With every ship of a single design type produced, the Shipyard's efficiency increases - eventually, after a thousand or so ship spawns, the resource consumption to produce that specific kind of ship is at, say, 20% or some other low number (ie: you can make five ships or more with the same amount of resources). This would encourage players to utilize smaller blueprints at smaller shipyards, as larger ships take longer to build and take more resources, thus reducing how easily the design can be trained.
Eh, I don't like this. Resources not being 1:1 would, IMO, seem very weird, especially in StarMade.
I would suggest power and build time, with attacks/sabatoge possibly disrupting the build, wasting these. Maybe if these were somehow worth more, or you could use
faction points to speed up building, and you want to avoid losing these?...
(Having a bunch of shipyards churning out drones, and one for big projects that churns through lots of FPs, would IMO still fit well for an RTS feel, like experimentals in SupCom.)
I've always felt that salvaging a ship shouldn't give you 100% return. I would like to see this change to salvaging irrespective of any shipyard manufacturing bonuses. Perhaps, a 10-20% chance of a block becoming scrap when salvaged with a ship, and 5% chance of scrap when salvaged with Shipyard.
Eh. I would prefer no RNG.
-Use factory recipies to calculate the resources a block is worth, and have a buffer on the entity if salvaging gives a non-whole-number unit of resources.
I am not 100% sure about the salvaging not giving 100% as well, as it takes 50% system HP being trashed already.