Salvaging 101

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

Contents

Class Information

This is a syallbus for a class offered by EVE University. General Information contains text to create a proper class topic for scheduling on the EVE University forum. Additional information relevant for the teacher is listed under Notes for the Teacher.

General Information

Text for class advertisement on the EVE University forum:

Salvaging 101

http://i757.photobucket.com/albums/xx216/ScoopIrish/Catalyst_salvaging.jpg

This course covers methods and practices for salvaging effectively and efficiently, to maximize income, fun and profit.

  • Class title: Salvaging 101: Making ISK from Wrecks
  • Duration: 45 minutes - 1 hour
  • Location: Docked up safely in any station
  • Class contents:
    • What is salvaging and how does it work?
    • Why should you salvage?
    • How do you start salvaging?
    • Salvage ships and fittings
    • Salvage drones
    • Salvage skills
    • Ninja salvaging
    • Q&A

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links

Useful links:

Optional materials: A supply of Salvager I modules. Cheap investment (If you're a teacher anyway) and can motivate new players to just throw it on their ships. If you're going to do this, ask for an assistant to pass them out while you begin to teach the class.

Class Contents

Introduction

Welcome to this class on salvaging!

This course is designed primarily for people who want a basic understanding of salvaging and how it can benefit them.

Over the 30 minutes or so, we shall cover how salvaging works, why you should salvage, and how you start salvaging.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]

Everyone ready? OK, then - let's begin....

What is salvaging?

  • Good general references on salvaging:
  • Salvaging is the process for recovering useful components from wrecks.
    • What are wrecks?
      • Wrecks are the remains of ships that have been destroyed in combat in space.
      • Wrecks are shown in space as triangles pointing down.
        • If the triangle is filled in, that means there is loot to be found there.
        • If the triangle is only an outline, there is no loot.
        • Regardless of whether there is loot in a wreck, any wreck can be salvaged. Looting and salvage are two different things.
    • Why are salvage components useful?
      • Salvaged components are used in producing rigs, otherwise known as ship modifications. Rigs enhance and adjust ship capabilities, and are therefore very useful to capsuleers.
      • This means that there is always a demand for salvage components. Salvage can be sold directly to the market for a profit, which is what most players do.
  • Salvage can be conducted by any ship fitted with a salvager module in a high slot, if the pilot has the required skills.
    • Salvaging consists of moving your ship within 5,000 meters of a wreck, getting a target lock on the wreck, and activating your salvager module, which searches the wreck in a 10 second cycle.
    • There are three possible messages that will display while salvaging – two success messages, and one failure message.
      • The two success messages are:
        • “Your salvage attempt was successful” - you got something, check your cargo hold!
        • “Your salvage attempt was successful; unfortunately there was nothing to salvage” - you didn’t get anything.
        • In either case, your module will shut off and the wreck will disappear from the overview and the field.
      • If you get the message “Your salvage attempt is unsuccessful” then your module failed to find anything during its cycle. However, the module stays active and tries again. There is no need to re-activate it. You’ll notice that the wreck is also still viewable. If you no longer wish to salvage from the wreck at this point, you can either shut of your module manually, un-target the wreck, or move out of range of the wreck.

How does salvaging work?

  • All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.
    • Small basic wrecks (Frigates and Destroyers) have a base access of 30%
    • Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20%
    • Large basic wrecks (Battleships) have a base access of 10%
    • Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%
    • A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20
  • Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.
    • Each salvaging skill level with a Salvager I module raises base access by 5% per level. Note that a higher salvaging skill does not give you better salvage. It just makes it more likely for you to succeed.
      • Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.
    • Salvage Tackle I rigs raise base access by 10% each. Salvage Tackle II rigs raise base access by 15% each, but they are hideously expensive and usually not worth the additional investment unless you plan to do a LOT of salvaging.
    • The Poteque 'Prospector' Salvaging SV-905 implant raises base access by 5% - it fits into slot 9. The Poteque 'Prospector' Environmental Analysis EY-1005 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10.

Why should you salvage?

  • Salvage provides an opportunity to earn more income.
    • Salvage sells for a wide variety of prices in the market, depending on the demand for those items for certain rigs.
    • Exercise: salvaged materials in the market
      • Click on the Market button on the NeoCom to open the market window
      • Click on the Browse tab
      • Make sure that the "Show Only Available" box in the lower left corner is NOT checked
      • Under "Manufacture & Research", find "Materials"
      • Under "Materials", click on "Salvaged Materials"
      • Observe the wide variety of prices of different salvage components
      • Valued among the commonly found salvage components include: Alloyed Titanium Bar, Armor Plates, Tripped Power Circuits - however, prices can vary from region to region, and some of the rarer components can be very lucrative indeed
    • Different types of salvage are dropped by different types of NPC pirates, as summarized here: http://games.chruker.dk/eve_online/salvaging.php
  • Salvage provides an opportunity to construct rigs.
    • Rig production is a manufacturing process, except the the raw materials are salvage components.
    • Using the aforementioned resources, I can see what kind of rats I need to hunt in order to salvage the components I need to build certain rigs.

How do you start salvaging?

  • Fit a Salvager I module in a free high slot.
    • Required Skills to run a salvager module: Electronics I, Survey III, Mechanic III, Salvaging I . All available under The Skillbook Program
    • The fitting requirements are not that high, so you should be able to fit the module on any ship you possess. It needs a high slot, 20 CPU and 1 MW, and consumes 20 capacitor points for every 10 second cycle.
  • Since salvage materials take up very little volume - typically 0.01 m3 per unit - you can do it after destroying NPC enemies in missions or ratting, in any ship with free space in your cargo bay.

Salvaging ships

  • Salvaging Ships – Anything that has a free high slot can be a salvaging ship
    • Destroyers – 8 high slots, decent cargo bays (with cargo expanders), and agility make the destroyer a popular salvager for level 1-3 missions.
    • Battlecruisers – 8 high slots, larger cargo bays, and decent agility allow battlecruisers to salvage level 4s effectively, but have stopped being popular since the release of the Noctis
    • Noctis – 8 high slots, industrial cargo bay, salvager cycle time reductions, and tractor beam range bonuses make the Noctis a beast at salvaging.
    • Battleships – Because the Noctis is cheaper and more efficient, battleships are no longer used as salvaging ships. However, Marauder class battleships are specialized mission ships built to allow you to salvage while doing a mission
      • Tractor beam range bonus and 2 extra non-weapon high slots (for a tractor beam and salvager) allow the Marauder to salvage while completing a mission.

Salvage drones

  • Starting with the Retribution update, salvage drones became available:
    • Small, 5m3 in size, 5 drone bandwidth use.
    • Speed: 900 m/s.
    • Base salvage chance is 3%. This is increase by 2% per level for the Salvage Drone Operation skill, up to a maximum of 13% at Salvage Drone Operation V. This means they should be able to open anything except Sleeper Large Advanced Wrecks.
    • Cycle time is 10 seconds; same as for the salvaging modules.
    • [As far as we know], a salvage drone's base chance for successful salvage is not affected by ship-mounted rigs or pilot implants.
  • Using salvage drones
    • When you deploy the drones, they go to idle mode, but you can activate them to start to salvage wrecks automatically. In this automated mode, they will only salvage your own and neutral wrecks, not wrecks belonging to other characters. However, you can manually order the drones to salvage wrecks belonging to other players.
    • Salvage drones never loot, they only salvage. Also, there is no difference in the quality of the salvage received. Salvage drones can salvage the same items as the salvage modules, the only difference being that because of lower chance they are much worse at salvaging difficult wrecks (and are incapable of salvaging the most difficult Sleeper wrecks).

Salvaging Support Skills

  • Recommended salvaging-related skills: (These help you salvage better/faster)
    • Science III – allows you to equip Tech I small tractor beams that speed up salvaging immensely and make it more profitable. Science V allows you to fit more powerful Tech II small tractor beams for additional range and tractoring velocity.
    • Target Management V and Advanced Target Management II+ – The higher the targeting skills, the more wrecks you can have targeted, allowing you to move through them quicker. Advanced Target Management allows you to target even more - recommend training to level III.
    • Navigation IV+ – Speed allows you to move from wreck to wreck faster.
    • Capacitor Management IV+ and Capacitor Systems Operation IV+ - More cap means you can run all your tractors/salvagers for longer
    • Salvaging IV+ – The higher the level, the easier it is to salvage. Also, Salvaging III grants the ability to salvage Tech II or faction ships, and Salvaging IV grants the ability to salvage Sleeper Battleships. To use the Salvager tech II module, you need to train to Salvaging V.
    • ORE Industrial IV+ – For the Noctis. Each level boosts tractor beam speed by 300m/s, increases tractor beam range by 12km, and decreases salvager cycle time by half a second.
    • [Starting with the Retribution update] Salvage Drone Operation V - Increases the success chance of salvage drones by 2% per level (over the base chance of 3%).

Salvaging Ship Fittings

Ninja Salvaging and Ninja Looting

  • One way to make ISK without a lot of effort is to be a ninja salvager.
    • Ninjas use probes to find mission runners, and then warp into their mission rooms to salvage the mission runner's wrecks.
    • Salvaging yellow wrecks (those owned by other players) does not flag you for theft - that only happens if you take loot from yellow wrecks.
    • Ninja salvagers need to be able to fly and operate a good probing ship, and a fast combat ship fitted for salvaging.
    • Useful guide to ninja salvaging: http://www.dualshockers.com/2011/08/21/eve-online-a-newbie-friendly-guide-to-ninja-salvaging/
  • Ninja salvagers are different than ninja looters, who are looking to provoke mission runners to attack them, so that they can destroy them and loot the mission-runner's wreck.
    • Ninja looters generally fly speedy combat craft, fitted for PvP - with high damage potential. This gives then an advantage over most mission runners, who are generally fit for PvE, emphasizing cap stability and active tanks.
    • Ninja looters take loot from a mission runner's wrecks, which flags them for stealing, giving the mission runner the option of attacking them. Note, however, that the ninja cannot attack the mission runner in high security space without CONCORD taking action against them, unless the mission runner attacks them. They can then attack and destroy the mission runner without fear.
  • How best to handle ninja salvagers and looters: generally, ignore them. There is not much you can do, except to just salvage faster than they do. Do NOT attack them.

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions?
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