It's really cool because it adds a meta-objective to combat for the player: deploy/defend your salvage rig. (and for the AI, to destroy it.)
Yeah! Which was the reason for adding that, but if it doesn't work out mechanically then it's no good, despite what the intentions might be.
Here are some more things like that:
...
Kind of wish I could talk about what I'm working on right now, but will hold off until the next blog post
Let's just say there's some relevance, but along a slightly different direction.
Construction/Salvage rig is ugly.
(I've redrawn it, btw.)
FWIW, I really liked the old Salvage Rig. New one's cool too, though.
Details details. Those can be worked out or adjusted.
Details are literally almost the only thing that matters
The quality of the idea is like 10% of the quality of the outcome, imo, if that. Now, a truly great idea also simplifies working out the details and the implementation thereof, so there's a bit more to it, but still.
assuming the engagement does not end in a relatively small amount of time, though, or assuming the enemy can break through, then they should be threatened. adding such a system to the game is probably inevitable, i doubt combat will stay like it is forever.
Hmm - I really wouldn't bet on that. As I think we've discussed in another thread, I think trying to bring this other stuff directly into combat would belabor things quite a bit. Still, never say never and all that.