5.0 Salvage mechanics - possible huge shipyard exploit?
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5.0 Salvage mechanics - possible huge shipyard exploit?
I think many players experienced absolute clusterf*ck and happends around player shipyard, if you allow multiple factions, hostile to eachother to buy ships from you SY, but to beat the living sh*t out of eachother just when barrely steping out of SY.
Now this insanity could once again boots SY profitability, by putting recycle station on the the SY and having free and constant fresh scrapyard all arounf your SY.
Now this insanity could once again boots SY profitability, by putting recycle station on the the SY and having free and constant fresh scrapyard all arounf your SY.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
I'm kind of hoping this is a thing.
First place I installed the Salvage production modules on is my PHQ with a Wharf churning out ships for all-comers.
Assigned a Manticore to do salvage for the station and waiting for the wrecked junk to roll in ..
.. Well, that is when they get salvaging to work.
First place I installed the Salvage production modules on is my PHQ with a Wharf churning out ships for all-comers.
Assigned a Manticore to do salvage for the station and waiting for the wrecked junk to roll in ..
.. Well, that is when they get salvaging to work.
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CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)
Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
It is the same thing If you feed their economy and recycle their wreckage. Maybe better efficiency? Since you don't need wasting time in wreckage transportation.
But the result is close enough.
But the result is close enough.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
Indeed, it is no more an exploit than creating a conflict then selling ships to replace the losses.
Right on commander !
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
not an exploit, just business! ill defo need to play a teladi when i do this. proffiittttzzzz
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
Try having TRI go to war with everyone (or BUC vs HOP vs PAR) + CUB/ZYA war + TER vs ARG/ANT and let everyone buy from your SY.
It's absolute hilarious mess - I don't even teleport anywhere near my shipyard as I'm afraid a stray shot might aggro my shipyard to start murdering my rowdy clients.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
The exploit is to sell to more than one faction from your shipyard. Restrict trade to 1 waring faction and the "exploit" is gone.mr.WHO wrote: ↑Sat, 22. Jan 22, 23:15I think many players experienced absolute clusterf*ck and happends around player shipyard, if you allow multiple factions, hostile to eachother to buy ships from you SY, but to beat the living sh*t out of eachother just when barrely steping out of SY.
Now this insanity could once again boots SY profitability, by putting recycle station on the the SY and having free and constant fresh scrapyard all arounf your SY.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
That's why players should be able to make conflict illegal in their systems, having no punishment for destroying aggressors and maybe some fun gameplay mechanics added along with it...
or make "Police Sector" command actually have a use for it. Kind of why i want to see civilian ships added as well as piracy fleshed out more.
or make "Police Sector" command actually have a use for it. Kind of why i want to see civilian ships added as well as piracy fleshed out more.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
It's not working now? Just curious as I have not jumped into the beta.alt3rn1ty wrote: ↑Sun, 23. Jan 22, 00:52I'm kind of hoping this is a thing.
First place I installed the Salvage production modules on is my PHQ with a Wharf churning out ships for all-comers.
Assigned a Manticore to do salvage for the station and waiting for the wrecked junk to roll in ..
.. Well, that is when they get salvaging to work.
If you want a different perspective, stand on your head.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
The salvager ships are not automatically working in the Beta atm. You can order them manually, though but there is a bunch of other early Beta shenanigans going on with this feature.
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
Producing 240 Claytronics and 600 Hull Parts from Scrap Metal requires 138k Energy Cells. With that amount of Energy Cells you could produce about 25 as much by convential methods!mr.WHO wrote: ↑Sat, 22. Jan 22, 23:15I think many players experienced absolute clusterf*ck and happends around player shipyard, if you allow multiple factions, hostile to eachother to buy ships from you SY, but to beat the living sh*t out of eachother just when barrely steping out of SY.
Now this insanity could once again boots SY profitability, by putting recycle station on the the SY and having free and constant fresh scrapyard all arounf your SY.
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
I was under the impression that salvage was a new and perhaps less efficient alternative resourcing method for those (less-reputable) factions that would struggle to obtain sufficient (or any) strategic resources by more conventional means.
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
This would actually make a lot of sense. Since the AI can't cope with this exploit this would be the best course of action. Also very easy to implement to the game.
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
The NPC factions really need strategic AI that they temporarily blacklist specific player shipyards should they have issues with the newly built ships dying near the shipyard.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
Or don't purchase ships from the shipyard that allows their rival's purchase.Imperial Good wrote: ↑Sun, 23. Jan 22, 21:32The NPC factions really need strategic AI that they temporarily blacklist specific player shipyards should they have issues with the newly built ships dying near the shipyard.
Re: 5.0 Salvage mechanics - possible huge shipyard exploit?
This. Even both factions should blacklist the player station if it is selling to enemy factions.flywlyx wrote: ↑Sun, 23. Jan 22, 22:30Or don't purchase ships from the shipyard that allows their rival's purchase.Imperial Good wrote: ↑Sun, 23. Jan 22, 21:32The NPC factions really need strategic AI that they temporarily blacklist specific player shipyards should they have issues with the newly built ships dying near the shipyard.
Is that simple that might delve in the md files myself with the limited knowledge I have to look at it if can be fixed!!!!!