1. Thoroughly search the wreckage. This discovers all ship hulls and as many of the loot as scavenging a debris field twice would discover. However, your fleet is immobilized for a day or so, like after using the active sensor burst. This option does not leave a debris field.If in-game time to do 2 is less than 1, I would still spam 2 and ignore 1. Time is always of the essence, with whack-a-mole pirates dominating gameplay.
2. Give the wrecks a cursory inspection. This recovers only as much loot as the current post battle salvaging does, maybe even minus enemy hulls. It exist mostly for the situations where you have to get away immediately after a battle and is the default option for AI fleet. That it so they leave debris field behind that the player may salvage.
The thorough search option would easily cut the inputs required in half. Are there any major downsides I am missing?
Merging the access of overlapping debris is more important immo.This would be less important if fields disappear after being fully looted, instead of remaining in place getting in the way or slowing down the game if too much other junk is in the system.
If you are inside multiple fields you could loot all at the same time, instead of only an arbitrary one.
Merging the access of overlapping debris is more important immo.
If you are inside multiple fields you could loot all at the same time, instead of only an arbitrary one.
In any case, debris fields should disappear after they are fully looted.
Whether a debris field has been explored or not is now shown in its map tooltip, as well as the tooltip for the scavenge ability (which is disabled when you're over such a field).Would you consider changing the behaviour of the 'stable' debris fields slighty if you're not going to outright remove them when they're empty?
You can hide in debris fields, btw. They reduce your profile like asteroid fields and ring systems do.
Idle question: Will the new scavenge-once generate the same amount of loot as we currently would by scavenging the field multiple times, or only as much as the current first scavenge?I'm pretty interested in that question. I get quite a good chunk of my blueprints from research stations after the second or third scavenging attempt.
(i.e. are we sucking up more of the field at once, or is it the same as current except we're blocked from scavenging multiple times?)
Related changes in the next release: debris fields can only be scavenged once, and if you're in multiple debris fields, one that hasn't been scavenged is prioritized for scavenging. Whether a debris field has been explored or not is now shown in its map tooltip, as well as the tooltip for the scavenge ability (which is disabled when you're over such a field).
So: not quite the same, but in the same general direction.
You can hide in debris fields, btw. They reduce your profile like asteroid fields and ring systems do.
It would be nice if the player could tell the difference between a looted and pristine debris fields (on the map, at least).
Idle question: Will the new scavenge-once generate the same amount of loot as we currently would by scavenging the field multiple times, or only as much as the current first scavenge?
(i.e. are we sucking up more of the field at once, or is it the same as current except we're blocked from scavenging multiple times?)
Also, a thought: It would be a nice bit of QoL if aborting the scavenge (or having it blocked due to nearby enemies) reset the ability cooldown, so you don't have to wait to try again.
It would be nice if the player could tell the difference between a looted and pristine debris fields (on the map, at least). I like having them stick around, but it's less fun to waste time traveling to one you already explored. Presumably, one of your staff keeps track of that sort of thing.
BTW, another nice streamline feature were if "take all" would work like this:
Click once -> take as much as fits into the cargo space/tank, leaving behind the least valuable commodities (ores, metals, etc) and excess fuel.
Click twice -> really take everything.
The button could first say "fill hold" and then "take all", to avoid confusion.
Or alternatively, shift+"take all" would just fill up your cargo hold, equivalent to filling up your hold with a single commodity with shift+click. I think that's more obscure, though.
Also, a thought: It would be a nice bit of QoL if aborting the scavenge (or having it blocked due to nearby enemies) reset the ability cooldown, so you don't have to wait to try again.
I actually kind of like not having that be *so* streamlined and it taking a bit of in-game time. Though perhaps Scavenge should instead take a few second to activate and not have a cooldown; not entirely decided on that.