More actions
Salvage distribution table |
→Modules, implants, and items: Put equipment into a table with images |
||
| Line 52: | Line 52: | ||
* [[Marauder]]s are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold, but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills. | * [[Marauder]]s are Tech 2 battleships designed for high-level mission running. They have free high slots which can be used for tractor beams and salvagers (as well as a bonus to tractor beam velocity and range) and a large cargo hold, but are ruinously expensive ships (easily 2 billion ISK for ship and modules) and require specialised skills. | ||
== | == Salvaging equipment== | ||
These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with [[Drones#Salvage drones|salvaging drones]], which need no modules, only a drone bay (and which are not affected by any other modules and implants). | These are the ship modules, implants, and items which are relevant when fitting a ship for salvaging. Alternatively, salvaging can also be done with [[Drones#Salvage drones|salvaging drones]], which need no modules, only a drone bay (and which are not affected by any other modules and implants). | ||
=== | {|class=wikitable style="width: 900px;background:#111111" | ||
|- | |||
|[[File:Icon salvager.png|link=|]] | |||
|'''{{co|wheat|Salvagers}}''' are the main tools for salvaging wrecks. Activate it on a wreck to salvage the wreck. It can be useful to keep at least one in a ship's hold for convenient refitting. There is a Tech 2 variant ({{co|wheat|Salvager II}}) which is more efficient at salvaging, but is also more expensive and needs additional skill training. | |||
= | |- | ||
|[[File:Icon tractor.png|link=|]] | |||
|'''{{co|wheat|Tractor Beams}}''' tractor wrecks from afar to your ship. | |||
It is possible to salvage without a tractor beam, but these modules make salvaging a lot easier. They pull the wrecks (and containers) to your ship, making flying to each wreck unnecessary. They are a little more expensive (about a million ISK), but they speed up salvaging considerably. By default, Tech I tractor beams can target wrecks up to 20 km away, and pull them in at 500 m/s; a Noctis will boost this up to 2000 m/s at up to 80 km (depending on skills). | |||
|- | |||
|[[File:Module icon armor rig tech1.png|link=|]] | |||
|'''{{co|wheat|Salvage Tackle Rig}}''' increases your chance to salvage by 10% (15% for the Tech 2 rig), which increases your [[#Salvaging time|salvaging efficiency]]. | |||
= | |- | ||
|[[File:Item mobile tractor unit.png|link=|]] | |||
|'''[[Mobile Tractor Unit]]s''' are deployable structures which automatically tractor all nearby wrecks (and containers) and loot their contents. While MTUs don't salvage wrecks, they do collect them into a compact space, alleviating the need to tractor them (or to fly to them). They have an enormous range (125 km for the basic unit), but only tractors in one wreck at a time, and don't do it particularly quickly (1000 m/s). However, once deployed they continue to work even if you fly away. | |||
There are two implants which impact salvaging: | |- | ||
|[[File:Icon_implant_hardwiring.png|link=|]] | |||
|There are two implants which impact salvaging: | |||
* '''{{co|wheat|Poteque 'Prospector' Salvaging SV-905}}''' (slot 9), which increases your chance to salvage by 5%. | * '''{{co|wheat|Poteque 'Prospector' Salvaging SV-905}}''' (slot 9), which increases your chance to salvage by 5%. | ||
* '''{{co|wheat|Poteque 'Prospector' Environmental Analysis EY-1005}}''' (slot 10), which reduces salvager modules' cycle time by 5%. | * '''{{co|wheat|Poteque 'Prospector' Environmental Analysis EY-1005}}''' (slot 10), which reduces salvager modules' cycle time by 5%. | ||
Both of these are only of interest to players who want to get every last drop of salvaging efficiency. | Both of these are only of interest to players who want to get every last drop of salvaging efficiency. | ||
|} | |||
Other useful modules: | |||
* '''{{co|wheat|Afterburner}}''' or '''{{co|wheat|MicroWarp Drive}}''': Even with a tractor beam, ships may still need to do a lot of flying around to reach every corner of a wreck field, and the speed boost comes * '''{{co|wheat|Expanded Cargoholds}}''': Depending on the base size of a ship's cargohold, it can be useful to fit these, as these allow a ship to carry more salvage at a time (and reduce the number of round trips to the nearest station). | |||
* '''{{co|wheat|Auto-Targeting System}}''' (high slot) or '''{{co|wheat|Signal Amplifier}}''' (low slot): When pilots with low [[Targeting#Number_of_targets_locked|targeting skills]] are flying a dedicated salvaging ship with many salvagers and tractor beams, it might be worth fitting one of these modules so that they can target (and therefore salvage/tractor) several wrecks at once. However, this should only be a stop-gap measure until the pilot's targeting skills are improved. Note that the Auto-Targeting System will not automatically target wrecks (it only targets hostile ships), so in this case it is fitted solely for its bonus to the number of targets the ship can have locked at once. | |||
== Fitting a salvaging ship == | == Fitting a salvaging ship == | ||