+1 I would actually like to be able to carpet bomb things with planet eating salvage nukes!I can get behind using Salvagers as an Effect (ie: current salvage setup is a "defensive/utility" effect). It would be very interesting to see if the system could remotely support a computer both being able to be used as a primary (ie: with slaves) AND as a tertiary, albeit not at the same time.
And it is still likely to be a no. It's like trying to use a bandaid as a weapon. :P By quickly ripping it off the person's arm.I vaguely remember a thread like this on the old forums, pre-weapons update, so, at least an argument could be made at that time. IIRC, the answer was still a resounding no.
Or you know, schema could re-balance it so normaly salvaged blocks have 200 health and everything else has 10,000.Salvagers do not use normal damage mechanics at all.
For salvagers every block as 200 salavage HP regardless of which type of block it is. mesh and hardened armour etc.... Each salvager with slaves has a different amount of damage per block for a salvage/cannon system its 1 salvage damage per block, if I remember correctly has a ROF of 40 per second 4 times faster than any cannon/cannon. a salvager/cannon system with 100/100 will salvage 40 blocks per second of anything. For giggles my current titan build has a 31 set array of these. That's a massive 1240 blocks per second salvaged far better than any gun/beam weapon. Impossible to stop, easy to target and uses vastly less energy than the guns and chews through hardened armour just as fast as it chews through alloy mesh. This salvage array is only 6200 blocks big. If you used guns or beams that would give you 62,000 dps enough to kill 62 hardened armour blocks a second instead and requires 620,000 e/sec. Way OP compared to guns/beams even with effects and the penetration available now unless you were hitting something with 5hp.
If you allowed salvage to work against a ships in combat even if you needed to knock down the shields first, all combat ships will be reduced to.
Ships with large waffle salvagers causing massive lag, with anti missile turrets and ion weapons. You can't hit me with missiles, I drop your shields with large ion weapons backed up by ion turrets to keep the shields down then I salvage you to death. I not only get to kill you I get to keep every single block since none of my other weapons destroy a single block.
I am however not saying salvaging weapons would be bad exactly but you would have to make a lot of changes to them usually in the area of nerfing them a lot before it would be close to balanced. Which would probably nerf mining.... which people think is slow enough as it is.
I do however like the idea of a missile/pulse/salvager. To use against inactive objects like asteroids.... Might cut down on lag but it would also be somewhat OP for salvaging.
Except that this isn't a zero sum game. You can always add more. Heck, for anything bigger than a shuttle you'll often end up with empty space inside your ship anyway. Why not use that empty space instead of just letting it sit there because you have some weird notion that giving a combat vessel some bare bones utility is going to somehow make the weapons stop working right?That doesn't invalidate the fact that all things being equal, the dedicated warship will beat the ship that isn't. If I have 100 blocks of weapon, and you have 50 blocks of the same weapon plus 50 blocks of salvager, I will out damage you, you will out salvage me.
Once more, this doesn't invalidate my point: With all things being equal, the dedicated warship will beat a non-dedicated one.Except that this isn't a zero sum game. You can always add more. Heck, for anything bigger than a shuttle you'll often end up with empty space inside your ship anyway. Why not use that empty space instead of just letting it sit there because you have some weird notion that giving a combat vessel some bare bones utility is going to somehow make the weapons stop working right?
Assuming you have a faction member who wants to do nothing but play mop-up, and that all of your battles are short enough where the overheat timer doesn't run out on the first kills before the last ones are done.Once more, this doesn't invalidate my point: With all things being equal, the dedicated warship will beat a non-dedicated one.
You want to shove a salvager onto your ship because you have five blocks worth of space left? That's fine. But personally I'd rather have a dedicated salvager that I can bring after the battle, or perhaps a friend who can follow in my wake.
Yes, we've established that minmaxed ships win battles, you don't have to reject something because of it. It's technically a hindrance to have decorative blocks on your ship, but schema's taken up dozens of precious block ID's for them.Once more, this doesn't invalidate my point: With all things being equal, the dedicated warship will beat a non-dedicated one.
You want to shove a salvager onto your ship because you have five blocks worth of space left? That's fine. But personally I'd rather have a dedicated salvager that I can bring after the battle, or perhaps a friend who can follow in my wake.
True, but I'm arguing with the original post in mind. From the OP's suggestion, you'd need a massive salvager to be able to start slurping off blocks AND you have to have down their shields. So you are not a dedicated salvager if you have weapons big enough to deal with a serious threat, nor are you a dedicated warship because it'd be nuts to go salvaging with a salvager that's just thrown into the ship to take up the last few spaces.Yes, we've established that minmaxed ships win battles, you don't have to reject something because of it. It's technically a hindrance to have decorative blocks on your ship, but schema's taken up dozens of precious block ID's for them.
You don't always get to choose your participation in a fight. If, in the current game, my asteroid salvager gets ambushed by a larger warship with jump inhibitors, I'm very likely going to die. That's OK, that's the trade-off of being in a non-combat ship during a fight with a combat ship.That is the point I am trying to establish, the idea of the salvager being a weapon would not be useful. Unless your salvager ship is on the level of titans. Otherwise you don't have the weapons to down the shields of an attacker to be able to use your salvagers or you've got guns big enough to take out your target, but a dinky salvager that probably won't save many, if any, blocks at all.
As for things being equal, it's not artificial or enforced at all. If you get jumped on by something many times your mass, are you sticking around or running? It's generally a bad idea to stick around if you're at a serious disadvantage. And if you're attacked by something that can't even down your shields, how likely are you to swat it out of space like the annoying bug it is?
An equal fight is one of those ones where you get to decide if it's worth it, the two above scenarios are pretty much decided from the get go. So in that situation, where the ship masses and pilots are roughly equivalent, the guy who brought more weapons/defenses/effects generally wins, even if the differences are only a few blocks.
So, I get your point (my mining ships have weapons stock, too), but what exactly about my suggestion is unbalanced or upsets the game? Is it just the idea alone that offends you, but nothing mechanically? I can't really see anyway that it can be abused, and it adds flexibility to the game. More flexibility in a sandbox game is a plus in my book.Yeah, sorry man, but no.
If you decide to make a ship with no offensive weapons, then that is a decision you made, and you have to accept the consequences of that decision. My argument earlier about warships having rudimentary salvage arrays works the other way around. The cost in space and power for sticking some cannons on your miner are negligible as well.
Heck, on my server I'm one of the big dogs, so I try to help new people to the server by giving them free starter mining ships if they simply come to my station to claim them. Its not big, its not pretty, it has no shields, but you know what it has besides salvage arrays? A pair of cannon turrets so that it can at least do some return damage while it runs away.
Give your mining ship real weapons. If its an RP decision to not give it weapons, then you have made the RP decision not to have weapons, you don't get to waffle out of that by trying to make the salvager into a weapon.
Yawn. I looked for something constructive, but became bored. Good attempt at a non-civil discussion, I guess.Salvage is for picking up scrap.
Weapons for making scrap.
Want to make scrap?
Use weapons.
Want to pick up scrap?
Use salvagers.
Want to do both?
Put both on your ship, nothing stopping you.
But that doesn't look pretty!
Poor baby, next you'll be asking for salvage missiles or nuclear lasers or armoured shield blocks?
this starmade player has obviously never met the legendary berserker Urist McMiner... or even Urist McAdministrator for that mater considering the last time my one went berzerk she killed an entire treehugger trading convoy and was later given a medal for bravery and services to the fortHere, we don't use shovels, pick axes etc as weapons because they are tools first and not suitable unless no weapons are available.
Majority of the time they are too heavy and not fit for that purpose if a weapon is readily available, hell try swinging a pick at someone, they'll knock your block off unarmed in the time it takes you to get it in position for a swing.
Ah, constructive criticism with marginally less vitriol - not perfect, but I'll take it :DAlrighty, you want me to waste time on constructive?
Here, we don't use shovels, pick axes etc as weapons because they are tools first and not suitable unless no weapons are available.
Majority of the time they are too heavy and not fit for that purpose if a weapon is readily available, hell try swinging a pick at someone, they'll knock your block off unarmed in the time it takes you to get it in position for a swing.
As for other games, half lifes crowbar is primarily a weapon first with edge cases for causing more damage to scenery or headcrabs.
Majority of games completely separate resource/utility tools from weapons, the few games that allow it either have the damage significantly reduced or cause unarmed levels of damage, usually with a large downside (eg attack speed).
It's possible, but no, you wont do it because again its not fit for purpose (aka the devs don't really want you to do that, but they let you).
99% of the time you'll switch to a suitable weapon, unless you panic and fumble like a screaming teenage girl.
From everything I've read it basically boils down to 'I want to make a combat miner without weapons'.
You've already got the tools for a combat miner, its not a 'oh I don't have enough space in my inventory' thing, its a 'im too lazy to put weapons on it' thing.
<citation needed>Majority of games completely separate resource/utility tools from weapons, the few games that allow it either have the damage significantly reduced or cause unarmed levels of damage, usually with a large downside (eg attack speed).
Sure, if I have to choose between a shovel or a gun to fight an intruder in my home, I'm not choosing a shovel. But that's not my point. If I'm out digging a hole and I see a dangerous snake, I can tell you from experience the shovel does just fine at killing that snake. If I have a shovel out in the field and incidentally have to chop a tree root, or pound a stake, or lever a branch, or brain a varmint, I can do that. Implements in the real world are versatile, but come with trade-offs that make them most useful in certain situations.Here, we don't use shovels, pick axes etc as weapons because they are tools first and not suitable unless no weapons are available.
Majority of the time they are too heavy and not fit for that purpose if a weapon is readily available, hell try swinging a pick at someone, they'll knock your block off unarmed in the time it takes you to get it in position for a swing.