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* [[Drones#Salvage drones|Salvage drone(s)]] | * [[Drones#Salvage drones|Salvage drone(s)]] | ||
To use a Salvager module, target the wreck to be salvaged, approach to within the range of the Salvager (5 km for the Salvager I, 6 km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur: | To use a Salvager module, target the wreck to be salvaged, approach to within the range of the Salvager (5 km for the Salvager I, 6 km for the Salvager II), and activate your Salvager module. After each cycle of the module (10 seconds in most cases) one of three things will occur: | ||
<!-- Where are these messages displayed? Exact wording, maybe a screenshot? --> | <!-- Where are these messages displayed? Exact wording, maybe a screenshot? --> | ||
*Salvage is successful and the Salvager uncovered something of value, which is automatically deposited into the ship's cargo hold. The wreck disappears. | *Salvage is successful and the Salvager uncovered something of value, which is automatically deposited into the ship's cargo hold. The wreck disappears. | ||
*Salvage is successful but the Salvager didn't uncover anything of value. The wreck disappears. | *Salvage is successful but the Salvager didn't uncover anything of value. The wreck disappears. | ||
*Salvage was unsuccessful. The Salvager will automatically start a new cycle and | *Salvage was unsuccessful. The Salvager will automatically start a new cycle and continue until the salvage is successful. | ||
The lower a pilot's skills and equipment, and the more "difficult" the wreck is (see [[#Salvaging time|the section on salvaging time]]), the more cycles it will take before salvaging is successful. To salvage more distant wrecks, pilots either need to fly closer to them or use a [[#Modules|tractor beam]] to pull them closer. | The lower a pilot's skills and equipment, and the more "difficult" the wreck is (see [[#Salvaging time|the section on salvaging time]]), the more cycles it will take before salvaging is successful. To salvage more distant wrecks, pilots either need to fly closer to them or use a [[#Modules|tractor beam]] to pull them closer. | ||
<!-- screenshot with "salvage" command for drones --> | <!-- screenshot with "salvage" command for drones --> | ||
When using salvage drones, the drones will need to be launched into space, [[targeting|target the wreck]], and then commanded to salvage it. They will fly to the wreck (fairly slowly), orbit it, and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones | When using salvage drones, the drones will need to be launched into space, [[targeting|target the wreck]], and then commanded to salvage it. They will fly to the wreck (fairly slowly), orbit it, and attempt to salvage it. After each cycle (10 seconds), as above, if one of the drones is successful, it will fly automatically back to the ship and deposit the salvage into the cargo hold. Salvage drones can also be commanded to "Salvage" without having any wrecks targeted; they will then salvage all the wrecks in your vicinity (up to the pilot's [[Drones#Drone control range|drone control range]]) one by one. | ||
The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving salvaging equipment and skills (see below) will not change what salvage is obtained; rather, it will only increase salvage speed (i.e. reduce the number of cycles necessary for | The loot and salvage in each wreck are calculated at the time of destruction. Therefore, improving salvaging equipment and skills (see below) will not change what salvage is obtained; rather, it will only increase salvage speed (i.e. reduce the number of cycles necessary for salvaging to be successful) and allow pilots to salvage certain types of advanced wrecks. Each type of rat or ship gives certain types of salvage. (For a list of Tech 1 salvage see [http://games.chruker.dk/eve_online/salvaging.php this table from Chruker.dk].) | ||
If a wreck was not [[#Looting wrecks|looted]] before it was salvaged, its contents (loot) will appear in a storage container in space where the wreck was. This container can then be opened to obtain the loot inside; salvaging will not destroy the loot. | If a wreck was not [[#Looting wrecks|looted]] before it was salvaged, its contents (loot) will appear in a storage container in space where the wreck was. This container can then be opened to obtain the loot inside; salvaging will not destroy the loot. | ||
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== Salvaging equipment== | == 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 | 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 needs no modules, only a drone bay (and which is not affected by any other modules and implants). | ||
{|class=wikitable style="width: 900px;background:#111111" | {|class=wikitable style="width: 900px;background:#111111" | ||
|- | |- | ||
|[[File:Icon salvager.png|link=|]] | |[[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 | |'''{{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. | ||
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|[[File:salvage drone.png|link=|]] | |[[File:salvage drone.png|link=|]] | ||
|'''{{co|wheat|Salvage Drones}}''' Can be used to salvage wrecks. They have much lower success chance than the salvager module but they can operate at longer ranges and do not need managing. | |'''{{co|wheat|Salvage Drones}}''' Can be used to salvage wrecks. They have a much lower success chance than the salvager module but they can operate at longer ranges and do not need managing. | ||
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|'''{{co|wheat|Tractor Beams}}''' tractor wrecks from afar to your ship. | |'''{{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 | 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 3 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). | ||
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|[[File:Item mobile tractor unit.png|link=|]] | |[[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. | |'''[[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. | ||
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* '''{{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 in very handy. | * '''{{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 in very handy. | ||
* '''{{co|wheat|Expanded Cargohold}}''': 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|Expanded Cargohold}}''': 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. | * '''{{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. | ||
=== Ships === | === Ships === | ||
Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable: | Any ship with a free high slot can be used as a salvager. However, there are two ship classes which are most suitable: | ||
* Turret [[Destroyer|destroyers]] ({{sh|Coercer}}, {{sh|Cormorant}}, {{sh|Catalyst}}, and {{sh|Thrasher}}) make for excellent beginner salvaging ships. They have eight high slots, allowing pilots to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small [[capacitor]], so they may not be able to salvage continuously with all eight Salvagers. The missile and drone destroyers ({{sh|Dragoon}}, {{sh|Corax}}, {{sh|Algos}}, and {{sh|Talwar}}) are also decent salvagers | * Turret [[Destroyer|destroyers]] ({{sh|Coercer}}, {{sh|Cormorant}}, {{sh|Catalyst}}, and {{sh|Thrasher}}) make for excellent beginner salvaging ships. They have eight high slots, allowing pilots to salvage many wrecks simultaneously. They also have a decent amount of cargo space and are moderately fast, not to mention very reasonably priced. Their main weakness is a rather small [[capacitor]], so they may not be able to salvage continuously with all eight Salvagers. The missile and drone destroyers ({{sh|Dragoon}}, {{sh|Corax}}, {{sh|Algos}}, and {{sh|Talwar}}) are also decent salvagers but have fewer high slots. | ||
* The [[Noctis]] is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills its tractor beams can reach out to 80 km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries), its slow speed, and its steeper price tag of around | * The [[Noctis]] is both the next and last step in salvaging ships. It has the same eight high slots as a destroyer, but comes with a huge bonus to tractor beam speed and range; with good skills, its tractor beams can reach out to 80 km, hoovering up wrecks from an entire battlefield. Additionally, it gets a bonus to the cycle time of salvaging modules, reducing the time it takes to salvage each wreck. The Noctis is the best salvaging ship by miles; its only downsides are its somewhat weak tank (compared to the value of the salvage it often carries), its slow speed, and its steeper price tag of around 130 million ISK. | ||
In addition to the more specialised ships listed above, many ships can be used to salvage "on the side": | In addition to the more specialised ships listed above, many ships can be used to salvage "on the side": | ||
* PvE [[Drone Capable Ships|Droneboats]] rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers. | * PvE [[Drone Capable Ships|Droneboats]] rely on their drones to deal damage, and so have free high slots which can be fit with tractor beams and salvagers. | ||
* Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5 m<sup>3</sup> per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed. | * Any ship with a sizeable drone bay can usually fit in five salvage drones (which only take up 5 m<sup>3</sup> per drone, the same as a light combat drone), which can be deployed when the additional firepower from combat drones is not needed. | ||
* [[Marauders]] 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 | * [[Marauders]] 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. | ||
=== Fitting a salvaging ship === | === Fitting a salvaging ship === | ||
The recommended dedicated salvaging ships have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging "on the move" (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit). | The recommended dedicated salvaging ships have eight high slots, which are usually fitted with four salvagers and four tractor beams. This way, you can be salvaging four wrecks at a time, while your tractor beams are pulling in four more. Once you have gotten your feet wet, feel free to tweak this setup - you can fit five tractor beams and three salvagers if your salvaging skills are very good (i.e. your salvagers need fewer cycles per wreck) or if you are salvaging "on the move" (in which case the extra tractor beams are needed to keep pulling the wrecks behind you while your salvagers work). Alternatively, you can fit more salvagers and fewer tractor beams in very concentrated wreck fields (or fit only salvagers if you previously deployed a Mobile Tractor Unit). | ||
Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of | Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a Noctis with very good skills (which extends the range of your tractor beams so much that you won't need to move). If you're flying a Destroyer you will likely run out of capacitors regularly, so consider fitting a Capacitor Recharger or Capacitor Battery; the Noctis generally has enough capacitors and doesn't need capacitor modules. Fill your remaining mid-slots with [[tanking]] modules. | ||
For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed. | For your low slots, consider fitting an expanded cargohold on salvaging destroyers (the Noctis' base cargo hold is usually large enough), and use the remaining slots to improve your ship's tank, agility, and maximum speed. | ||
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== Skills == | == Skills == | ||
* {{sk|Salvaging|mult=yes|price=yes}}: The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - however | * {{sk|Salvaging|mult=yes|price=yes}}: The basic skill required for salvaging with salvager modules. Every new character starts at level III, which is enough to start out with - however since each level trained decreases the number of cycles a Salvager module takes to salvage each wreck, training this to higher levels to improves salvaging efficiency. To step up to Salvager II modules, train this to level V. | ||
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: The basic skill required for salvaging with salvage drones. Salvage drones are available at level I, but training this to III or higher will decrease salvaging time further. Needs {{sk|Drones|IV|mult=yes}}. | * {{sk|Salvage Drone Operation|mult=yes|price=yes}}: The basic skill required for salvaging with salvage drones. Salvage drones are available at level I, but training this to III or higher will decrease salvaging time further. Needs {{sk|Drones|IV|mult=yes}}. | ||
* {{sk|Salvage Drone Specialization|mult=yes|price=yes}}: The specialization skill required for T2 salvage drones. T2 salvage drones are available at level I. | * {{sk|Salvage Drone Specialization|mult=yes|price=yes}}: The specialization skill required for T2 salvage drones. T2 salvage drones are available at level I. | ||
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Some pilots prefer to train up an [[alt|alternate character (alt)]] to specialise in salvaging. Starting from a new character, here are a few skill training suggestions. | Some pilots prefer to train up an [[alt|alternate character (alt)]] to specialise in salvaging. Starting from a new character, here are a few skill training suggestions. | ||
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 Hauler 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 Hauler to levels IV or V. | 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 Hauler 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 Hauler to levels IV or V. | ||
<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 Hauler I (33 minutes, 20 seconds)<br>ORE Hauler II (2 hours, 35 minutes, 14 seconds)<br>ORE Hauler III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> | <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 Hauler I (33 minutes, 20 seconds)<br>ORE Hauler II (2 hours, 35 minutes, 14 seconds)<br>ORE Hauler III (14 hours, 38 minutes, 6 seconds) <br><br>'''Total time: 2 days, 1 hour, 1 minute, 40 seconds'''<br> </blockquote> | ||
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Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for [[#Salvaging efficiency|very difficult Sleeper wrecks]]), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck. | Use your tractor beams to pull more distant wrecks to within 2500m of your ship (as you'll want to loot them in addition to salvaging them); once they are within range, turn the tractor beams off, and re-target them on additional distant wrecks. Simultaneously, target nearby wrecks with your salvagers, using one salvaging module per wreck (except for [[#Salvaging efficiency|very difficult Sleeper wrecks]]), and letting them run until the wreck is salvaged, then targeting the next nearby wreck for salvaging. While the salvagers are running, loot the wreck. | ||
Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the [[Keyboard controls|keyboard shortcuts]] for targeting and activating/ | Since you'll be juggling a lot of wrecks and modules, keep in mind that you can click on the module icon underneath a targeted wreck to stop that specific module from cycling - useful for turning off the right tractor beam once it's pulled a wreck close to your ship. Also, learn the [[Keyboard controls|keyboard shortcuts]] for targeting and activating/deactivating modules, as it will save you a lot of clicking. | ||
If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a [[bookmark]] 150 km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field. | If you're flying a fast and agile ship (i.e. a Destroyer instead of a Noctis), then it may be faster to create a [[bookmark]] 150 km away, warp to it, then warp back to a wreck, instead of slow-boating around the wreck field. | ||
Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams | Mobile Tractor Units and salvaging drones can support your ship's salvagers and tractor beams but are considerably slower. However, they can be used for a minimum-effort approach to salvaging (even though it's considerably less efficient): deploy a Mobile Tractor Unit at the start of an engagement, which will pull all the wrecks you create into a tight ball (and loot them for you). When you have destroyed all the enemies, fly close to the MTU, deploy your salvage drones, and [[Drones#Salvage_drones|order them to salvage all nearby wrecks]]. Then sit back and watch your drones work. You may want to occasionally reposition your ship to be as close as possible to the wrecks - salvage drones fly slowly (900 m/s, plus skill bonuses) and they have to return to your ship to drop off their salvage. | ||
As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships. | As an aside, wrecks of player ships can be salvaged in the same way as wrecks of NPC ships. | ||
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If you run [[missions]] or [[ratting|rat]], you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above. | If you run [[missions]] or [[ratting|rat]], you can augment your income by salvaging the wrecks you produce. However, it may not be worth your time, as you could be spending your salvaging time running another mission or killing more rats - but it's up to you how to spend your time (also taking into account what activities you enjoy in the game). As a rough guide, mission salvaging only yields significant profits for level 3 missions and above. | ||
While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging | While some ships can fight and salvage, it's often a better idea to switch to a dedicated salvaging ship (or have a salvaging alt), as salvaging large wreck fields with anything but a dedicated salvaging ship can be frustratingly slow. | ||
Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules. | Wrecks persist for two hours, so you may want to run a few missions (or rat in a few asteroid belts), bookmarking each wreck field, before switching to a salvaging ship. Mobile Tractor Units can be very useful here - drop one in each mission (they are somewhat bulky, so you may have to return to a station to pick up more), and let them work while you complete additional missions. When you return with your salvaging ship, all the wrecks will be in a nice compact ball, allowing you to forgo tractor beams in favour of a full rack of salvager modules. | ||
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=== Fleets === | === Fleets === | ||
PvE fleets (e.g. [[Mission_Fleet#Locust_Fleet|locust fleets]] which tackle high-level PvE content) are often in need of a dedicated salvager to follow the fleet. Make sure to agree how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer | PvE fleets (e.g. [[Mission_Fleet#Locust_Fleet|locust fleets]] which tackle high-level PvE content) are often in need of a dedicated salvager to follow the fleet. Make sure to agree on how to split the salvaging proceeds with the other fleet members beforehand; it's common for the proceeds to be split evenly between all fleet members. This role can easily be filled by a new player in a Destroyer and is a great way to start flying with fleets. The fleet window logs all wrecks that are looted or salvaged, which can be used to check if a salvager is "stealing" some of the loot (i.e. not reporting the full value to be shared with the other fleet members). | ||
=== Wormholes === | === Wormholes === | ||
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The materials obtained from salvaging are used in the [[manufacturing|manufacture]] of [[rigs]], and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to [[trading|buy]] these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential [[Suicide Ganking|suicide gankers]] when hauling large amounts of salvage. | The materials obtained from salvaging are used in the [[manufacturing|manufacture]] of [[rigs]], and if you don't want to manufacture rigs yourself there are plenty of manufacturers looking to [[trading|buy]] these materials. Even though individual materials are usually not worth a lot, their value does add up - be aware of potential [[Suicide Ganking|suicide gankers]] when hauling large amounts of salvage. | ||
Salvage materials with an orange background | Salvage materials with an orange background are Tech I salvage (used when manufacturing Tech I rigs), while material with a blue background is Tech II salvage (for Tech II rigs). Additionally, salvage from [[Sleepers|Sleeper]] NPCs is used in the manufacture of [[Strategic Cruisers]]. | ||
=== Salvaging and the law === | === Salvaging and the law === | ||
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If you're using [[Drone#Salvage_drones|Salvage Drones]], they improve your salvaging chance by up to 4.5%, plus 2% for each level of the {{sk|Salvage Drone Operation|icon=yes}} and {{sk|Salvage Drone Specialization|icon=yes}} skill you have trained (up to a total of 4.5%+10%+10%=24.5% at skill level V). There are no other ways of improving the salvaging chance of salvage drones. | If you're using [[Drone#Salvage_drones|Salvage Drones]], they improve your salvaging chance by up to 4.5%, plus 2% for each level of the {{sk|Salvage Drone Operation|icon=yes}} and {{sk|Salvage Drone Specialization|icon=yes}} skill you have trained (up to a total of 4.5%+10%+10%=24.5% at skill level V). There are no other ways of improving the salvaging chance of salvage drones. | ||
{{example|1=A beginner salvaging pilot with {{sk|Salvaging|III}}, fits her ship with a single Salvager I module | {{example|1=A beginner salvaging pilot with {{sk|Salvaging|III}}, fits her ship with a single Salvager I module and tries to salvage a small basic wreck. The base chance to salvage a small basic wreck is 30%, and her skills and module give her a bonus of 3 * 5% = 15%. Therefore, her chance to salvage the wreck on each cycle of her salvager module (10 seconds) is <span style="white-space:nowrap;">30% + (3 * 5%) = 45%</span>. On average, it will therefore take 2.2 cycles (22 seconds) to salvage the wreck.<ref>For details on the math, see [https://en.wikipedia.org/wiki/Expected_value expected value] on Wikipedia</ref>. | ||
Buoyed by her initial success, the pilot heads to more remote areas of space | Buoyed by her initial success, the pilot heads to more remote areas of space and encounters large basic wrecks. Her chance to salvage these is <span style="white-space:nowrap;">10% + (3 * 5%) = 25%</span>; therefore, on average, it will take 4 cycles (40 seconds) to salvage each wreck. Heading deeper into space, she encounters small advanced wrecks (chance to salvage <span style="white-space:nowrap;">0% + (3 * 5%) = 15%</span>, taking 6.7 cycles (1 minute and 7 seconds) on average) and even some sleeper large advanced wrecks (chance to salvage <span style="white-space:nowrap;">-20% + (3 * 5%) = -5%</span>; she will not be able to salvage these wrecks). | ||
Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V | Determined to increase her salvaging efficiency, she trains up her Salvaging skill to level V and installs a Salvager II module. With this setup, her chance to salvage a large basic wreck is <span style="white-space:nowrap;">10% + (5 * 7%) = 45%</span>; on average, it will take her 2.2 cycles (22 seconds) to salvage. Even a sleeper large advanced wreck succumbs to her salvaging powers, within 6.6 cycles on average.}} | ||
=== Salvaging time === | === Salvaging time === | ||
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==== Salvager modules ==== | ==== Salvager modules ==== | ||
The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups | The following table shows the average number of salvager module cycles (and time) to salvage a wreck. Various player setups are shown for comparison - these are by no means the only salvaging setups but are meant to illustrate the effect of investing in higher-end salvaging equipment. | ||
The following setups are used: | The following setups are used: | ||
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* '''"Intermediate"''': Salvager I module and {{sk|Salvaging|IV}}. This gives a +20% salvaging chance. | * '''"Intermediate"''': Salvager I module and {{sk|Salvaging|IV}}. This gives a +20% salvaging chance. | ||
* '''"Journeyman"''': Salvager II module and {{sk|Salvaging|V}}. This gives a +35% salvaging chance. | * '''"Journeyman"''': Salvager II module and {{sk|Salvaging|V}}. This gives a +35% salvaging chance. | ||
* '''"Advanced"''': Salvager II module and {{sk|Salvaging|V}}, flying a [[Noctis]] with {{sk|ORE Hauler|III}}. This gives a +35% salvaging chance | * '''"Advanced"''': Salvager II module and {{sk|Salvaging|V}}, flying a [[Noctis]] with {{sk|ORE Hauler|III}}. This gives a +35% salvaging chance and a 15% reduction in module cycle time. | ||
* '''"Professional"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|IV}} and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance | * '''"Professional"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|IV}} and a Tech I Salvage Tackle rig. This gives a +45% salvaging chance and a 20% reduction in module cycle time. | ||
* '''"Expert"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|IV}} and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance | * '''"Expert"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|IV}} and two Tech I Salvage Tackle rigs. This gives a +55% salvaging chance and a 20% reduction in module cycle time. | ||
* '''"God mode"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|V}}, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance | * '''"God mode"''': Salvager II module and {{sk|Salvaging|V}}, flying a Noctis with {{sk|ORE Hauler|V}}, three Tech II Salvage Tackle rigs, and both a Poteque 'Prospector' Salvaging SV-905 and a Poteque 'Prospector' Environmental Analysis EY-1005 implant. This gives a +85% salvaging chance and a 30% reduction in module cycle time. | ||
{{#css: | {{#css: | ||
table.salvage { | table.salvage { | ||
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Several conclusions can be drawn from this table and graph: | Several conclusions can be drawn from this table and graph: | ||
* Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The "sweet spot" for serious salvaging is around +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus) | * Increasing the salvaging chance bonus is key to salvaging efficiently. While the early increases yield dramatic improvements, these improvements taper off and later increases are not only more costly to get (as they need more expensive rigs, modules and implants), but provide fewer and fewer additional benefits. The "sweet spot" for serious salvaging is around a +50% salvaging bonus - this gets you about 80% of the way to the absolute maximum possible (+85% salvaging bonus) but doesn't need any of the really expensive Tech II rigs. the best way to get to around +50% is to fit a Salvager II module and one or two Tech I salvaging rigs. | ||
* If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus. | * If you have the option of flying a Noctis, its cycle time bonus really starts to shine above about a +40% salvaging bonus, at which point it gets ever more costly to further increase your salvaging chance bonus. However, if you don't want to fly a Noctis, then a salvaging destroyer can do its job almost as well, but usually needs about 1-2 additional salvaging rigs to compensate for the Noctis' cycle time bonus. | ||
* Salvaging in wormholes, particularly the advanced larger sleeper wrecks, | * Salvaging in wormholes, particularly the advanced larger sleeper wrecks, represents a significant increase in difficulty compared with [[k-space]] salvaging. Therefore, serious wormhole salvagers may want to consider installing three Tech I salvaging rigs (in addition to using Salvager II modules). At the very least a +25% salvaging chance bonus is needed to even attempt to salvage advanced large sleeper wrecks. | ||
==== Salvage drones ==== | ==== Salvage drones ==== | ||
Similarly, when using salvaging drones, | Similarly, when using salvaging drones, take the following setups: | ||
* '''"Beginner"''': 1 salvage drone and {{sk|Salvage Drone Operation|I}}. This gives a +5% salvaging chance. | * '''"Beginner"''': 1 salvage drone and {{sk|Salvage Drone Operation|I}}. This gives a +5% salvaging chance. | ||
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This table shows that for T1 salvage drones there are significant diminishing returns above {{sk|Salvage Drone Operation|III}}, after that one only gains significant boost to salvage speed with T2 drones. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as two salvager modules, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging. | This table shows that for T1 salvage drones there are significant diminishing returns above {{sk|Salvage Drone Operation|III}}, after that one only gains a significant boost to salvage speed with T2 drones. Additionally, even though a flight of five salvaging drones with reasonable skills can approach the same salvaging rate as two salvager modules, most salvaging ships will fit four or more salvaging modules, and will therefore always outperform salvage drones. On the other hand, if time is not a factor, then salvage drones offer a very hands-off method of salvaging. | ||
Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5 km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball). | Lastly, travel time should be taken into account when using salvaging drones - salvaging a wreck 5 km away easily adds ten seconds to the salvaging time (as the drone needs to fly to the wreck, salvage it, and return to your ship), so, if possible, keep your ship as close to the wrecks as possible (or use a Mobile Tractor Unit to pull all the wrecks into a ball). | ||
==Salvage Distribution== | ==Salvage Distribution== | ||