https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Lanfear+tyrax&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T00:51:20ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Salvaging&diff=56953Salvaging2013-08-22T05:13:12Z<p>Lanfear tyrax: Added Amarr BC and BS Drone Boats to the list</p>
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<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
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The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
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Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
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== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
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Salvaging is easy to train into and can be done in almost any ship. <br />
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=== Modules ===<br />
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[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
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[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
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[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
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[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage chance by 10% per rig. Adding this to a salvage destroyer (small rig) or noctis (medium rig) can greatly increase the speed at which you salvage. <br />
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There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beams.<br />
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=== Ships ===<br />
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Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
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==== Your Good Ole' Destroyer<br> ====<br />
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Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
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==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
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The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
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==== Salvage On The Go ====<br />
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Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente (and recently Amarr) are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon]/[http://wiki.eveonline.com/en/wiki/Prophecy Prophecy] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix]/[http://wiki.eveonline.com/en/wiki/Armageddon Armageddon] (Although Armageddon is not popular in PvE but is a drone boat) (Battleship) come to mind. <br />
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[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
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=== Skills ===<br />
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To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
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Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
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Small Tractor Beam I requires Science III. <br />
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To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
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Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
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The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
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Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging For Yourself<br> ===<br />
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Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
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You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni members can run missions but don't want to risk being kicked because of an industrial loss. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
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Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
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Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal.<br />
<br />
== How to Make Profit from Salvaging ==<br />
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You did all the above and now have a load of salvage materials. <br />
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=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
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Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
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=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
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Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
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== Salvaging Science ==<br />
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( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
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All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
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*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
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Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
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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. <br />
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Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
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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. <br />
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The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
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[Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good.]<br />
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== Salvaging and the Law ==<br />
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According to CONCORD, anyone may legally salvage a wreck. Salvaging a wreck does not affect your criminal or aggression status in any way. If the wreck contains loot, the loot container that drops when the wreck is salvaged will belong to the corporation that owned the wreck.<br />
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''Looting'' an owned (yellow) wreck or can will flag you towards the owner's corporation, allowing them to shoot you. ''Salvaging'' will not.<br />
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You can tractor containers and wrecks owned by your corporation or by no-one (abandoned). You cannot tractor containers or wrecks owned by other corporations.<br />
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=== Salvaging and E-Uni ===<br />
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E-Uni rules are a little more restrictive than CONCORD rules. E-Uni members may only salvage (or loot, for that matter) wrecks of E-Uni members, NPCs killed by an E-Uni fleet, PCs killed by an E-Uni fleet, or abandoned wrecks. E-Uni members may not salvage (or loot) from wrecks owned by other people, even if you find them lying unattended in space.<br />
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== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
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NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
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<br> <br />
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The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
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=== Step by step guide to ninja salvaging ===<br />
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#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degrees so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck owner cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful to get to wrecks faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
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=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#Create a bookmark 150+km away in the mission pocket. Then lead the NPC to the ninja and warp to the bookmark. The ninja will now have full agro. You can watch or continue the mission or start looting your own wrecks free of agro. Trigger the next wave if needed.<br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and/or shoot the ninja salvager&nbsp;?<br />
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<br><br />
<br />
== Salvaging in Wormholes<br> ==<br />
<br />
Wormhole NPCs are called sleeper drones (usually sleepers for the sake of simplicity). They don't have bounties like K-Space rats, instead each type of sleepers drop a certain number of tags from specific type(s). These tags are called blue loot (because they are blue in color) and there are NPC buy orders at fixed prices for them in stations. The sleepers won't drop any modules or loot other than blue loot and each and everyone of them will always have at least 2 pieces of blue loot in their wrecks. <br />
<br />
The main income of WH site runners comes from this blue loot and sleeper salvage. Sleeper salvage is used in [[Tech 3 Production|T3 (strategic cruisers) production]]. Unfortunately most of sleeper salvage is worthless because of the high drop rate, the only valuable sleeper salvage are Melted Nanoribbons which can be sold higher than 6 million isk at time of writing. <br />
<br />
When salvaging in a Wormhole, beware that you are the treasure ship and a solo stealth bomber can destroy you easily. People should remain with salvagers on site to help protect them when a threat suddenly appears. For smaller sites, a salvaging destroyer can be used but for higher class wormholes, a Noctis is the better option. Salvaging ships usually have warp core stabilizers in their low slots to be able to flee and warp out. Expanded cargoholds are usually not needed as sleeper loot and salvage is low on volume.<br />
<br />
== Tips and Tricks ==<br />
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[Again any help is very useful here] <br />
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*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
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*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
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*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
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*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
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Have fun and Happy Salvaging<br> <br />
<br />
== Noctis Fits ==<br />
<br />
* [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis Fits] on the ORE Ship Guide.<br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=45678Gas in W-space2012-12-25T09:22:59Z<p>Lanfear tyrax: /* Ships and Fitting */ corrections</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
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<br> <br />
<br />
== Types of gas ==<br />
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<br> <br />
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Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
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C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
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C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 8 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships (The only Ladar site to have Warp Scramblers)<br><br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me<br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. For quick and easy reference, here is a listing of [http://www.evemarketeer.com/item/group_summary/1145/sell_lowest5 current wormhole gas market prices]. (Broken Link) Note that while C320/540 is highly valuable, the risk versus reward is too high for beginners. A more manageable target is to harvest C50 as the risk is low and the reward is decent. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas.<br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br><br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you.<br />
<br />
<br><br />
<br />
The new Venture class mining frigate works very well for gas harvesting. It can only equip two gas harvesters but has a 100% bonus to the amount harvested and a 5% bonus to cycle time per mining frigate skill level. At Mining Frigate 4 with 2 tech2 gas harvesters, Venture's yield is the same as a battlecruiser with 5 tech2 gas harvesters. The ore hold is also 5,000m3 and is also capable of holding harvested gas.<br />
<br />
<br />
Comparing Yield of Venture with unbonused ships:<br />
<br />
Yield per T2 gas harvester at base = 20 m^3<br />
<br />
Yield per T2 gas harvester in Venture = 20*2 = 40 m^3 <br />
<br />
<br />
Cycle time without bonus = 40 seconds<br />
<br />
Cycle time with Venture bonus and Mining Frigate skill at 4 = 40*0.80 (s) = 32 seconds<br />
<br />
Cycle time with Venture bonus and Mining Frigate skill at 5 = 40*0.75 (s) = 30 seconds<br />
<br />
<br />
Yield :<br />
<br />
Unbonused ship with 5 T2 harvesters = 20*5/40 = 2.5 m^3/s<br />
<br />
Venture with 2 T2 harvesters and Mining Frigate 4 = 20*2*2/32 = 2.5 m^3/s<br />
<br />
Venture with 2 T2 harvesters and Mining Frigate 5 = 20*2*2/30 = 2.67 m^3/s<br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 150M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=45673Gas in W-space2012-12-25T08:32:17Z<p>Lanfear tyrax: punctuation</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
<br />
<br> <br />
<br />
== Types of gas ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 8 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships (The only Ladar site to have Warp Scramblers)<br><br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me<br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. For quick and easy reference, here is a listing of [http://www.evemarketeer.com/item/group_summary/1145/sell_lowest5 current wormhole gas market prices]. (Broken Link) Note that while C320/540 is highly valuable, the risk versus reward is too high for beginners. A more manageable target is to harvest C50 as the risk is low and the reward is decent. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas.<br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br><br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you.<br />
<br />
<br><br />
<br />
The new Venture class mining frigate works very well for gas harvesting. It can only equip two gas harvesters but has a 100% bonus to the amount harvested and a 5% bonus to cycle time per mining frigate skill level. At Mining Frigate 4 with 2 tech2 gas harvesters, Venture's yield is the same as a battlecruiser with 5 tech2 gas harvesters. The ore hold is also 5,000m3 and is also capable of holding harvested gas.<br />
<br />
<br />
Comparing Yield of Venture with unbonused ships:<br />
<br />
Yield per T2 gas harvester at base = 20 m^3<br />
<br />
Yield per T2 gas harvester in Venture = 20*2 = 40 m^3 <br />
<br />
<br />
Cycle time without bonus = 40 seconds<br />
<br />
Cycle time with Venture bonus and Mining Frigate skill at 4 = 40*0.80 (s) = 32 seconds<br />
<br />
Cycle time with Venture bonus and Mining Frigate skill at 5 = 40*0.75 (s) = 30 seconds<br />
<br />
<br />
Yield :<br />
<br />
Unbonused ship with 5 T2 harvesters = 20*5/40 = 2.5 m^3/s<br />
<br />
Venture with 2 T2 harvesters = 20*2*2/32 = 2.5 m^3/s<br />
<br />
Vulture with 2 T2 harvesters = 20*2*2/30 = 2.67 m^3/s<br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 150M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=45672Gas in W-space2012-12-25T08:29:26Z<p>Lanfear tyrax: beautified the math lines</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
<br />
<br> <br />
<br />
== Types of gas ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 8 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships (The only Ladar site to have Warp Scramblers)<br><br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me<br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. For quick and easy reference, here is a listing of [http://www.evemarketeer.com/item/group_summary/1145/sell_lowest5 current wormhole gas market prices]. (Broken Link) Note that while C320/540 is highly valuable, the risk versus reward is too high for beginners. A more manageable target is to harvest C50 as the risk is low and the reward is decent. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas.<br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br><br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you.<br />
<br />
<br><br />
<br />
The new Venture class mining frigate works very well for gas harvesting. It only has 2 high slots for harvester's but has a 100% bonus to the amount harvested and a 5% bonus to cycle time per mining frigate skill level. At Mining Frigate 4 with 2 tech2 gas harvesters the yield is the same as a battlecruiser. The ore hold is also 5,000m3 ore hold is also capable of holding harvested gas.<br />
<br />
<br />
Comparing Yield of Venture with unbonused ships:<br />
<br />
Yield per T2 gas harvester at base = 20 m^3<br />
<br />
Yield per T2 gas harvester in Venture = 20*2 = 40 m^3 <br />
<br />
<br />
Cycle time without bonus = 40 seconds<br />
<br />
Cycle time with Venture bonus and Mining Frigate skill at 4 = 40*0.80 (s) = 32 seconds<br />
<br />
Cycle time with Venture bonus and Mining Frigate skill at 5 = 40*0.75 (s) = 30 seconds<br />
<br />
<br />
Yield :<br />
<br />
Unbonused ship with 5 T2 harvesters = 20*5/40 = 2.5 m^3/s<br />
<br />
Venture with 2 T2 harvesters = 20*2*2/32 = 2.5 m^3/s<br />
<br />
Vulture with 2 T2 harvesters = 20*2*2/30 = 2.67 m^3/s<br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 150M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=45671Gas in W-space2012-12-25T08:26:32Z<p>Lanfear tyrax: /* Ships and Fitting */</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
<br />
<br> <br />
<br />
== Types of gas ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 8 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships (The only Ladar site to have Warp Scramblers)<br><br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me<br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. For quick and easy reference, here is a listing of [http://www.evemarketeer.com/item/group_summary/1145/sell_lowest5 current wormhole gas market prices]. (Broken Link) Note that while C320/540 is highly valuable, the risk versus reward is too high for beginners. A more manageable target is to harvest C50 as the risk is low and the reward is decent. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas.<br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br><br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you.<br />
<br />
<br><br />
<br />
The new Venture class mining frigate works very well for gas harvesting. It only has 2 high slots for harvester's but has a 100% bonus to the amount harvested and a 5% bonus to cycle time per mining frigate skill level. At Mining Frigate 4 with 2 tech2 gas harvesters the yield is the same as a battlecruiser. The ore hold is also 5,000m3 ore hold is also capable of holding harvested gas.<br />
<br />
<br><br />
Comparing Yield in Venture with unbonused ships:<br />
<br />
Yield per T2 gas harvester at base = 20 m^3&nbsp;<br />
Yield per T2 gas harvester in Venture = 20*2 = 40 m^3 <br />
<br />
Cycle time without bonus = 40 seconds<br />
Cycle time with Venture bonus and Mining Frigate skill at 4 = 40*0.80 (s) = 32 seconds<br />
Cycle time with Venture bonus and Mining Frigate skill at 5 = 40*0.75 (s) = 30 seconds<br />
<br />
Yield :<br />
Unbonused ship with 5 T2 harvesters = 20*5/40 = 2.5 m^3/s<br />
Venture with 2 T2 harvesters = 20*2*2/32 = 2.5 m^3/s<br />
Vulture with 2 T2 harvesters = 20*2*2/30 = 2.67 m^3/s<br />
<br><br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 150M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=45670Gas in W-space2012-12-25T08:22:37Z<p>Lanfear tyrax: Added math from "Dr. Agropoly" done our own forums (Lead Farmers) comparing Yield in venture and normal ships.</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
<br />
<br> <br />
<br />
== Types of gas ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 8 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships (The only Ladar site to have Warp Scramblers)<br><br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me<br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. For quick and easy reference, here is a listing of [http://www.evemarketeer.com/item/group_summary/1145/sell_lowest5 current wormhole gas market prices]. (Broken Link) Note that while C320/540 is highly valuable, the risk versus reward is too high for beginners. A more manageable target is to harvest C50 as the risk is low and the reward is decent. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas.<br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br><br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you.<br />
<br />
<br><br />
<br />
The new Venture class mining frigate works very well for gas harvesting. It only has 2 high slots for harvester's but has a 100% bonus to the amount harvested and a 5% bonus to cycle time per mining frigate skill level. At Mining Frigate 4 with 2 tech2 gas harvesters the yield is the same as a battlecruiser. The ore hold is also 5,000m3 ore hold is also capable of holding harvested gas.<br />
<br />
Comparing Yield in Venture with unbonused ships:<br />
<br />
Yield per T2 gas harvester at base = 20 m^3<br />
Yield per T2 gas harvester in Venture = 20*2 = 40 m^3 <br />
<br />
Cycle time without bonus = 40 seconds<br />
Cycle time with Venture bonus and Mining Frigate skill at 4 = 40*0.80 (s) = 32 seconds<br />
Cycle time with Venture bonus and Mining Frigate skill at 5 = 40*0.75 (s) = 30 seconds<br />
<br />
Yield :<br />
Unbonused ship with 5 T2 harvesters = 20*5/40 = 2.5 m^3/s<br />
Venture with 2 T2 harvesters = 20*2*2/32 = 2.5 m^3/s<br />
Vulture with 2 T2 harvesters = 20*2*2/30 = 2.67 m^3/s<br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 150M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=34092Gas in W-space2012-02-16T19:14:49Z<p>Lanfear tyrax: /* Site Composition and Defences */ Added the warp scrambling note to instrumental</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
<br />
<br> <br />
<br />
== Types of gas ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 4 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships (The only Ladar site to have Warp Scramblers)<br><br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me<br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. At time of writing C84 is worth around 180 isk/m3 while C320 is worth around 17,000 isk/m3! However getting to C320 can be very difficult so a tip for beginners is to harvest C50 which at time of writing is the second most valuable gas at around 7000 isk/m3. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas. <br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br> <br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you. <br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 200M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Gas_in_W-space&diff=31842Gas in W-space2011-12-07T19:26:47Z<p>Lanfear tyrax: added the new number of sleepers in Bountiful, Vital and Instrumental post Cruicible</p>
<hr />
<div>{{uwc}} <br />
<br />
Gas clouds (found in Ladar sites) are used in [[Tech 3 Production]] but can also be very profitable on their own. Please see the page on [[Gas Cloud Mining]] for a full explanation of HOW to harvest gas. <br />
<br />
Ladar sites (along with Grav sites) are the most prevalent in W-space so they are never too hard to find. Most people leave them alone cos it doesn't make anything go boom. In Class 1+2 W-Space Systems you can find Perimeter sites, in Class 3+4 You can find Frontier AND Perimeter sites and in Class 5+6 you can find Core and Frontier and Perimeter sites. <br />
<br />
As with Grav sites, the sleepers in Ladar sites do not appear on warp in (with one exception) but rather appear roughly 20 mins after the site has been activated. If you are out in your scanning ship you can just select "warp to" so you get the pop-up box and then cancel warp. Wait 20 minutes, and you can just go back and grab your site clearing ship first rather than mess around with changing ships and back and forth.... <br />
<br />
<br> <br />
<br />
== Types of gas ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp; Volume&nbsp;&nbsp;&nbsp; Found in <br />
<br />
C50&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C60&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3 &nbsp; &nbsp; &nbsp; Perimeter <br />
<br />
C70&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C72&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C84&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Perimeter <br />
<br />
C28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Frontier <br />
<br />
C320&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5m3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
C540&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10m3&nbsp;&nbsp;&nbsp;&nbsp; Core <br />
<br />
<br> <br />
<br />
== Site Composition and Defences ==<br />
<br />
<br> <br />
<br />
Name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas1 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gas2 (m3)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sleepers <br />
<br />
Barren Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C50 (3000m3) 1500 C60 (1500m3) 5 Frigates <br />
<br />
Token Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C60 (3000m3) 1500 C70 (1500m3) 1 Cruiser, 2 Frigates <br />
<br />
Minor Perimeter&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3000 C70 (3000m3) 1500 C72 (3000m3) 2 Cruiser <br />
<br />
Ordinary Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C72 (6000m3) 1500 C84 (3000m3) 5 Sentries (present immediatley upon site activation) <br />
<br />
Sizeable Perimeter&nbsp;&nbsp;&nbsp;&nbsp; 3000 C84 (6000m3) 1500 C50 (1500m3) 6 Frigates <br />
<br />
Bountiful Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C28 (10K m3) 1000 C32 (5000m3) 4 Cruisers, 6 Frigates <br />
<br />
Vast Frontier&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5000 C32 (25K m3) 1000 C28 (2000m3) 4 Cruisers <br />
<br />
Vital Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C320 (2500m3) 6000 C540(60K m3) 4 Advanced Battleships, 4 Frigates <br />
<br />
Instrumental Core&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 500 C540 (5000m3) 6000 C320(30K m3) 4 Advanced Battleships <br />
<br />
<br> <br />
<br />
A note on sleeper enemies.... <br />
<br />
As mentioned above you can find sites below the class of wormhole you are in (i.e. a Barren Perimeter in a C4) but the sleepers you face will have the same stats as if you were in the native class of W-space. So a Barren Perimeter site, even if it is in a C6 Wormhole system can be soloed by a cruiser although why you are taking a cruiser into a C6 is beyond me! <br />
<br />
<br> <br />
<br />
== The Value of Gas ==<br />
<br />
Gas does not have to be refined in order to use it, as Ore and Ice products do. It can be used as is in T3 production by turning it into a polymer using a [[Polymer Reactor Array]]. The difference in value between gasses can be extreme, due to the scarcity of the gas and the value of the end products. At time of writing C84 is worth around 180 isk/m3 while C320 is worth around 17,000 isk/m3! However getting to C320 can be very difficult so a tip for beginners is to harvest C50 which at time of writing is the second most valuable gas at around 7000 isk/m3. The sleepers can be cleared very easily and the site can be cleared very quickly due to the small size of the gas. <br />
<br />
<br> <br />
<br />
A note on the more valuable gasses... <br />
<br />
When you start getting up to the C320/540 stage you will need several people working together to clear the site due to its size. You will probably need haulers and also someone acting as a dedicated scout. Remember, there is nothing like watching someone clear a site then ganking them and taking all the gas it took them hours to harvest in a matter of minutes. Don't let it happen to you. <br />
<br />
<br> <br />
<br />
== Ships and Fitting ==<br />
<br />
A battlecruiser works well for this due to its cargo size and Grid/CPU output. If you have someone with good leadership skills then a Mining Foreman Link - Laser Optimization gang link will reduce your harvester's cycle time. Other links do not affect gas mining. <br />
<br />
<br> <br />
<br />
For the rest of your fit, a Proto cloak, probe launcher and cargohold expanders are the order of the day. Oh yeah a Scanner in a mid slot is useful too so you can see how much gas is remaining (you only need a T1 scanner as you have to be 1500m from the cloud to harvest so you don't need increased range). A bit of tank is handy and cargo expanders in the lows. THERE IS NO EXCUSE NOT TO FIT 2 WARP CORE STABS! I cannot emphasise that enough. If your constant spamming of D-scan is not enough to see someone (and in a lot of cases it won't be) then if one person warps in they will need a faction scram to catch you. If they can afford that then chances are they have a much better ship and more skills than you so you are dead anyway. Otherwise a big gang will drop on you with multiple scrams in which case you are dead anyway. Two stabs are just about right for this. You may also want to fit some sort of ECM in the mids but that is up to you. <br />
<br />
== In Conclusion ==<br />
<br />
Gas harvesting is very dull as you don't even get the "click-drag" every 3 minutes that you get with regular mining. You also don't get the nice visuals you get with regular mining. You just sit there and wait for your hold to fill up before jetcanning the gas, which can take as much as 15 minutes. That said, it is VERY profitable. You can get close to 200M isk/hr from harvesting C320 at time of writing, which far negates any boredom you might get. Use it in T3 production and you can make it even more profitable. Even turning it into polymers can make it more valuable. (And a lot less bulky). <br />
<br />
<br> <br />
<br />
Happy Harvesting. <br />
<br />
[[Category:Wormholes]] [[Category:PvE]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=29536Salvaging2011-10-18T15:38:54Z<p>Lanfear tyrax: </p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging For Yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal.<br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging ===<br />
<br />
#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degrees so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck owner cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful to get to wrecks faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and/or shoot the ninja salvager&nbsp;?<br />
<br />
<br> <br />
<br />
== Salvaging in Wormholes<br> ==<br />
<br />
Wormhole NPCs are called sleeper drones (usually sleepers for the sake of simplicity). They don't have bounties like K-Space rats, instead each type of sleepers drop a certain number of tags from specific type(s). These tags are called blue loot (because they are blue in color) and there are NPC buy orders at fixed prices for them in stations. The sleepers won't drop any modules or loot other than blue loot and each and everyone of them will always have at least 2 pieces of blue loot in their wrecks. <br />
<br />
The main income of WH site runners comes from this blue loot and sleeper salvage. Sleeper salvage is used in [[Tech 3 Production|T3 (strategic cruisers) production]]. Unfortunately most of sleeper salvage is worthless because of the high drop rate, the only valuable sleeper salvage are Melted Nanoribbons which can be sold higher than 6 million isk at time of writing. <br />
<br />
When salvaging in a Wormhole, beware that you are the treasure ship and a solo stealth bomber can destroy you easily. People should remain with salvagers on site to help protect them when a threat suddenly appears. For smaller sites, a salvaging destroyer can be used but for higher class wormholes, a Noctis is the better option. Salvaging ships usually have warp core stabilizers in their low slots to be able to flee and warp out. Expanded cargoholds are usually not needed as sleeper loot and salvage is low on volume.<br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=29535Salvaging2011-10-18T15:37:29Z<p>Lanfear tyrax: added Salvaging in Wormholes</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging For Yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal.<br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging ===<br />
<br />
#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degrees so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck owner cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful to get to wrecks faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and/or shoot the ninja salvager&nbsp;?<br />
<br />
<br> <br />
<br />
== Salvaging in Wormholes<br> ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Wormhole NPCs are called sleeper drones (usually sleepers for the sake of simplicity). They don't have bounties like K-Space rats, instead each type of sleepers drop a certain number of tags from specific type(s). These tags are called blue loot (because they are blue in color) and there are NPC buy orders at fixed prices for them in stations. The sleepers won't drop any modules or loot other than blue loot and each and everyone of them will always have at least 2 pieces of blue loot in their wrecks.<br />
<br />
The main income of WH site runners comes from this blue loot and sleeper salvage. Sleeper salvage is used in [[Tech_3_Production|T3 (strategic cruisers) production]]. Unfortunately most of sleeper salvage is worthless because of the high drop rate, the only valuable sleeper salvage are Melted Nanoribbons which can be sold higher than 6 million isk at time of writing.<br />
<br />
When salvaging in a Wormhole, beware that you are the treasure ship and a solo stealth bomber can destroy you easily. People should remain with salvagers on site to help protect them when a threat suddenly appears. For smaller sites, a salvaging destroyer can be used but for higher class wormholes, a Noctis is the better option. Salvaging ships usually have warp core stabilizers in their low slots to be able to flee and warp out. Expanded cargoholds are usually not needed as sleeper loot and salvage is low on volume.<br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=29384Salvaging2011-10-14T19:54:35Z<p>Lanfear tyrax: fixe numbering</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging For Yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal.<br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging ===<br />
<br />
#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degrees so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck owner cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful to get to wrecks faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and/or shoot the ninja salvager&nbsp;?<br />
<br />
<br> <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the income for WH site runners comes from Salvage and Loot. Often a salvager also doubles up as an extra picket when not salvaging. Beware that you are the treasure ship and the prime target. A solo stealth bomber can destroy your ship very quickly, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't take your Noctis, instead fly a cheap destroyer. <br />
<br />
Wormhole salvagers should always have a cloak and probe launcher (with probes) fitted and online. A damage control II and warp core stabilizer are also suggested. Expanded Cargoholds are not required as wormhole loot is not very large. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27990Salvaging2011-09-27T21:33:31Z<p>Lanfear tyrax: </p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#2. Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging ===<br />
<br />
#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degrees so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck owner cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful to get to wrecks faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and/or shoot the ninja salvager&nbsp;?<br />
<br />
<br> <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the income for WH site runners comes from Salvage and Loot. Often a salvager also doubles up as an extra picket when not salvaging. Beware that you are the treasure ship and the prime target. A solo stealth bomber can destroy your ship very quickly, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't take your Noctis, instead fly a cheap destroyer. <br />
<br />
Wormhole salvagers should always have a cloak and probe launcher (with probes) fitted and online. A damage control II and warp core stabilizer are also suggested. Expanded Cargoholds are not required as wormhole loot is not very large. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27989Salvaging2011-09-27T21:21:06Z<p>Lanfear tyrax: </p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#2. Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging ===<br />
<br />
#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. For example you want to scan down a Harbinger. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degress so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged all everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck ownder cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful hereto get to each wreck faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and/or shoot the ninja salvager&nbsp;?<br />
<br />
<br> <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the income for WH site runners comes from Salvage and Loot. Often a salvager also doubles up as an extra picket when not salvaging. Beware that you are the treasure ship and the prime target. A solo stealth bomber can destroy your ship very quickly, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't take your Noctis, instead fly a cheap destroyer. <br />
<br />
Wormhole salvagers should always have a cloak and probe launcher (with probes) fitted and online. A damage control II and warp core stabilizer are also suggested. Expanded Cargoholds are not required as wormhole loot is not very large. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27988Salvaging2011-09-27T21:19:59Z<p>Lanfear tyrax: </p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#2. Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging ===<br />
<br />
#Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. For example you want to scan down a Harbinger. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degress so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged all everything.<br> <br />
#Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br> <br />
#You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck ownder cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful hereto get to each wreck faster. <br />
#Fly to another wreck, rinse and repeat. <br />
#It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to do when encountering a ninja salvager<br> ===<br />
<br />
#Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed. <br />
#You can try to ignore him and do your mission normally. <br />
#You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships. <br />
#You can shoot your wrecks, be careful that you don't lock up and shoot the ninja. <br />
#If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers). <br />
#Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers. <br />
#You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br> <br />
#If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go <br />
#Did I&nbsp;mention that you should not panic and shoot the ninja salvager ?<br />
<br />
<br> <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the income for WH site runners comes from Salvage and Loot. Often a salvager also doubles up as an extra picket when not salvaging. Beware that you are the treasure ship and the prime target. A solo stealth bomber can destroy your ship very quickly, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't take your Noctis, instead fly a cheap destroyer. <br />
<br />
Wormhole salvagers should always have a cloak and probe launcher (with probes) fitted and online. A damage control II and warp core stabilizer are also suggested. Expanded Cargoholds are not required as wormhole loot is not very large. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27976Salvaging2011-09-27T15:43:03Z<p>Lanfear tyrax: Completed Ninja Salvaging part</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears. <br />
#2. Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears. <br />
#3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it. <br />
<br />
<br> <br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping). <br />
<br />
=== Step by step guide to ninja salvaging&nbsp;: ===<br />
<br />
#1. Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub. <br />
#2. Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and missions usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. For example you want to scan down a Harbinger. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range. Also reduce the scanning area from 360 degress so you can have a good idea that your target is in which direction. Also if you can see wrecks in the same range as the ship, it means a mission is being run and there are wrecks for you to salvage. If there is just a ship without any wrecks chances are that he has just started the mission or is a salvager and has salvaged all everything.<br><br />
#3. Drop combat probes and scan down the area in the area from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission at 100km to see what is happening. Note that in steps 2,3, and 4 you are simply combat scanning a ship.<br><br />
#4. You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck ownder cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful hereto get to each wreck faster. <br />
#5. Fly to another wreck, rinse and repeat. <br />
#6. It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to when encountering a ninja salvager&nbsp;:<br> ===<br />
<br />
#1. Don't panic, at most he can only salvage your wrecks. But cannot take any loot without becoming flashy to you. This works like can flipping mechanics. <br />
#2. Don't shoot the ninja salvager if he is not flashy (has not take any loot). If you shoot him in high security space you will get CONCORDed.<br />
#3. You can try to ignore him and do your mission normally.<br />
#4. You can warp out of mission if you can. Then the NPCs may start targeting him and he may be destroyed as they are usually in fast and small ships.<br />
#5. You can shoot your wrecks, be careful that you don't lock up and shoot the ninja.<br />
#6. If he takes any loot, you can legally shoot him but beware that many ninja salvagers are in a pvp fitted ship and have chosen the fit specifically to work against mission fits for your class of ships. They want to provoke you into attacking them and then destroying you without CONCORD intefering (like can flippers).<br />
#7. Report his name, your location and his ship into the alliance chat. If he has taken any loot and you are near other unistas, a fleet may be formed to go and kill him. In this situation note the aggression timers.<br />
#8. You just want to make life as hard as it can be to them, so they get bored and go away. Destroying the wrecks is a good idea.<br><br />
#9. If you see ninja salvagers a lot, you may want to change your mission base or hire a salvager to salvage your missions for you while you are doing them. Alternatively you may want to salvage on the go.<br />
<br />
<br> <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the income for WH site runners comes from Salvage and Loot. Often a salvager also doubles up as an extra picket when not salvaging. Beware that you are the treasure ship and the prime target. A solo stealth bomber can destroy your ship very quickly, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't take your Noctis, instead fly a cheap destroyer. <br />
<br />
Wormhole salvagers should always have a cloak and probe launcher (with probes) fitted and online. A damage control II and warp core stabilizer are also suggested. Expanded Cargoholds are not required as wormhole loot is not very large. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27975Salvaging2011-09-27T15:20:53Z<p>Lanfear tyrax: adding ninja salvaging section</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is finding useful items from wrecks. After a ship is destroyed (NPC or Player), a wreck is left behind. This wreck may contain loot and salvage. Salvaging is an important part of most PvE combat. NPC wrecks can drop valuable modules or items, and the salvage from wrecks is used to manufacture rigs.&nbsp; <br />
<br />
== Why Should you be the Space Janitor? ==<br />
<br />
Salvaging is easy to train into (under 2 days for salvaging III, ORE Industrial III to fly a good noctis). <br />
<br />
The salvage in level 4 (and some level 3) missions is on par with and can sometimes surpass the worth of bounties and mission rewards. Also, you're not (usually) being shot at while salvaging. <br />
<br />
Low skillpoint characters can become salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. Salvaging does not need lots of skills, expensive ships/modules, is relatively safe, and suitable for new characters. <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Salvaging is easy to train into and can be done in almost any ship. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main tool for salvaging wrecks. Keep one in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more training too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (just under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]: Also optional, but it may help you reduce the trips to a station on some of the larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train for and inexpensive. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Salvage_Tackle_I Small Salvage Tackle Rig] (also comes in medium and large sizes): Increases your salvage change by 10% per rig. Adding this to a salvage destroyer or noctis can greatly increase the speed at which you salvage. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive or Afterburner when you want to fly to wrecks out of range of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers, decent speed for travelling closer to wrecks, and a good cargohold. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots (4 tractor beams and 4 salvagers can fit). Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is a price of about 50 million isk. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of salvaging while fighting. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately they are very expensive and require a long train.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I or more, which needs Spaceship Command III. Also Science I. The tertiary skill required is Salvaging I which you should have already trained to use Salvager I. Training ORE Industrial is useful as each level increases the tractor beam speed by 300 m/s, its range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br><br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is destroyed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
#1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br />
#2. Salvage is successful but you didn't find anything of value. Better luck next time. The wreck disappears.<br />
#3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2.<br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats and ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni operating under [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] and people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvage materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing Rigs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing them if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will prevent you profiting from producing rigs as you will be competing with near-perfect industrialists with researched blueprints, so it may be more profitable to sell the materials directly. When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvaging 101|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
<br />
<br />
NOTE : Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is here to help you when you encounter Ninja Salvagers or if you want to become one after leaving E-Uni. If you dropped out during war and want to be back, don't do it. If you have a ninja salvager alt and it can be traced back to your character in E-Uni, don't do it.<br />
<br />
<br />
<br />
The rule that makes ninja salvaging possible in high security space is that salvaging someone's wreck is not a CONCORD offense. You will not be flashy to the owner of wreck and they can't shoot you but taking the loot will result in you becoming flashy (the same as Can Flipping).<br />
<br />
=== Step by step guide to ninja salvaging : ===<br />
<br />
#1. Finding a popular mission hub. Mission hubs are system several high level agents in adjacent systems and also have lower security value (usually 0.5 and 0.6). Because mission rewards are higher if the agent is located in a lower security value. Low distance to a trade hub is another factor. Note that there are other ninja salvagers and you may have competition in a popular mission hub.<br />
#2. Initially run a D-Scan of the system to find the type of ship that you want to scan down. Scanning down bigger ships is easier, also if you want to provoke the mission runner into attacking you and then destroying him, you might want to scan down ships of a certain kind. Remember that maximum range on D-Scan is 14 AU and mission usually don't spawn further than 4 AU from celestials. You can warp to every celestial and run a D-Scan. When you have found a ship that you would like to scan down. Start by reducing the range of D-Scan and seeing if the ship is still in range. This way you can find the approximate location of the ship to scan it down faster in step 3. For example you want to scan down a Harbinger. You start reducing the range of your D-Scan and write down the range. You can warp to a celestial in that range (the sphere with the diameter of that range centered on your current location) to run more D-Scans and reduce the range.<br />
#3. Drop combat probes and scan down the area in the sphere from last step. There maybe hundreds of ship signatures in system but you have a vague idea of where the ship is located. You are only interested in the signatures inside the sphere that you found in last step. Hopefully there are only a few ship signatures in that area. Scan down each signature, at some signature strength you can see the type of the ship to see if you chose the right one. Scan down your designated victim and warp to the mission.<br />
#4. You cannot tractor yellow wrecks. So don't put any on your ninja salvaging ship. You must fly to each wreck, lock it up and start salvaging when under 5000 meters. Remember that if you don't take any loot, wreck ownder cannot shoot you. A MicroWarp Drive (or AfterBurner) is also useful hereto get to each wreck faster.<br />
#5. Fly to another wreck, rinse and repeat.<br />
#6. It cannot be emphasized enough that ninja salvaging and griefing is against E-Uni rules. You may be kicked with no chance of rejoining.<br><br />
<br />
=== What to when encountering a ninja salvager :<br> ===<br />
<br />
1. Don't panic, at most he can only salvage your wrecks. But cannot take any loot.<br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. In hi-sec, if they attack you directly they will be killed by CONCORD unless you aggress them first. Report the name, ship and location of the ninja salvager in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks but be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away.<br />
<br />
<br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the income for WH site runners comes from Salvage and Loot. Often a salvager also doubles up as an extra picket when not salvaging. Beware that you are the treasure ship and the prime target. A solo stealth bomber can destroy your ship very quickly, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't take your Noctis, instead fly a cheap destroyer. <br />
<br />
Wormhole salvagers should always have a cloak and probe launcher (with probes) fitted and online. A damage control II and warp core stabilizer are also suggested. Expanded Cargoholds are not required as wormhole loot is not very large. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
<br> <br />
<br />
== Noctis Fits ==<br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Hisec Salvager<br />
<br />
|high=<br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
Analyzer I<br><br />
Codebreaker I<br />
|low=<br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br><br />
Expanded Cargohold II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
|required1=<br />
Salvaging I<br />
|required2=<br />
Hull Upgrades II<br />
|required3=<br />
<br />
|recommended1=<br />
Archaeology I<br><br />
Hacking I<br />
|recommended2=<br />
Armor Rigging I<br />
|recommended3=<br />
<br />
|notes=<br />
* The Analyzer/Codebreaker can be swapped out for an MWD and Cap Recharger as needed. The ratio of salvagers and tractor beams can be adjusted to suit player skill and salvaging style, and lowslots can be adjusted as well depending on the situation.<br />
}} <br />
<br />
=== Noctis ===<br />
<br />
{{Infobox Ship Horizontal2<br />
|shipimg=Noctis.jpg<br />
|caption=Noctis<br />
|shipname=Noctis<br />
|faction=ORE<br />
|class=Industrial<br />
|highs=8<br />
|turrets=0<br />
|launchers=0<br />
|mediums=2<br />
|lows=3<br />
|cargohold=1460 m3<br />
|dronebay=0 m3<br />
|bandwidth= 0 Mbit/sec<br />
|roles=Salvaging<br />
|variations=<br />
|bonuses='''ORE Industrial Skill Bonus:'''<br> 5% bonus to Salvager and Tractor Beam cycle time per level. <br> 60% bonus to tractor beam range and velocity per level.<br />
|info=The Noctis is the newest ORE ship released with the first part of the "Incursion" expansion in November 2010. It requires the skillbook "Ore Industrial" to fly and blueprints are available at ORE stations in the Outer Ring Region. While generally an excellent salvage ship, it has been derided for not being able to fit a MWD, an analyzer and a codebreaker in three midslots, making it less than perfect for exploration use.<br />
}} <br />
<br />
{{ShipGuideFittings<br />
|name=Noctis, Wormhole Salvager<br />
<br />
|high=<br />
Core Probe Launcher I, Sisters Core Scanner Probe <br><br />
Prototype Cloaking Device I <br><br />
Salvager I<br><br />
Salvager I<br><br />
Salvager I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br><br />
Small Tractor Beam I<br />
|mid=<br />
10MN Afterburner I<br><br />
Sensor Booster II<br />
|low=<br />
Warp Core Stabilizer I<br><br />
Damage Control II<br><br />
Nanofiber Internal Structure II<br />
<br />
|charges=<br />
|drones=<br />
|rigs=<br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br><br />
Medium Salvage Tackle I<br />
<br />
<br />
|notes=<br />
* The sensor booster can be swapped out for a codebreaker/analyzer as needed, but it helps alleviate the slow lock time caused by the warp core stabilizer.<br />
}} <br />
<br />
[[Category:Guides]]<br />
<br />
<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27404Salvaging2011-09-09T00:14:07Z<p>Lanfear tyrax: fixed the creating an alt savlager with salvager III - added salvage table</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take a little more than 2 days without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis and with Salvager III it can salvage almost all normal high-sec missions, to salvage more advanced wrecks you can add rigs. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Salvaging II (1 hour, 56 minutes, 26 seconds)<br>Salvaging III (10 hours, 58 minutes, 34 seconds)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds) <br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 15 hours.<br> <br />
<blockquote>'''Remap 1&nbsp;:&nbsp;Intelligence 27 / Memory 21 / Perception, Willpower and Charisma 17'''<br><br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Salvaging II (1 hour, 33 minutes, 8 seconds)<br>Salvaging III (8 hours, 46 minutes, 51 seconds)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br><br>'''Remap 2:&nbsp;Perception 27 / Willpower 21 / Intelligence, Charisma and Memory 17'''<br><br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds) <br>'''Total time: 1 day, 15 hours, 13 minutes, 20 seconds'''<br> </blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
Each type of rats ans ships give certain types of salvage, for a list of T1 salvages you can see [http://games.chruker.dk/eve_online/salvaging.php this table].<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials.When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class|Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to salvaging wormholes, don't tlake your Noctis, instead fly a cheap destroyer with a prototype cloak in a bank jump clone. <br />
<br />
<br> <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3 or 3/5.<br><br />
<br />
*Using modules that decrease your align time and increase max speed will help you get to the bookmarks and hence your salvage faster.<br><br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27078Salvaging2011-09-02T22:11:39Z<p>Lanfear tyrax: fixed some typos in the creating a salvager alt part</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take 1 day, 12 hours without any remaps. With ORE Industrial skill at level III this alt will have a 56km tractor beam range in a noctis.. If you want more range on your tractor beams you can train ORE Industrial to levels IV or V and also train Salvage skill to III or more.<br> <br />
<blockquote>Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds)<br> </blockquote> <br />
Using two remaps you can decrease this time to 1 day and 5 hours<br> <br />
<blockquote>'''Remap o Intelligence 27 / Memory 21'''<br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br><br></blockquote><blockquote>'''Remap to Perception 27 / Willpower 21'''<br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds)<br></blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials.When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=27015Salvaging2011-09-01T07:29:57Z<p>Lanfear tyrax: added the section for creating a salvager alt</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100% bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
==== Creating a Salvager Alt ====<br />
<br />
Creating a basic salvager alt that can fly a noctis with tractor beam and salvager will take 1 day, 12 hours without any remaps.This alt will have a 56km tractor beam range in a noctis.<br><br />
<blockquote><br />
Mechanic I (8 minutes, 20 seconds)<br>Mechanic II (38 minutes, 50 seconds)<br>Mechanic III (3 hours, 39 minutes, 30 seconds)<br>Electronics I (8 minutes, 20 seconds)<br>Survey I (8 minutes, 20 seconds)<br>Survey II (38 minutes, 50 seconds)<br>Survey III (3 hours, 39 minutes, 30 seconds)<br>Salvaging I (25 minutes)<br>Science I (8 minutes, 20 seconds)<br>Science II (38 minutes, 50 seconds)<br>Science III (3 hours, 39 minutes, 30 seconds)<br>Spaceship Command I (8 minutes, 20 seconds)<br>Spaceship Command II (38 minutes, 50 seconds)<br>Spaceship Command III (3 hours, 39 minutes, 30 seconds)<br>ORE Industrial I (33 minutes, 20 seconds)<br>ORE Industrial II (2 hours, 35 minutes, 14 seconds)<br>ORE Industrial III (14 hours, 38 minutes, 6 seconds)<br><br />
</blockquote><br />
Using two remaps you can decrease this time to 1 day and 5 hours.<br><br />
<blockquote><br />
'''Remap o Intelligence 27 / Memory 21'''<br>Mechanic I (6 minutes, 40 seconds)<br>Mechanic II (31 minutes, 4 seconds)<br>Mechanic III (2 hours, 55 minutes, 36 seconds)<br>Electronics I (6 minutes, 40 seconds)<br>Survey I (6 minutes, 40 seconds)<br>Survey II (31 minutes, 4 seconds)<br>Survey III (2 hours, 55 minutes, 36 seconds)<br>Salvaging I (20 minutes)<br>Science I (6 minutes, 40 seconds)<br>Science II (31 minutes, 4 seconds)<br>Science III (2 hours, 55 minutes, 36 seconds)<br />
<br />
'''Remap to Perception 27 / Willpower 21'''<br>Spaceship Command I (6 minutes, 40 seconds)<br>Spaceship Command II (31 minutes, 4 seconds)<br>Spaceship Command III (2 hours, 55 minutes, 36 seconds)<br>ORE Industrial I (26 minutes, 40 seconds)<br>ORE Industrial II (2 hours, 4 minutes, 11 seconds)<br>ORE Industrial III (11 hours, 42 minutes, 28 seconds)<br><br />
</blockquote> <br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
The loot and salvage in each wreck are calculated at the time of destruction, so a higher salvaging skill and rigs will not guaranty you higher salvage. Other than enabling you to salvage higher level wrecks, salvage tackle rigs and salvage skill only make salvaging faster. <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
Nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in later with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps into each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted mission bookmarks in a station after they are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is also against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials.When in doubt you can always make spreadsheets.<br> <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
*A Sleeper Large Advanced Wreck has an Access Difficulty Base of -20.<br><br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class|Salvaging 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[Category:Guides]]</div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26647Salvaging2011-08-18T22:01:04Z<p>Lanfear tyrax: fixed some links</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100$ bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials. <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%<br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[:Category:Guides|Guides]]<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26646Salvaging2011-08-18T22:00:16Z<p>Lanfear tyrax: had broken the noctis link, fixed it</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br> <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br> <br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis ][http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis <span style="text-decoration: underline;">Noctis</span>]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100$ bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br> <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br> <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br> <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials. <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%<br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[:Category:Guides|Guides]]<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26644Salvaging2011-08-18T19:03:29Z<p>Lanfear tyrax: Added Marauder class and changed some sentences for better clarity</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is destroyed (NPC or Players), a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves of NPC ships and after the mission is complete, you can salvage in relative safety ( at least in hi-sec ) <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
While missioning you have already done the hard part of killing rats and have earned bounties and rewards. Why not earn some more isk with salvaging and best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers for level 4 [[FLEETS101 - Introduction to Fleets|locust fleets]] and individuals and gain higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, and suitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too).<br><br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every one of them. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being used, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also it should be a fast ship because it is not reasonable to slowboat between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots for tractor beams and salvagers. Also they are fast and very reasonably priced. So, don't throw out your Dessie.It can double up as your salvaging ship until you can afford a <span style="text-decoration: underline;" />[http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis Noctis].<br><br />
<br />
==== [http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis No][http://wiki.eveuniversity.org/ORE_Basic_Ship_and_Skill_Guide#Noctis ctis]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[http://wiki.eveonline.com/en/wiki/Item_Database:Ships:Battleships:Advanced_Battleships:Marauders Marauders] are a special class of T2 battleships designed for mission running. They all have a 100%&nbsp;bonus to tractor beam velocity and range (up to 40km from 20km) and have utility high slots to equip salvagers and tractor beams.A 100$ bonus to weapon damage and around twice the cargo hold of normal battleships (around 1150 m3) to store loot and salvage. Unfortunately their price tag is very high.<br><br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
Don't worry if you have not looted the wreck yet, when a wreck disappears after salvaging, its loot will appear in a storage container in space where the wreck was. You can then open each container and pick up what's inside. Salvaging will not destroy the loot.<br><br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours so time your salvage and mission time accordingly. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] when people are allowed to do missions in pvp fitted fleets of at least 3 E-Uni members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
Salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted/salvaged in loot history window of fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to steal. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. It is easy to forget how valuable they are and haul too much and get suicide ganked. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console].<br><br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used to manufacture [http://wiki.eveonline.com/en/wiki/Rigs rigs]. You can start manufacturing themif your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists with researched blueprints and it may be more profitable to directly sell the materials. <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br> <br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30% <br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20% <br />
*Large basic wrecks (Battleships) have a base access of 10% <br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%<br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules. <br />
<br />
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. <br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters. <br />
<br />
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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[:Category:Guides|Guides]]<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26637Salvaging2011-08-18T05:12:09Z<p>Lanfear tyrax: added the links</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is killed, a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves after waves of NPC ships and after it is done, you can salvage in relative safety ( at least in hi-sec ). <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
As mentioned before, while missioning you have already done the hard part of killing rats and have gotten bounties and mission reward in the process. Why not earn some more isk during the process and the best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers and do salvaging for level 4 [[FLEETS101_-_Introduction_to_Fleets|locust fleets]] and individuals and get access to much higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, it is very profitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to start get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
[http://wiki.eveonline.com/en/wiki/Salvager_I Salvager I]&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version [http://wiki.eveonline.com/en/wiki/Salvager_II Salvager II] which is more expensive (needs more SP too) <br />
<br />
[http://wiki.eveonline.com/en/wiki/Small_Tractor_Beam_I Small Tractor Beam I]&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every wreck. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
[http://wiki.eveonline.com/en/wiki/Expanded_cargohold_i Expanded Cargohold I]&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. [http://wiki.eveonline.com/en/wiki/Expanded_Cargohold_II Expanded Cargohold II] is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive which is useful when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being the salvager, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also you want a fast ship because it is not financially reasonable to slowboat your life between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small old ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots which makes them very suitable for salvaging. Also they are fast and very reasonably priced. So, don't throw out your Dessie. <br />
<br />
==== [[Noctis]]<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in [http://wiki.eveonline.com/en/wiki/ORE_Industrial ORE Industrial] skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. [http://wiki.eveonline.com/en/wiki/Vexor Vexor]/[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] (Surprisingly Amarr) (cruiser), [http://wiki.eveonline.com/en/wiki/Myrmidon Myrmidon] (Battlecruiser) and [http://wiki.eveonline.com/en/wiki/Dominix Dominix] (Battleship) come to mind. <br />
<br />
[please introduce any other ships capable of this] Marauder&nbsp;?! <br />
<br />
=== Skills ===<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is in [http://wiki.eveuniversity.org/WSOP#During_Relaxed_SOP... Relaxed SOP] as people are allowed to do missions in a pvp fitted fleet of at least 3 members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
The salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted on the loot history window of the fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to do this. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. The big money makers are [http://wiki.eveonline.com/en/wiki/Alloyed_Tritanium_Bar Alloyed Tritanium Bar], [http://wiki.eveonline.com/en/wiki/Armor_Plates Armor Plates], [http://wiki.eveonline.com/en/wiki/Tripped_Power_Circuit Tripped Power Circuit], [http://wiki.eveonline.com/en/wiki/Burned_Logic_Circuit Burned Logic Circuit], [http://wiki.eveonline.com/en/wiki/Melted_Capacitor_Console Melted Capacitor Console] and [http://wiki.eveonline.com/en/wiki/Ward_Console Ward Console]. <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used in manufacturing rigs. You can start manufacturing rigs if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists (at least in T2 category) and it will be more profitable to directly sell the materials. <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br><br />
<br />
*Small basic wrecks (Frigates and Destroyers) have a base access of 30%<br />
*Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20%<br />
*Large basic wrecks (Battleships) have a base access of 10%<br />
*Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0%<br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.<br />
<br />
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.<br />
<br />
Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.<br />
<br />
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.<br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from [[Salvage 101 Class]] because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack without you shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[:Category:Guides|Guides]]<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26636Salvaging2011-08-18T04:57:14Z<p>Lanfear tyrax: Omitted the link numbers as wiki makes the numbers automatically</p>
<hr />
<div>== What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is killed, a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves after waves of NPC ships and after it is done, you can salvage in relative safety ( at least in hi-sec ). <br />
<br />
== Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
As mentioned before, while missioning you have already done the hard part of killing rats and have gotten bounties and mission reward in the process. Why not earn some more isk during the process and the best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers and do salvaging for level 4 locust fleets (link to locust fleets) and individuals and get access to much higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, it is very profitable for young characters (alts). <br />
<br />
== <br>Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to start get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== Modules ===<br />
<br />
Salvager I&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version Salvager II which is more expensive (needs more SP too) <br />
<br />
Small Tractor Beam I&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every wreck. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
Expanded Cargohold I&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. Expanded Cargohold II is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive which is useful when you want to fly to wrecks out of your tractor beam <br />
<br />
=== Ships ===<br />
<br />
Virtually every ship is capable of being the salvager, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also you want a fast ship because it is not financially reasonable to slowboat your life between wrecks. <br />
<br />
==== Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small old ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots which makes them very suitable for salvaging. Also they are fast and very reasonably priced. So, don't throw out your Dessie. <br />
<br />
==== Noctis<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in ORE Industrial skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. Vexor/Arbitrator (cruiser), Myrmidon (Battlecruiser) and Dominix (Battleship) come to mind. <br />
<br />
[please introduce any other ships capable of this] Marauder&nbsp;?! <br />
<br />
== Skills ==<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
=== Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours. <br />
<br />
=== Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is inRelaxed SOP as people are allowed to do missions in a pvp fitted fleet of at least 3 members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
The salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted on the loot history window of the fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to do this. <br />
<br />
== How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. The big money makers are Alloyed Tritanium Bar, Armor Plates and Tripped Power Circuit,Burned Logic Circuit, Melted Capacitor Console and Ward Console. <br />
<br />
=== Manufacturing RIgs ( I Can Haz Rigz&nbsp;? ) ===<br />
<br />
Salvage materials are used in manufacturing rigs. You can start manufacturing rigs if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists (at least in T2 category) and it will be more profitable to directly sell the materials. <br />
<br />
== Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br>Small basic wrecks (Frigates and Destroyers) have a base access of 30%<br>Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20%<br>Large basic wrecks (Battleships) have a base access of 10%<br>Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.<br>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.<br>Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.<br>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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from Salvage 101 Class because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack you without shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[:Category:Guides|Guides]]<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26635Salvaging2011-08-18T04:55:12Z<p>Lanfear tyrax: </p>
<hr />
<div>== 1. What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is killed, a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves after waves of NPC ships and after it is done, you can salvage in relative safety ( at least in hi-sec ). <br />
<br />
== 2. Why Should you Become the Space Janitor&nbsp;? ==<br />
<br />
As mentioned before, while missioning you have already done the hard part of killing rats and have gotten bounties and mission reward in the process. Why not earn some more isk during the process and the best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
<br />
Lower level characters can become part-time salvagers and do salvaging for level 4 locust fleets (link to locust fleets) and individuals and get access to much higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, it is very profitable for young characters (alts). <br />
<br />
== <br>3. Inside the Salvager's Toolbox ( Tools of the Trade ) ==<br />
<br />
Fortunately salvaging is a very easy trade to start get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
<br />
=== 3-1. Modules ===<br />
<br />
Salvager I&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version Salvager II which is more expensive (needs more SP too) <br />
<br />
Small Tractor Beam I&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every wreck. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
<br />
Expanded Cargohold I&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. Expanded Cargohold II is also easy to train and not that expensive. <br />
<br />
There are some other modules that are useful, like a MicroWarp Drive which is useful when you want to fly to wrecks out of your tractor beam <br />
<br />
=== 3-2. Ships ===<br />
<br />
Virtually every ship is capable of being the salvager, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also you want a fast ship because it is not financially reasonable to slowboat your life between wrecks. <br />
<br />
==== 3.2.1&nbsp;: Your Good Ole' Destroyer<br> ====<br />
<br />
Yes, that small old ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots which makes them very suitable for salvaging. Also they are fast and very reasonably priced. So, don't throw out your Dessie. <br />
<br />
==== 3.2.2&nbsp;: Noctis<br> ====<br />
<br />
The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in ORE Industrial skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
<br />
==== 3.2.3&nbsp;: Salvage On The Go<br> ====<br />
<br />
Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. Vexor/Arbitrator (cruiser), Myrmidon (Battlecruiser) and Dominix (Battleship) come to mind. <br />
<br />
[please introduce any other ships capable of this] Marauder&nbsp;?! <br />
<br />
== 3.3. Skills ==<br />
<br />
To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
<br />
Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
<br />
Small Tractor Beam I requires Science III. <br />
<br />
To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
<br />
[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
<br />
== 4. How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
<br />
Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
<br />
Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
<br />
1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
<br />
=== 4.1. Salvaging for yourself<br> ===<br />
<br />
There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours. <br />
<br />
=== 4.2. Salvaging For Others ===<br />
<br />
You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
<br />
This is especially profitable during wartime when E-Uni is inRelaxed SOP as people are allowed to do missions in a pvp fitted fleet of at least 3 members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
<br />
The salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
<br />
Remember that others in the fleet can see what you looted on the loot history window of the fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to do this. <br />
<br />
== 5. How to Make Profit from Salvaging ==<br />
<br />
You did all the above and now have a load of salvaging materials. <br />
<br />
=== 5.1. Directly Selling Salvage Materials ( Running a Junkyard ) ===<br />
<br />
Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. The big money makers are Alloyed Tritanium Bar, Armor Plates and Tripped Power Circuit,Burned Logic Circuit, Melted Capacitor Console and Ward Console. <br />
<br />
=== 5.2. Manufacturing RIgs ( I Can Haz Rigz ? ) ===<br />
<br />
Salvage materials are used in manufacturing rigs. You can start manufacturing rigs if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists (at least in T2 category) and it will be more profitable to directly sell the materials. <br />
<br />
== 6. Salvaging Science ==<br />
<br />
( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
<br />
All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br>Small basic wrecks (Frigates and Destroyers) have a base access of 30%<br>Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20%<br>Large basic wrecks (Battleships) have a base access of 10%<br>Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
<br />
Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.<br>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.<br>Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.<br>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. <br />
<br />
The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
<br />
[ Taken from Salvage 101 Class because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
<br />
== 7. The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
<br />
NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
<br />
Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
<br />
When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack you without shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
<br />
== 8. Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
<br />
[I don't have much information about this part so any help is very useful] <br />
<br />
Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
<br />
== 9. Tips and Tricks ==<br />
<br />
[Again any help is very useful here] <br />
<br />
*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
<br />
*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
<br />
*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
<br />
*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
<br />
Have fun and Happy Salvaging<br> <br />
<br />
[[:Category:Guides|Guides]]<br></div>Lanfear tyraxhttps://wiki.eveuniversity.org/index.php?title=Salvaging&diff=26634Salvaging2011-08-18T04:50:46Z<p>Lanfear tyrax: This is a guide I wrote for salvaging, Cervator and Eir suggested I put it on wiki for discussions instead of forums</p>
<hr />
<div>== 1. What is Salvaging&nbsp;? ==<br />
<br />
Salvaging is the art of finding useful items from wrecks. After a ship is killed, a wreck is left behind, this wreck may contain loot and/or salvage. Salvaging goes hand in hand with missioning ( mostly ) as in missions you kill waves after waves of NPC ships and after it is done, you can salvage in relative safety ( at least in hi-sec ). <br />
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== 2. Why Should you Become the Space Janitor&nbsp;? == <br />
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As mentioned before, while missioning you have already done the hard part of killing rats and have gotten bounties and mission reward in the process. Why not earn some more isk during the process and the best part is that (normally) you are not being shot at. Usually in a Level 4 (also some Level 3) missions, the value of salvage and loot is on par and may surpass the amount of bounties and mission rewards. <br />
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Lower level characters can become part-time salvagers and do salvaging for level 4 locust fleets (link to locust fleets) and individuals and get access to much higher profits than doing their own relative mission levels. As salvaging does not need high skills, expensive ships/modules and is relatively safe, it is very profitable for young characters (alts). <br />
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<br>== 3. Inside the Salvager's Toolbox ( Tools of the Trade ) == <br />
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Fortunately salvaging is a very easy trade to start get into, and doesn't need high SP. The modules are very cheap and easy to access and it can be done in virtually any ship. In this section we discuss the Modules, Ships and Skills needed for salvaging. <br />
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=== 3-1. Modules ===<br />
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Salvager I&nbsp;: This is your main weapon for attacking the wrecks and finding the valuable salvage material inside, keep a couple in your hold all the time (they are dirt cheap too). There is also a Tech 2 version Salvager II which is more expensive (needs more SP too) <br />
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Small Tractor Beam I&nbsp;: You can live without it, but these things make your life a lot easier. They tractor the wrecks (and some containers) to your ship so you don't have to fly to every wreck. They are a little more expensive (under a million isk), but they speed up your salvage which means more isk/hour. Note that although you can salvage yellow wrecks (wrecks not belonging to your fleet), you cannot tractor them. (look at Ninja Salvaging section). <br />
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Expanded Cargohold I&nbsp;: Also not needed, but it may help you the trips to the station on some larger L3-L4 missions. Expanded Cargohold II is also easy to train and not that expensive. <br />
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There are some other modules that are useful, like a MicroWarp Drive which is useful when you want to fly to wrecks out of your tractor beam <br />
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=== 3-2. Ships ===<br />
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Virtually every ship is capable of being the salvager, but you want something with a lot of high-slots to fit tractor beams and salvagers and some low slots for expanded cargoholds, also you want a fast ship because it is not financially reasonable to slowboat your life between wrecks. <br />
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==== 3.2.1&nbsp;: Your Good Ole' Destroyer ====<br>Yes, that small old ship that you used to do level 1 missions with, is a very good choice for a starter salvager. They have 8 high slots which makes them very suitable for salvaging. Also they are fast and very reasonably priced. So, don't throw out your Dessie. <br />
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==== 3.2.2&nbsp;: Noctis ====<br>The Mecca of Salvaging and a salvagers dream. This ship with the nail in its neck was made for salvaging. Has 8 high slots, but more importantly, has a bonus to tractor beam range and speed. With a high level in ORE Industrial skill you can sit still and tractor wrecks from over 70kms away. Salvaging with a Noctis becomes very pleasant and fast. The only down side is the price tag similar to your starter Battleship. <br />
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==== 3.2.3&nbsp;: Salvage On The Go ====<br>Some ships have the ability to do missions without guns. Droneboats are a very good example of these ships. You can warp into a mission with salvagers and tractor beams on your high slots and start salvaging while your drones kill NPCs. The Gallente are known for their drone skills and have an impressive array of droneboats capable of this function. Vexor/Arbitrator (cruiser), Myrmidon (Battlecruiser) and Dominix (Battleship) come to mind. <br />
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[please introduce any other ships capable of this] Marauder&nbsp;?! <br />
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== 3.3. Skills ==<br />
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To use Salvager I you need Electronics I, Survey III, Mechanic III, Salvaging I.<br>For the tech 2 version which is Salvager II, you need Salvaging V. <br />
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Expanded Cargohold I needs Hull Upgrades I on top of Mechanic I (which you have already trained for Salvager I).<br>For Expanded Cargohold II , you will have to train Hull Upgrades II. <br />
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Small Tractor Beam I requires Science III. <br />
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To fly a Noctis, ORE industrial skill must be trained to I at least, which needs Spaceship Command III. Also Science I. The tertiary skill required ins Salvaging I which you should have already trained to use Salvager I. Training more levels of ORE Industrial is also encouraged as each level increases the tractor beam speed by 300 m/s, it's range by 12km and each salvage cycle half a second faster. <br />
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[Would be useful to add a section numbered 3.4 about making a salvager alt and give a skill list and isk to start it] <br />
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== 4. How Can you Clean up the Universe&nbsp;? ( How to Salvage ) ==<br />
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Every time a ship is killed, a wreck is left behind. If you have enabled wrecks in your overview you should be able to see a downward triangle with the name of the wreck. If this triangle is full it means the wreck has loot and if the triangle is empty the wreck has nothing. If it is grey, it means you accessed the wreck and opened it and took a look inside. You can loot every wreck if your distance to it is under 2500 meters <br />
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Approach the target or lock it and tractor it to your location using the tractor beam. When it is under 2500m (because you want to loot it too). Disable the tractor beam and fire up the salvager. Salvager I has a range of 5000m while Salvager II extends this to 6000m (in my opinion these are not very useful because if it has loot, you have to be under 2500m to loot it). After each cycle of Salvager, you can get any of the 3 messages&nbsp;: <br />
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1. Salvage is successful and you found something of value, look into your cargo hold. The wreck disappears.<br>2. Salvage is successful but you didn't find anything of value. Better like next time. The wreck disappears.<br>3. Salvage was unsuccessful. The salvager will start another cycle and continues until you get message 1 or 2. <br />
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=== 4.1. Salvaging for yourself ===<br>There is nothing complicated here. You may want to salvage on the go or bookmark each mission pocket and then come in with your salvage ship. Bookmarking is better because you can do a batch of missions and then start salvaging with your Noctis. Also, after you hand in the mission, the acceleration gates will disappear and you can warp directly to each bookmark. Remember that wrecks disappear after 2 hours. <br />
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=== 4.2. Salvaging For Others ===<br>You may want to Salvage for other people. Remember to talk with the fleet or individual beforehand about your share. Usually in E-Uni fleets, salvagers are entitled to an equal share of the loot/salvage profits and bounties if you decide to warp in during the killing (almost no one will object because after all it's your ship that is at risk). Also salvager is usually responsible for hauling and selling the spoils of war to a trade hub and distributing the profits. <br />
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This is especially profitable during wartime when E-Uni is inRelaxed SOP as people are allowed to do missions in a pvp fitted fleet of at least 3 members but cannot salvage. They can and will use an out of corp salvager. If you dropped from the Uni for war or have a salvager alt, this is prime time. <br />
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The salvager usually warps in each mission pocket after all NPCs are dead (or sometime while the killing is going on for a share in bounties) and starts salvaging and collecting loot and continues to the next pocket (if any). If you warp in during the mission please be advised that sometimes new waves can target you and be prepared to warp out as soon as you see some red boxes flashing, you are an industrial not a fighting ship. Sometimes salvager is contracted wreck bookmarks in a station after missions are done. <br />
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Remember that others in the fleet can see what you looted on the loot history window of the fleet, so if you keep stealing and report lower numbers they will eventually catch you and it is against E-Uni rules to do this. <br />
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== 5. How to Make Profit from Salvaging ==<br>You did all the above and now have a load of salvaging materials. <br />
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=== 5.1. Directly Selling Salvage Materials ( Running a Junkyard ) ===<br>Simply load up all the salvage material and travel to your favorite trade hub and start selling. Fortunately, their volume is usually low which eases transportation. The big money makers are Alloyed Tritanium Bar, Armor Plates and Tripped Power Circuit,Burned Logic Circuit, Melted Capacitor Console and Ward Console. <br />
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=== 5.2. Manufacturing RIgs ( Can I Haz RIgz&nbsp;? ) ===<br>Salvage materials are used in manufacturing rigs. You can start manufacturing rigs if your industry skills are high enough and you have access to the blueprints. Be advised that without high industry skills, your wastage factor will unable you to produce rigs to make a profit as you are competing with near perfect industrialists (at least in T2 category) and it will be more profitable to directly sell the materials. <br />
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== 6. Salvaging Science ==<br>( info about the percentages and the numbers behind salvaging - Boring Stuff that only a few nerds will read ]<br>As with every other thing in EVE, there are numbers involved. <br />
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All wrecks have a base access percentage - the likelihood that you will successfully salvage the wreck.<br>Small basic wrecks (Frigates and Destroyers) have a base access of 30%<br>Medium basic wrecks (Cruisers and Battlecruisers) have a base access of 20%<br>Large basic wrecks (Battleships) have a base access of 10%<br>Small advanced wrecks (Wormhole NPCs, Faction or officer NPCs, or T2 player ships) have a base access of 0% <br />
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Base access can be modified by salvaging skill level, and using rigs, implants and tech II salvaging modules.<br>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.<br>Salvaging V unlocks the Salvager II module, which raises base access by 7% per level, and also extends salvaging range to 6,000 meters.<br>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. <br />
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The Poteque Pharmaceuticals 'Prospector' PPY-1 implant raises base access by 5% - it fits into slot 9. The Poteque Pharmaceuticals 'Prospector' PPZ-1 implant reduces cycle time of salvage, hacking and archaeology modules by 5% - it fits into slot 10. <br />
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[ Taken from Salvage 101 Class because I thought it is already concise and good, please say if I need to para-phrase or write my own]. <br />
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== 7. The Dark Side of Salvaging ( Ninja Salvaging ) ==<br />
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NOTE&nbsp;: Ninja Salvaging is against E-Uni rules. If you do it, you will be punished. I haven't done any Ninja Salvaging so I don't know much about it. This section is hear to help you when you encounter Ninja Salvagers. If you dropped out during war and want to be back, don't do it. <br />
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Ninja Salvaging is scanning down and warping into other people's missions and salvaging their wrecks. Remember that salvaging another players wreck (yellow wreck) is not a CONCORD offense. If you don't loot, you are not flashy to them and You can't tractor the wrecks. So you have to fly to each wreck and salvage it. <br />
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When encountering a Ninja Salvager use the tactics for CanFlippers. Don't fire upon them, usually they are griefers in PvP fit ships, trying to provoke and gank you. They cannot directly attack you without shooting at them in hi-sec. Report the name, ship and location of the can-flipper in Alliance channel. You can also try warping out, so rats target him while he is busy salvaging and pop him. Another way is to target and destroy your wrecks, be careful when doing this as you may accidentally attack the Ninja Salvager. In my opinion abandoning wrecks is not a good option because he will follow you. The best strategy is to ignore and make life harder for them until they are bored and go away. <br />
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== 8. Salvaging 102 ( Higher Level Salvaging, e.g. Wormholes ) ==<br />
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[I don't have much information about this part so any help is very useful] <br />
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Sleepers (Wormhole NPCs) don't have bounties, so the main income for WH site runners comes from Salvage and Loot. Sometimes Salvager also doubles up as an extra scout during the actual kills, cloaked in a safe spot and spamming D-Scan. Beware that you are the treasure ship and a prime target for gank with a stealth bomber or another ship, so be ready to warp out to your safe spot and cloak up (or inside the POS shields if it is your home WH system). If you are new to this part, don't take your Noctis, instead fly a cheap destroyer with a prototype cloak in a blank jump clone. <br />
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== 9. Tips and Tricks ==<br />
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[Again any help is very useful here] <br />
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*Some people use 4 tractor beams and 4 salvagers, depending on your preference and fit, this could be 5/3.<br />
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*Using modules that decrease your align time and increase max speed will help you salvage faster.<br />
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*When making a bookmark in a mission to warp in with your salvaging ship, zoom out and choose a wreck to bookmark in the middle of wrecks so almost every one of them is in your tractor beam range. if you have the tank, it may be better to kill enemies closer to you so all the wrecks are concentrated in one spot.<br />
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*If you can, fit a MicroWarp Drive on your salvage ship, to fly to each wreck out of your tractor beam range quickly. Remember that it also makes you easier to find using combat probes and easier to hit.<br />
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Have fun and Happy Salvaging<br> <br />
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[[:Category:Guides|Guides]]<br></div>Lanfear tyrax