So, in chat there has been a little discussion about how it may be possible to adjust salvaging mechanics to more or less prevent planeteating.
IMHO, planet-mining from space in and of itself isn't that bad, so making planets immune to salvaging is not an option. So here is my 2-step idea that may fix the issue, ofc everything should be configurable, if that is possible.
So here is the 1st step, that at first seems to have nothing to do with the problem at hand:
So that was step one, it seems completely unrelated, but is required by step 2 to prevent it from completely ruining salvaging on planets, so without further ado, here comes step 2: {random rhyme}
I think everyone can see why step 2 without step one would completely kill off salvaging on planets, as the salvage-beams cannot pass through blocks, whereas step 1 allows for AOE salvaging, even below the surface.
Opinions? Improvements?
IMHO, planet-mining from space in and of itself isn't that bad, so making planets immune to salvaging is not an option. So here is my 2-step idea that may fix the issue, ofc everything should be configurable, if that is possible.
So here is the 1st step, that at first seems to have nothing to do with the problem at hand:
Allow salvage-beams as secondary systems on the standard weapons(cannon, beam, missile, pulse).
Depending on the ratio of primary-secondary, a part of the damage will be turned into salvage damage.(A configurable multiplier[maybe dependant on the primary?] will be applied to the salvage damage, to compensate for some blocks having more salavage-hp than damage-hp)
AOE effects of e.g. missile, pulse or explosive-effect will also be applied to the distribution of the salvage-damage(but not across multiple entities). Ofc the salvage-damage is applied before the normal damage. (damage to shields is calculated before everything else though)
Important configurable option(default: on): blocks will not be harvested by such weapons with salvage beams as secondary systems(unless the scrap-flag is set on the hit entity[also configurable exception]), but instead only ores will be extracted.
(I am aware that the damage-beam:salvage-beam combo seems useless in that regard)AOE effects of e.g. missile, pulse or explosive-effect will also be applied to the distribution of the salvage-damage(but not across multiple entities). Ofc the salvage-damage is applied before the normal damage. (damage to shields is calculated before everything else though)
Important configurable option(default: on): blocks will not be harvested by such weapons with salvage beams as secondary systems(unless the scrap-flag is set on the hit entity[also configurable exception]), but instead only ores will be extracted.
So that was step one, it seems completely unrelated, but is required by step 2 to prevent it from completely ruining salvaging on planets, so without further ado, here comes step 2: {random rhyme}
Make blocks on planets irremovable by salvage-beams, ores of hit blocks may still be extracted though.(configurable[default: on])
I think everyone can see why step 2 without step one would completely kill off salvaging on planets, as the salvage-beams cannot pass through blocks, whereas step 1 allows for AOE salvaging, even below the surface.
Opinions? Improvements?