Would it be possible to limit or prohibit a player from salvaging stations, ships, planetary ruins, etc. based on acquired knowledge and beliefs or whatever, which I was thinking could be handled in the same way as blueprints, or acquired directly through player skills in the appropriate trees.
My thinking was that it makes little sense that your average scavver knows his way around high-tech ships well enough to not destroy the more delicate bits, and a Pather would be more inclined to blow it to bits then accept it for their own use. This could be extended to faction ships, where someone commissioned to a specific faction knows how to disengage self-destruct protocols or whatever. In the reverse, a white-glove TT exec wouldn't stoop to feeding off of pirate scrap, and would likely blow it up due to having no familiarity with jury-rigged starship gear.
I'm currently working on ways of making pure scavenger runs more white-knuckle, starting with experimenting with everything Derelict, that's something I could conceivably do on my own starting out and pounding my head against a wall, but I dont know how to answer the first questions and this one; Would players even find this fun?
EDIT: Its occured to me that alot of these could be player RP choices for those disciplined enough to follow them, so I suppose the question is whether or not this could be made interesting in a gameplay sense, my thought is yes. Although to make this question more appropriate for the thread...
Can individual nodes in the skill tree be treated as branching trees, programatically speaking, each one a mini-skill tree dedicated to the main node. It could use story points or literally any other rebalance of skill points. The actual selection could be handled in the same way that officer promotions are handled.