Faction tractors get you out enough for pretty much any mission.
@CCP Let us scan for salvage, happy to accept new modules and skill-trees if necessary
Iāll one-up you: allow players to designate a wreck site as a warpable signature (also useful for setting traps).
You can designate your wreck site as scannable signature by putting an MTU in it.
Yes, this is true - although by the time someone may find your MTU any wrecks will have most likely have despawned.
The only reason I didnāt 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.
I think this could provide some interesting content - both in terms of actual āwreck sitesā and traps.
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.
4 Hours is to long, waste of resources. Scannable after 1 hour, decay after 3, at 2 become abandoned.
I think 30min to 1 hour (scannable) with the current decay is fine.
I will be happy to wait just half an hr for kills!
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 donāt see why wreck scanning is needed.
Read some of the first part of the thread, then jumped to the last partā¦ 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 doā¦
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 locationā¦
As for the wrecks themselves, lengthen their despawn time to 3 hrsā¦
1 hr after the Capsuleer leaves the wreck field, all existing wrecks turn auto-blueā¦ If the Capsuleer returns before the 1 hr auto-blue timer activates, the auto-blue 1 hr clock stops and resets back to itās 1hr countdown again when the Capsuleer leaves the fieldā¦
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 Probesā¦
Salvage Probes can not get a lock on the field when a Capsuleer is in the siteā¦ Combat Probes would then be needed to find the Capsuleerā¦
If I can just throw-out a twist to your suggestion:
ā¢ 1 hour after a player leaves a wreck site, all wrecks and cargo containers turn blue
ā¢ At the same time, a warpable āwreckā signature appears (nothing happens if a player returns to their own wreck site)
ā¢ 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 itāll be hauling going forward.
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 optionā¦
I like the proposed buffs for the Noctisā¦ Definitely needs itā¦ Also if Salvage Probes are implemented, then the Noctis should also be able to fit a Salvage Probe Launcherā¦
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 āThe Blockadeāā¦
Signatures can already be filtered and ignored, so I donāt think ātoo many signaturesā is an issue.
I do like the idea of a new signature more than more probes.
That hadnāt occurred to me - youāre probably right. Salvage probes it is! Just a few additional twists to the Noctis suggestions:
ā¢ 6 turrets (instead of the original 8)
ā¢ It gets a discount for fitting a probe launcher
ā¢ It can run a covert ops cloaking device
I think no on the Covert Ops Cloak, that would make it almost impossible to catchā¦
Currently the 8 Turret set up with 10 max target lock is fine, though if Salvage Probes are implemented then itāll need an extra slot to fit a Salvage Probe Launcherā¦
I have my Noctis fit with 5 Tractors and 3 Salvagers, it almost salvages the wrecks faster than the tractors can pull them in.
Iāll lock 10 wrecks and apply 5 Tractors, when they come in, Iāll 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 shipā¦
Maybe on a (future) frigate-sized version of the Noctis.
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).