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And if you want a logical explanation... its a ship from a faction you don't belong to. With a SoS beacon or signal and you practically stealing it, you're a bad person and all that.
Sounds BS but if you think about it, its at least making sense.
Honestly, its just a balance system. The game allows you to deconstruct owned equipment without any loss. That is a huge deal in games like this. Most don't, because it can be largely unbalancing if you come across a large stash of gear.
In a game where the entire point is to feed from gear stash to gear stash. They needed a way to slow down resource accumulation. The salvage system allows for a controlled progression, without reducing loot opportunities or punishing the player by losing resources on deconstructing owned items.
And a smart ass comment is not needed either.
I am simply asking a question I have on the matter, not complaining or any other derogatory statement about the game.
The ratio of claimable to salvagable can be controlled for balance. The claimable ships tend to be few and the generally offer a lot less to loot then salvagable ships.
I will say it again, being able to claim EVERY ship you come across and gain the ability to dismantle everything without resource loss would be extremely unbalancing. And would render the industry skill and nearly every single fabrication machine, as well as the salvage mechanic, useless.
imagine Morrowind that does not allow you to take armor from enemies, all weapons dropped by enemies get "worn" effect that half damage for no reason (and like 50% chance that weapon unpickable at all), merhants are unlootable, and if you kill merchant, his entire stock evaporate.
SH at this moment implemented "such" morrowind, it fun, and somewhat balanced, but have zero replayability.
ofc game is EA stage, but at this very moment implementation of looting is outright disaster.
Sorry for stating the obvious. the smart-assery gets me sometimes.
As you said correctly, the old derelicts are part of a faction too, but its likely to be abandoned or ignored, nobody seems to care about it, but a vessel abandoned for a few turns, the faction in control of this Ship could actually repopulate it, could be a gameplay mechanic even.
But the most likely thing speaking against claiming everything is pure balance, you could deconstruct everything, much higher value than salvaging, then abandon the empy vessel without any cost but little time and manpower.
You would be overpowered after 1-2 hyperlane jumps, with a second working ship and if played well, the crew needed to man it. (one person is enough actually so yeah, more than unbalanced imo)
So yeah, just as stated by the guys above.
e.g. if we had ship points, we could claim a claimable ship and dismantle it completely to get back whole blocks. But if we don't, we had to abandon it and suddenly it became a "derelict" that we could only salvage for crappy scraps?
It would be good if the two concepts are merged under a single ship part damage model. i.e. we won't have a strange double standard between salvaging a derelict vs dismantling a claimed ship, but we still maintain the distinction, via degree of damage.
Some ideas in points
Main idea: unify owned/claimable ships and derelicts with a common damage/salvage/repair model of the parts.
- No difference between "claimable" ships and derelicts.
- Separate the concept of claiming a ship (which can be just for salvaging it) from actually integrating it into the fleet. You can only jump with ships added to fleet. any claimed ships which are not added to fleet will be abandoned when you leave the system (though you can return to claim it again). It is kinda silly now that if you used up all your ship points, you cannot dismantle a claimed ship to get proper blocks, but had to turn it into a derelict and get scraps instead.
- make "salvage" a macro order to dismantle anything in a ship, rather than some derelict-only special action. iow, possible to dismantle a "derelict" fully, just a matter of whether it is worth the efforts. The things returned (blocks or scrap) depends on the damage level of the part.
- there can be a threshold to damage to ship parts. "light damage" which are repairable without material replacement (e.g. just need manpower, or maybe tools), vs "damaged" which means it is beyond repairs and must be replaced.
- Undamaged/light-damaged parts when salvaged/dismantled still give back proper materials.
- "Damaged" parts or hull when dismantled(salvaged) do not give back proper source materials, they only give back scraps (as derelicts do now). The level of damage could determine how much scraps is given back (assuming each scrap represents around 20% of the damage. given that it takes 5 scraps to be recycled back into a block )
- Any claimable ship/derelict can have a mix of damaged parts and light/undamaged parts. This can actually be used as a basis for damage/repair model for the player's own ship.
- damaged parts do not function normally. e.g. damaged hull will leak air, walls/floor cannot have anything built on it, damaged facilities/infrastructure do not function etc.
- Thus, while it is possible to still fly a ship with damaged parts, it will prob still require the important systems/rooms to be undamaged/repaired, and if the claimed ship is very damaged, it could cost more time to repair it than building a ship anew (though you WILL get back extra resource scraps)
- additional. to model the extra-extra efforts to make a "derelict" ship space worthy, there can be "rubble" type of attachments to ship parts which doesn't even give back enough to form scraps, but needs to be cleared to make the part usable. e.g. "alien growth matter" can be considered a kind of "rubble" that needs manpower to clear before the walls/floor can be used normally.