1) This is a navy invention, correct? The navy aren't pirates so would never develop this way of hacking into a ships computer to get it to release cargo, etc. They would also look at the downside of thier technology getting loose and it's consequences. Giving the pirates another tool to rob ships is not something GalCop would risk.
Also why would GalCop put a lot of hardworking salvagers, many using the Hognose Tugship out of work? They wouldn't.
2) Are we all just so poor that we really need to salvage every cargo cannister and even so lazy that we don't want to run after a few stray cargo containers? Flying after cargo containers to scoop them is a core game mechanic. Maybe get the ship to slow down first(fuel injection off) before you blow them up and you won't have to chase so much.
3) If we want to salvage a ship then let's really SALVAGE a ship. The player wanting to become a salvager would either purchase a suitable ship for towing ships or install some sort of tractor beam(much less effective, more suitable for quick reaction to attacks however). This would require a specific oxp be made. The other possibility is to have computers and equipment to allow docking with derelict ships. All kinds of things can be found on board. For this a real oxp that has a style similar to random hits would be needed to create all the possibilities. There could be a couple of dozen different categories of things to interact with/salvage on a derelict ship and each could have a lot of different specifics created in a Random Hits style. This could be a new career choice if developed properly.
4) Balance requires give and take. If you can get something for nothing it isn't fun. I'm not talking credits for the equipment. There has to be the risk of salvaging, making yourself an easy target in order to carry out a salvage operation. Also the risk of surprises in the derelict ship(small risk) such as booby traps(pirate ships) and stragglers hiding out and think of a hundred other possibilities.
Whatever functionality is added to the Fuel Collector I would ask that it not prevent or make redundant a future salvager-type oxp. Getting a derelict ship to eject cargo should be random at best. Damage may in at least half the cases prevent the ejection system from working at all and what you get may in a lot of cases be undesireable.(sorting through cargo is a job for a salvager on the derelict ship itself) This is only if the computer can even be hacked(less than 65% probably) and doesn't have a booby trap hooked to it(pirate ships would account for most of these cases and perhaps navy/police ships). Another possibility is having your own ship hacked by a virus


Also let's not forget that it can take some time to hack a ship's computer for cargo(this won't be a navy designed addition to the fuel collector anyway, would it?). A third party addition to the functionality of the fuel collector probably wouldn't be as efficient as a navy job. Perhaps it would take as long as 30 seconds in some cases where the computer messages say that it is retrying(for various reasons). Maybe chasing down a few containers isn't so bad after all.


There is a lot of talent on this board and "someone" will eventually attempt a salvager oxp, hopefully with the intention that it will provide a vast wealth of experience and fun and playability. This kind of thing would be easier to do for the author of Random Hits as this style of mission/event generation would fit nicely here. This would be a considerable undertaking to devote the time needed to do this concept justice but would be well worth it as I believe that most people would find it irresistable to have a peek inside the derelict to look for (whatever?) when it is reasonably safe to do so.
Just my $4.63 worth...

(If nobody tackles this in the next 6 to 8 months then I will give it a shot provided that most of the core hud development I've started is complete. Would probably be a 6 month commitment just to get it right.)