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Earlier you could tow them back home and take their parts for your own creation, but that has been disabled and ruined by the developers now leaving a scrap problem if you manage to play for a longer period of time in the same area.
I think that issue happens only when you play for a long time without save loadings. In that case only leaving area can despawn old missions components. But in the very beginning of career these missions spawns close to the player and often players do not leave starter base and hospital areas much which lead to more and more missions spawns there.
We could despawn completed/expired missions with some timer but then vehicles and survivors can disappear right in front of the players which breaks immersion and also can lead to some bad situations when players are keep some interactions with objects that set to despawn.
We could add a follow-up towing missions for some sea and land vehicles but it doesn't really solve the issue because in the beginning of career players are not able to build a tug that can handle medium and large boat towing, for example.
The best thing that comes to my mind is leaving some NPCs on mission vehicles so they can drive boats away from player and will be despawned completely on leaving area. At least for missions where fire is not destroying vehicles completely.
If the boat's stranded or abandoned in international waters, you rescuing it means you salvage it. Usually in the real world this means you can sell it back to the company that previously owned it with a decent sum, usually the agreed-upon cost depending on the state of the vessel is anywhere from 10-20% of its cost as new.
Towing is what you would do in case it's in regional waters, as you cannot rightfully claim ownership of someone's property just because they're not present.
This is how it works already.
You are describing salvaging type of the missions. Sunken ship or aircraft. Or just heavily damaged vessel. It does not solve that issue in career. And ofc not all missions should end like that. We don't salvage/tow boats just because on survivor fall overboard. Or someone of the crew got sick and requires evacuation.
I'd still think that if a boat suffers from fire in waters and you rescue the people and evacuate it, you won't just leave it floating around on the sea. You'd get a tugboat to come over and drag it to a relevant pier or marina, or do that as a part of the rescue op in case there aren't people in critical need of medical aid.
You do, it's just a question of engineering and design.
Open the hatches, knock it over and let it take on water and sink to the bottom, if I can't have it, then I will at least get one joyful moment out of it :D
Otherwise I will credit the boat value to my account to account for salvaging it :D
i feel like this would be a good system to use and perhaps it was a timer of 10 minutes or so after the mission completion to select and buy them, limiting you to maybe 5 wrecks at any given time, (maybe allow you to later "abandon" the wrecks if a bigger or cheaper wreck comes along to salvage/if one is too hard to recover where they'll despawn.
When their's guns and such, we can make a CWIS and takeover an island but god forbid you steal somebodies boat they left abandoned in the ocean....
Back in the days it was possible to return any vehicle to a workbench, so you got the blocks and monetary value of the components added to the player inventory. Which allowed access to components you'd have yet to unlock, might be a reason for its removal. Would have been a good compromise if salvaged components would be good for a one time install only for an added challenge but as of 1.0 you can't bring any vehicles back to the workbench unfortunately.
Also note that this thread is now a double necro...