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Author Topic: Salvaging needs an expansion.  (Read 1694 times)

Linnis

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Salvaging needs an expansion.
« on: April 08, 2022, 11:15:43 AM »

As of the current build salvaging is very lack luster. There is no deeper gameplay aside from a simple stat and some button presses to get the loot. The end result is just more chore than fun, having to hit salvage after a battle has no gameplay behind it.

The salvaging skill in the campaign should take longer, forcing the player to sit still while other events may happen. Be it pirates or other scavengers spawning (Redacted or Drones as well), or multiple stages of risk vs reward as the player spend more and more time in the debris field.

Because we currently already have salvage directly post battle. Another salvage menu to dig through seems pointless.

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intrinsic_parity

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Re: Salvaging needs an expansion.
« Reply #1 on: April 08, 2022, 11:35:21 AM »

I think salvage is more meant as a reward for other gameplay, rather than gameplay in itself. I agree that having debris fields feels a bit redundant since you already get salvage directly from most interactions, but my solution would be to make debris fields cosmetic and have all salvage come directly from the combat/interaction. I don't the salvaging skill is necessary at all.

Forcing the player to sit for a period of time while salvaging makes it much more of a chore. 90% of the time, there is nothing around to threaten you and you would just be sitting there doing nothing.
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Morrokain

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Re: Salvaging needs an expansion.
« Reply #2 on: April 08, 2022, 04:08:22 PM »

Another possible solution would be to greatly increase the quality or perhaps less ideally the size of the rewards and also greatly increase the risk - like even ship damage or instant pirate or salvager ambush or something.

This avoids the slowdown that a progress bar would add but makes salvaging a more difficult decision and less of a chore.
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Megas

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Re: Salvaging needs an expansion.
« Reply #3 on: April 08, 2022, 05:02:39 PM »

Debris fields from combat between NPCs let player pick up free loot like a vulture.

My only complaint about salvage is I have no idea how big some of the salvage is before looking.  It can be few scraps or a gigantic loot bomb that the player will need to leave much of it behind.

Forcing the player to sit for a period of time while salvaging makes it much more of a chore. 90% of the time, there is nothing around to threaten you and you would just be sitting there doing nothing.
Yes, I would not want to wait to salvage either.  During the times when hostiles are near and time is critical, the game prevents looting and other activities.  No need to add tedium to a mundane task.

If cargo space was not a concern, I would like looting even more streamlined by having loot automatically sucked into the ship and collected, but no way that will happen with limited cargo space and loot bombs.
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Kakroom

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Re: Salvaging needs an expansion.
« Reply #4 on: April 09, 2022, 01:12:16 PM »

A way to solve the redundant salvage screen might be an option to bypass the assess->begin salvage->take all->confirm and continue process for debris fields and instead immediately deposit whatever's inside directly into your inventory.

Of course you would not be able to pick and choose what you received. Which might be irritating in the case of things like mining stations with random loot stacks of 10000 ore.
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Linnis

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Re: Salvaging needs an expansion.
« Reply #5 on: April 09, 2022, 03:43:42 PM »

Well that's why I said during salvage time, the game can spawn in fleets to attack the player. Of course there has to be a counter so you can't infinite loop the thing.

This basically makes it an actual game mechanic that has interaction. A smaller salvage fleet might be able to run away or disengage etc etc.


Or like megas said, buff salvaging action and skill so that playing scavenger (not exploration scavenging) actually is worth the time and an alternate playstyle.
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intrinsic_parity

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Re: Salvaging needs an expansion.
« Reply #6 on: April 09, 2022, 08:25:51 PM »

I don't think scripted enemies showing up every time you salvage would work.

First of all, it's kind of gamey and immersion breaking (I'm in the middle of nowhere and haven't seen a soul in days, and have flown around this system without seeing anything, but if I salvage something, a pirate fleet shows up without fail? Where did they come from?).

Also, there are implementation issues, for instance, should the pirates scale with your fleet so that the combat is relevant? If so, then you will have to have massive pirate armadas constantly showing up out of nowhere in late game. If no, then you just add another chore to salvaging.

Also, when you kill the fleet that shows up and salvage it, does that spawn another fleet?

I don't mind trying to make sure that salvage is accompanied by combat, but it should be done by having salvageable things in the proximity of existing enemies (which works fine with existing mechanics), rather than scripting enemy spawns every time you salvage. The game already kinda does this with those systems full of scavengers. I would like more of that.

Also, I don't mind explicit salvage traps, like where you salvage and then get a message that it was a trap and a pirate fleet is inbound, but that can easily be done with existing mechanics IMO. No need to make me sit for 5 seconds doing nothing every time I salvage something.
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Linnis

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Re: Salvaging needs an expansion.
« Reply #7 on: April 12, 2022, 06:02:55 PM »

First of all, it's kind of gamey and immersion breaking (I'm in the middle of nowhere and haven't seen a soul in days, and have flown around this system without seeing anything, but if I salvage something, a pirate fleet shows up without fail? Where did they come from?).

Well, just like how every fleet that is spawned in the game currently is out of approximation. Simply do calculation of distance from other colonies or bases. By using the salvaging skill, you can simply have a snippet of text by saying something in the lines of "By setting up a proper salvaging operation, the operation will emit lots of signals that any sensor in the system can pick up, thus altering whoever is running them."

Also, there are implementation issues, for instance, should the pirates scale with your fleet so that the combat is relevant? If so, then you will have to have massive pirate armadas constantly showing up out of nowhere in late game. If no, then you just add another chore to salvaging.

That's all in the spawn algorithm. If player is in habited system with lots of fleet presence, then don't spawn fleets that are enemies to who is already there. The whole process might most of the time not even spawn any enemies and that is fine.


Also, when you kill the fleet that shows up and salvage it, does that spawn another fleet?

Again, in the algorithm. If a fleet has spawned recently then simply don't spawn another one.


Also, I don't mind explicit salvage traps, like where you salvage and then get a message that it was a trap and a pirate fleet is inbound, but that can easily be done with existing mechanics IMO. No need to make me sit for 5 seconds doing nothing every time I salvage something.

The whole thing is sitting there for 5 or more seconds builds tension in that any moment, a fleet might appear to attack the player. The attacking fleet size could be equal, or even greater, depending on who is sending the fleet.

 Say, the player is salvaging the remains of a huge battle in the system right next to Jangala while hostile to the Hegemony? Big kill fleet comes after the player. This is a chance for extra loot followed by a hard battle, perfect gameplay mechanic.

Again, I feel that this might be a great addition to the trade/bounty/exploration way to play the game. I mean salvaging should fit the whole, sector in decline feel of the game right?
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Vundaex

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Re: Salvaging needs an expansion.
« Reply #8 on: April 14, 2022, 06:15:52 PM »

Auto-salvage + filter (don't grab this or this) without breaking the limit.
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