5.0 Salvage mechanics - possible huge shipyard exploit?

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mr.WHO
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5.0 Salvage mechanics - possible huge shipyard exploit?

Post by mr.WHO » Sat, 22. Jan 22, 23:15

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.

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alt3rn1ty
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by alt3rn1ty » Sun, 23. Jan 22, 00:52

:D 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.
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by flywlyx » Sun, 23. Jan 22, 05:48

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.

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by Geek » Sun, 23. Jan 22, 07:13

Indeed, it is no more an exploit than creating a conflict then selling ships to replace the losses.
Right on commander !

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by dougeye » Sun, 23. Jan 22, 08:13

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?

Post by mr.WHO » Sun, 23. Jan 22, 10:40

Geek wrote:
Sun, 23. Jan 22, 07:13
Indeed, it is no more an exploit than creating a conflict then selling ships to replace the losses.
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.

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by Panos » Sun, 23. Jan 22, 11:03

mr.WHO wrote:
Sat, 22. Jan 22, 23:15
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.
The exploit is to sell to more than one faction from your shipyard. Restrict trade to 1 waring faction and the "exploit" is gone.

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by taztaz502 » Sun, 23. Jan 22, 12:07

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.

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by Slashman » Sun, 23. Jan 22, 13:30

alt3rn1ty wrote:
Sun, 23. Jan 22, 00:52
:D 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.
It's not working now? Just curious as I have not jumped into the beta.
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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by Tamina » Sun, 23. Jan 22, 13:48

Slashman wrote:
Sun, 23. Jan 22, 13:30
It's not working now? Just curious as I have not jumped into the beta.
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?

Post by TheDeliveryMan » Sun, 23. Jan 22, 20:41

mr.WHO wrote:
Sat, 22. Jan 22, 23:15
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.
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!

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by Alan Phipps » Sun, 23. Jan 22, 20:53

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?

Post by SirConnery » Sun, 23. Jan 22, 21:06

Panos wrote:
Sun, 23. Jan 22, 11:03
The exploit is to sell to more than one faction from your shipyard. Restrict trade to 1 waring faction and the "exploit" is gone.
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?

Post by Imperial Good » Sun, 23. Jan 22, 21:32

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.

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by flywlyx » Sun, 23. Jan 22, 22:30

Imperial Good wrote:
Sun, 23. Jan 22, 21:32
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.
Or don't purchase ships from the shipyard that allows their rival's purchase.

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Re: 5.0 Salvage mechanics - possible huge shipyard exploit?

Post by Panos » Mon, 24. Jan 22, 12:37

flywlyx wrote:
Sun, 23. Jan 22, 22:30
Imperial Good wrote:
Sun, 23. Jan 22, 21:32
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.
Or don't purchase ships from the shipyard that allows their rival's purchase.
This. Even both factions should blacklist the player station if it is selling to enemy factions.
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!!!!! :lol:

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