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src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md

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@@ -14,7 +14,7 @@ Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage
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Throughout the years of SS13 and SS14 there have been multiple types of "Salvage Specialist"-type jobs and mechanics, far too many to list exhaustively here. In SS13 the main ones were Shaft Miner, Lavaland and Bitrunner. For SS14, it's been Magnet Pulls, Space Debris, Expeditions and Vgroid.
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At its core, Salvage is meant to be a "resource generator" job. A resource generator describes a role that creates new resources for other roles to take advantage of; Cargo is an obvious one with its bounties and cash (turning into purchased products and some materials), and another is Botany with its produce (turning into reagents and some materials). Salvage in SS14 has primarily focused on lathe materials, with some being soft- or hard-locked behind the job such as silver or uranium. BreakSalv intends to continue with this specialization as it fills a niche that other resource generators do not, providing high volumes of basic materials and rare materials difficult to acquire elsewhere.
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At its core, Salvage is meant to be a "resource generator" job. A resource generator describes a role that creates new resources for other roles to take advantage of; Cargo is an obvious one with its bounties and cash (turning into purchased products and some materials), and another is Botany with its produce (turning into reagents and some materials). There is an inherent sense of accomplishment in this kind of gameplay as the resources created are appreciated by other players and the supply can influence the round in notable ways. Salvage in SS14 has primarily focused on lathe materials, with some being soft- or hard-locked behind the job such as silver or uranium. BreakSalv intends to continue with this specialization as it fills a niche that other resource generators do not, providing high volumes of basic materials and rare materials difficult to acquire elsewhere.
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Something that has been a recurring pattern with both SS13 and SS14 implementations of Salvage is their unavailability. Whether it is Lavaland, Expeditions or Vgroid, there has been a strong focus of having Salvage leave the station in favor of a highly challenging environment. This has given Salvage a bit of an identity as being something hardcore PvE players engage with, but also came with the downside that said players effectively "disappeared" from the round, not caring about station events and being difficult to reach for antagonists - or if one of the Salvagers were antagonists, having an extremely easy system to dispose of their fellow Salvagers. This has been felt potently in SS14 where there were periods of the game where Salvage used shuttle gameplay to effectively leave the station for the entire duration of the round, creating their own medical treatment and lathes, getting antagonist-level loot and using Cargo's purchase mechanic to completely bypass interacting with the rest of the station.
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@@ -166,7 +166,7 @@ There are a few things that BreakSalv is intentionally trying to avoid:
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- Isolationism. While Salvage operates on the outside of the station, since the focus is on magnet wrecks and the shredders Salvagers do not have much reason to leave the station proper. At worst a Salvage team may occasionally need to leave the station grid to retrieve a wreck that has spawned further out, but this is only intended to be a temporary excursion lasting for the duration to get out there and towing it back. Salvage should be expected to be found in the Salvage Bay at a level similar to Botany and Xenoarch.
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- Easy sabotage/round removal features. BreakSalv doesn't intend to solve the strategy of just yeeting a dying body into space, but otherwise the equipment used for BreakSalv shouldn't be highly efficient antagonist/griefing strategies. The industrial shredders can damage things but aren't as fast as just stabbing someone with a Syndicate weapon, and the separation charges should be as easy to interupt as trying to disconnect a grid using an RCD.
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- Overabundance of materials. All wrecks should follow guidelines for how many resources may be on them and what loot may be found such that a competent Salvage team can't make Cargo completely redundant. Similarly, Cargo itself shouldn't make Salvage's work redundant to the station. Said guidelines should be constructed through playtesting to find the sweetspots and aren't covered in this proposal.
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- Spawning in wrecks, grabbing loot and de-spawning them: That's not to say a wreck can't have a _little_ bit of "loot", i.e. equipment/cosmetics only benefitting Salvage. But the wrecks and the rewards should be balanced such that it's not desirable for Salvagers to just spawn in a wreck and not actually work on or shred it.
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- Spawning in wrecks, grabbing loot and de-spawning them: That's not to say a wreck can't have a _little_ bit of "loot", i.e. equipment/cosmetics only benefitting Salvage. But the wrecks should be balanced such that it's not desirable for Salvagers to just spawn one in and not actually work on or shred it, forgoing the station-supporting gameplay for selfish rewards.
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### BreakSalv in detail
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