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If you want to cut wrecks apart for drops you're gonna want more than one salvage laser.
Sometimes, if I destroy a ship that has thousands of tiny blocks, I'll shoot at it with my main weapons. Not to drop scrap, but to destroy as many blocks as possible quickly to try to get turrets and systems to drop.
The other time it can be worth it is with fighters. Set a carrier with 120 salvage fighters in a scrapyard, or have it follow one jump behind your main ship. In this case the objective is the loot drops, since mining fighters are a faster way to get resources.
But also just automate your salvage ship. They're not perfect but it's way better than doing it yourself. It's downright satisfying with a large carrier.
Are you saying it's worthwhile, material-wise (given that salvaged material is twice as voluminous as mined material) to equip a high power direct fire salvage turret and look for the armored spots? I have noticed that certain parts of a craft yield a lot of scrap while others... don't. What you're describing sounds like a surgical removal of high value areas identified by armor plating and ignoring the rest (making direct fire salvage turrets the way to go in lieu of autofire).
How do you tell which parts are armored? On my own ship, the armor has a sort of camouflage pattern to it, but this isn't immediately apparent on the wrecks (maybe because the camo makes it hard to see? >:D). Target the bulkier spots? I'll try that
Going to use my server hardware for a mature game. Ergo, not Avorion
You could go even more automation and captain a salvage based ship and direct it to battlefields once the fighting dies down.
I tried manually salvaging once but lost interest, just like mining having a captain ship do it for me feels "right".
If for nothing else than with thousands of fragments you want hundreds of things shooting, not two or three. So once you get to the point where you have a ship with a complement of salvage fighters you'll see the difference. Even with as little as 2-3 rows of fighters you'll clear out sectors really fast. Which shouldn't be surprising - 36 guns vs 2 is 18x faster ...
¯\_(ツ)_/¯
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To build lots of fighters quickly, claim an asteroid in the trinium/xanion regions* make a station and then just have ONE row building at a time. There's a minimum time to construct a fighter (probably around 2-2.5 mins for most xanion regions fighters), so crank it to that and no further.
You can also have each ship that is going to have them building the fighters, and not bother cranking up their production rate. (Assuming you have lots of the available material and don't mind tying up 200+k of it in something that's going to take 2-3 hours to complete.)
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NB: if the ~25 minute time it takes to build a whole row is too fast (you have to cycle through all the stations clearing that row out by moving them to another row to continue, or have to bring in a ship to take them off, which is itself time consuming), feel free to add a second row of production to slow things down to a more manageable pace.
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If you need lots of a particular mineral for the fighters, note that map-mining missions allow you to select the mineral type(s) they focus on. So this can be a good way to get lots of xanion in a hurry (for instance) (though for most large ship designs on the workshop you'll want more trinium than you currently have (no matter how much you have).
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*NPC ships are smaller in iron/titanium areas than trinium/xanion - it's baked into the game (and is part of why/how pirates get tougher as you get closer to the centre), what this means for stations is that on the outer rims traders have really small cargo bays, which means that when they do turn up they hardly make any dents into your inventory (if you're trying to sell to NPCs).
Hence there's a strong argument to be made for building any station that you want to trade with NPCs in closer to the centre.