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Yea, benefit of huge ships is you can smash them to bits as if they come from battle, and still have plenty left to work with.
Another cool thing could be biological contaminants, and learning story behind what happened to the ship and how it got in that state.
Love all this. Would love to know the story of a grand ship with space battle damage and wondering why they've put the magnificent lady on the chopping block.
https://youtu.be/zuifrXlfG_w
Q: What are the ships releasing in Early Access? What are their differences besides size?
A: The Mackerel and the Gecko(formerly known as the Salamander) are the first ships in Early Access. Each comes in a variety of roles / functions that dictate how they're configured and what kind of salvage you'll find inside them. The Mackerel currently has three such "variants" and the Gecko has two. We'll let you discover what those roles are. :wink: And more roles for both are coming in Early Access. In terms of size difference, the Mackerel can be between 20 to 30 meters, and the Gecko is between 50 to 60 meters.
Q: What is the largest planned vessel for the game at the moment?
A: We're aiming for 100+ meters. There are obviously technical constraints we need to work within, but that's the target!
I was thinking much bigger scale, even if you only got a 'fraction' of a full capital ship it be cool.
Imagine a story event, something went critical on a Captial class ship, its a REALLY huge ship so they bringing it back to you in smaller chunks rather than whole thing at once.
Mission has 3 goals
1: Salvage mission critical data, eg maybe top secret files/blackboxes on board
2: Salvage unique critical components/ experimental top secret hardware.
3: To figure out what when wrong and why it failed.
All of this would tell a story of a single ship, its crew, and it secrets
I assume you mean corpses, which would be pretty grim, but interesting. But how about alien infestations that you can carefully dispose of, or dispatch Deadspace style?
You're a salvager, not a viscera cleanup detail :P
But finding a mummified stow-away in a crawlspace wouldn't be out of the question...
Corpses hidden away in unusual places.
Unidentified Alien growth that needs to be destroyed.
Viral Contaminant Risks that need to be handled very carefully.
and many more posibilties
Sure, but if a ship is still pressured then it means it wasnt cleaned up before...because why would they put it under pressure again and even lock the airlocks behind them if the ship is marked for scrapping? " Ok finished with the cleaning. Lets make it for the next guy as hard as possible to scrap this ♥♥♥♥. Put Rooms 3, 6 and 9 under normal atmosphere and then lock the airlock so he cant open it, that will be so great!". Yeah...o_O.
So normally if you are the first one to open the ship...and there was some catastrophic failure...you should expect at least sometimes...well...corpses floating around. Be it in some unappetizing state or well...*cough* Popsicle.
Except the crew always jumps out of the airlock and are nice enough to lock it behind them to then finally die in space. Just not to bother some future mechanic with their corpse.
I mean...thats really kind of them and I really appreciate it that they think so much about the poor guy and dont want to make him some problems with their corpse...but I would somehow think they have better things to do in such a situation...for example fighting for their life. XD