, very tough to do…

As for the specifics on scanning wreck fields with Salvage Probes yet not encroach on the use of Combat Probes to find players, just have the Salvage Probes unable to lock onto a wreck field when a Capsuleer is present in that location…

As for the wrecks themselves, lengthen their despawn time to 3 hrs…

1 hr after the Capsuleer leaves the wreck field, all existing wrecks turn auto-blue… If the Capsuleer returns before the 1 hr auto-blue timer activates, the auto-blue 1 hr clock stops and resets back to it’s 1hr countdown again when the Capsuleer leaves the field…

When the wrecks are turned blue, either by the 1 hr auto-blue action or manually by the Capsuleer, the wreck field becomes scannable for Salvage Probes…

Salvage Probes can not get a lock on the field when a Capsuleer is in the site… Combat Probes would then be needed to find the Capsuleer…

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 13, 2024, 12:13pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/74 "2024-12-13T12:13:17Z")

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> [@DeMichael\_Crimson](#):
>
> 1 hr after the Capsuleer leaves the wreck field, all existing wrecks turn auto-blue… If the Capsuleer returns before the 1 hr auto-blue timer activates, the auto-blue 1 hr clock stops and resets back to it’s 1hr countdown again when the Capsuleer leaves the field…

If I can just throw-out a twist to your suggestion:

• 1 hour after a player leaves a wreck site, all wrecks and cargo containers turn blue  
• At the same time, a warpable “wreck” signature appears (nothing happens if a player returns to their own wreck site)  
• Wreck sites despawn 1-2 hours after appearing turning blue

No need for probes - and it gives players the ability to add salvaging as a career choice.  
. . . . .

The Noctis needs a considerable amount of buffs to make it worthwhile again, ie: more agility, higher warp speed, more cargo space (at least 5k base), more scanning strength, base 10 targets (before skills) and 1-2 more medium slots so it can withstand ganks with all the loot it’ll be hauling going forward.

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<div class="post-metadata">

**Author:** ![DeMichael\_Crimson](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/demichael_crimson/32/514115_2.png) [@DeMichael\_Crimson](https://forums.eveonline.com/u/DeMichael_Crimson)\
**Post date:** [December 13, 2024, 12:26pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/75 "2024-12-13T12:26:37Z")

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While those twists could work, the only problem is they would overwhelm the scanner with way too many signatures. I think keeping wreck fields limited to Salvage Probes is the best option…

* * *

I like the proposed buffs for the Noctis… Definitely needs it… Also if Salvage Probes are implemented, then the Noctis should also be able to fit a Salvage Probe Launcher…

By the way, I use the Noctis to clean up large wreck sites generated from running Epic Arcs, large Exploration combat sites and regular missions such as ‘The Blockade’…

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<div class="post-metadata">

**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [December 13, 2024, 12:29pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/76 "2024-12-13T12:29:46Z")

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Signatures can already be filtered and ignored, so I don’t think ‘too many signatures’ is an issue.

I do like the idea of a new signature more than more probes.

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 13, 2024, 12:31pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/77 "2024-12-13T12:31:22Z")

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> [@DeMichael\_Crimson](#):
>
> While those twists could work, the only problem is they would overwhelm the scanner with way too many signatures. I think keeping wreck fields limited to Salvage Probes is the best option…

That hadn’t occurred to me - you’re probably right. Salvage probes it is! Just a few additional twists to the Noctis suggestions:

• 6 turrets (instead of the original 8)  
• It gets a discount for fitting a probe launcher  
• It can run a covert ops cloaking device

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<div class="post-metadata">

**Author:** ![DeMichael\_Crimson](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/demichael_crimson/32/514115_2.png) [@DeMichael\_Crimson](https://forums.eveonline.com/u/DeMichael_Crimson)\
**Post date:** [December 13, 2024, 12:41pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/78 "2024-12-13T12:41:28Z")

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I think no on the Covert Ops Cloak, that would make it almost impossible to catch…

Currently the 8 Turret set up with 10 max target lock is fine, though if Salvage Probes are implemented then it’ll need an extra slot to fit a Salvage Probe Launcher…

I have my Noctis fit with 5 Tractors and 3 Salvagers, it almost salvages the wrecks faster than the tractors can pull them in.

I’ll lock 10 wrecks and apply 5 Tractors, when they come in, I’ll activate the Tractors on the other 5 wrecks that are locked and start looting and salvaging. It actually goes by really quick due to skills and salvage rigs on the ship…

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 13, 2024, 12:42pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/79 "2024-12-13T12:42:30Z")

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> [@DeMichael\_Crimson](#):
>
> I think no on the Covert Ops Cloak, that would make it almost impossible to catch…

Maybe on a (future) frigate-sized version of the Noctis.

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<div class="post-metadata">

**Author:** ![Arthur\_Aihaken](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arthur_aihaken/32/504104_2.png) [@Arthur\_Aihaken](https://forums.eveonline.com/u/Arthur_Aihaken)\
**Post date:** [December 13, 2024, 12:44pm UTC](https://forums.eveonline.com/t/salvage-upgrades-changes/468824/80 "2024-12-13T12:44:34Z")

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Honestly, I just salvage as I go now - or bookmark the site to return with a fast hauler (blockade runners work great if you MTU everything together first).

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