The simplest design is to keep it as it is right now:
If you want salvage create your own, work together with someone who creates it for you or use the many already existing tools to find wrecks to salvage, such as combat probes on a MTU or ratting ship, D-scan on anomalies that are being run or warp to celestials in systems that have frequent NPC versus NPC fights. Or get your salvage from relic sites or from a battlefield after a big PvP fight just happened.
Plenty of existing options, no need for anything new.
tbf thats a totally valid point, i cannot refute that, i too wonder why they did it that way.
I respectfully disagree if the players didn’t want new stuff they wouldn’t discuss it, CCP would still be running the initial released version of the game with same old graphics, UI etc.
if a society or community adapted this mind set we wouldn’t be any further on than painting on walls, because there’s no need for anything new, right?
I personally believe that salvage as it is does work but could do with a bit of fine tuning and polishing up a few new bits here and there won’t exactly do any harm. besides, recycling centers make for good strike targets towards possible FW changes.
Please don’t take what I said the wrong way: I’m not opposed to new stuff. Neither am I opposed to updates to salvaging.
I just don’t think we need additional low effort ways to get to existing wrecks when we can already easily get to them by making use of many existing options such as interacting with other players.
well, with that in mind, perhaps the above suggestion could be performed with a team work factor, similar to the ESS key sites which require multiple pilots. salvage CAN be pretty scarce, but is always more abundant when working with players, things such as cleaning up other peoples missions or anoms, so perhaps this could be the next step in that but in a more solidified way.
solo → (team work )missions / anoms → recycling sites/graveyards/ scrap centres.
seeing a few random npcs out there scanning people down and salvaging their stuff would actually be pretty cool, similar to the npc mining fleets.
-edit-
maybe the rule of thumb could be the more complex the more team work required, just as an after thought.
If you go with my spawning anomaly idea, it’s not just a low effort way to get wrecks. It also expands exploration. It puts more people in space for people to kill. And lastly, it gives a tie in to move incursions (or other pve systems) to a more dynamic gameplay environment all wrapped up in a lore friendly package.
I used to use a salvage company when mission running 4s. Saved me all the time of looting/salvaging/selling. I think it was Pro Synergy.
Run the mission, bookmark/blue the wrecks, and then contract them over. After a little while, I’d get a wallet flash w/ pretty close to 45% of what I was expecting.
Dunno if they’re still running, but if you’re looking for a life of salvaging, maybe check to see if they’re hiring or subcontracting their work. If they’re not in your area of space, look at their business model and start one up. Or you could undercut them and drive competition.
That sounds like some people figured out how to use player interaction to get salvage!
One more reason to not automate such groups out of the game by making wreck scannable. If you want wrecks, either make them yourself or get someone to do it for you!
Zealot.
That is a very narrow field of interaction to thread.
This proposal is about broadening the scope of interaction.
What is the problem with allowing wrecks to de-spawn on schedule and then re-spawn as with an abandoned flag for another fixed period?
Put npc rats in the salvage fields. They’re the ones who would have collected them in one spot anyway. And of course, the best salvage will have been in systems where players have lost ships to other players.
If you really want to up the ante… flag everyone inside the site as suspect.
so problems for scannable wrecks are:
“it allows people to warp in and find the mission runner”
however people can scan you down faster than the wrecks.
its not warping in directly to the missions salvagers want, its the ability to go to grids after the fact and clean up the mess.
probes seem to be the key here.
we have probes which go to an area and do things, such as web probes for example.
so why not have a probe which works like this
works as normal with a special feature
if no capsuleers are detected a special mode can be activated.
this special mode is an intensive scan for 5 minutes.
at the end of the intensive scan if no pilots were detected, it creates a temporary warp in point, perhaps it could be created as a bookmark, this way only you as the salvager can access it. however this does mean you as a pilot can be scanned down via normal means, however these “wreck” probes will only work if there is no capsuleer detected on grid.
the creation of a new item, would have to expand the scanning animation in probe scanner to match the duration when this is over a automatic temporary book mark.
ultimately deals with the mission runners issues with this while giving salvagers exactly what we want.
5 minutes isn’t the end of the world in the grand scheme of things.