Read by Council Capsule scrap

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    So a while back I was talking about PvP issues on some thread with a bunch of guys, and came up with the idea of having a system like the from the depths system. As you destroied blocks you would get a percentage of the base reasources of the blocks. (With a 5% payback, 20 mesh thruster gives 1 mesh for destroying it; 500 rammret capsule, 1000 crystal computer gives 25 rammret, 50 crystal for destroying it).
    Ok, that was then. This is a thread on that basis:
    My idea now is to add, as the title suggests, capsule scrap. Just like regular scrap, putting it in a capsule refinery turns it into the regular form. You have a small chance(configs) to get random(or based on the block mined) capsule scrap.

    The main function of scrap, however, would be in combat. When a weapon destroies a block, it calculates the percentage(from the configs) of the value of the block in capsules, mesh, and crystal scrap(I would recomend using some mutation of the salvage system using the multipliers). It then(like salvigers again) places the scrap either in the pilot's inventory or the connected storage inventory.

    Basic idea, to give more of an incentive to fight.
    Everything is test numbers, and probably configable.
     

    CyberTao

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    The thing about FtD is that ships despawn and you have no chance to salvage it. Starmade allows you to salvage, or even steal an overheating wreck, which is normally 50% or more of said ship.

    As nice as the FtD system is, SM already has a method of salvaging, one that fits better with our game.
     
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    Hm.. Good point.
    I still think it should be easier to get rewards in pvp, besides bringing out a salvage brick before the ship dies.

    The thing about FtD is that ships despawn and you have no chance to salvage it.
    But in FtD you automatically get the reasources. When ships despawn after a battle to keep the lag down. They never despawn in the middle of battle unless they get destroied, and when they get destroied you get a percent of the reasources.
     

    CyberTao

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    But in FtD you automatically get the reasources. When ships despawn after a battle to keep the lag down. They never despawn in the middle of battle unless they get destroied, and when they get destroied you get a percent of the reasources.
    The SM overheat mechanic leaves a lot to be desired tbh. The point of the comparison though, is FtD offers a guaranteed amount back per block destroyed, whereas SM offers a chance for a far greater payout, or a chance of nothing.

    If you are staging a proper attack, then it will pay to have a staging station, with either a salvager or a mule ship to make claim of the wreckage. It's more doable with fleets as well, so there is less room for excuses for being unprepared.

    You want loot? Be ready.
     

    Keptick

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    Hmmm, interesting idea. Imo I think that the ability to salvage dead ship carcasses already fulfills that role rather well. The only problem is that they often despawn too fast, so maybe just being able to remotely stop the overheat (but not reboot them) by shooting them with a core beam or something could be added.
     
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    Hmmm, interesting idea. Imo I think that the ability to salvage dead ship carcasses already fulfills that role rather well. The only problem is that they often despawn too fast, so maybe just being able to remotely stop the overheat (but not reboot them) by shooting them with a core beam or something could be added.
    What about making overheat turn them into derilictlike ships, then a longer timer until they start taking sun damage, until only the core and a few blocks are left.
     

    Keptick

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    What about making overheat turn them into derilictlike ships, then a longer timer until they start taking sun damage, until only the core and a few blocks are left.
    If it's overheating it has to disappear eventually. The reason for that is that it causes a massive bloat in the server database otherwise.

    On a now closed server, a guy kept shooting shops and killing/mining the trading guild ships that showed up (large custom ships, yes it's exploity). He was too lazy to at least shoot the cores after being done, so the server database eventually got so bloated that the server crashed and required emergency surgery to remove the tumor of floating cores in it. therimmer96 will remember this.
     
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    CyberTao

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    iirc, The despawn timer stops when the ship is unloaded? If so, sending a fleet to salvage the wrecks might be doable (via unloaded sector mechanics). And if you go with the fleet option, you can also use AI factions to come and salvage what is left behind. Only problem with that is triggering the event in which AI would send something to salvage.