athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jun 14, 2013 5:46:10 GMT -5
I probably wouldn't ever use them, but the salvage upgrade/officers do sound interesting. From a practical standpoint though, I think it's rather a stretch of imagination being able to extract sellable purified metals from the wreckage of battle. How would you separate the alloys, wires, alien ooze and liquified crew carcasses?
As for ship resale value at dock, does this vary based on planet economy or your faction rank? I swear I remember getting about 50% resale value before (though not every time). But in any case, remember that you are desperate to sell, so of course you will get low-balled. If you don't need the credits, might want to consider keeping the ship as a backup.
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Post by xdesperado on Jun 14, 2013 6:08:21 GMT -5
athios purification of metels/extraction of raw materials is actually very easy. Thats what recycling is all about today. As for ship trade-ins on new purchases, no I'm not desperate to sell my current ship the majority of the time. But since you can only have 20 ships, at some point you need to start selling off your earliest acquisitions to make room for the more capable ships your captain will want/need to be effective.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jun 15, 2013 5:13:05 GMT -5
Actually it's not that easy. I was surprised to learn it, but saw a mini-doc on this issue. You can only use recycled paper fibres for specific uses, or up to a certain percentage in paper products. You can only extract plastics from clean, single-material items (e.g. polypropylene from Type-5 containers). And extracting pure metals won't work well if they have similar melting temperature and chemical properties. Since almost all recycling companies are corporations instead of earth-loving hippies, if there's any trace of crumbs/grease or other contamination they will just reject the items (i.e. send to landfill), same thing for mixed material packaging, like plastic-laminated paper or cardboard inside one of those darned sealed plastic packaging. That's also why many municipalities do not accept Type-7 "other" plastics. It simply isn't worth the time/money for said companies to wash, sort or process them.
Back to the topic of ships... I think changing ships is meant to be a risky endevour to begin with, either financially if are buying at auction and have buyer's regret, or physically if you are trying to steal a ship. If you are at the point of having been able to purchase 20 ships, I doubt you care much about the credits from selling. While I also wish the resale value was higher, this really isn't all that different from traditional RPGs where as soon as you buy your new shiny sword/armor, it immediately depreciates by 90% of its value...
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Post by Cory Trese on Jun 25, 2013 3:14:43 GMT -5
Logged ST #1558 to capture the research and balancing.
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Post by Cory Trese on Jun 30, 2013 12:47:20 GMT -5
Working on this but it ends up being more complex than I thought it would be.
The contributing flaw in ST is that the game does not store the price the player paid for the ship.
Oversights on my part more than two years ago have painted us into a corner a bit here.
I'm working on a solution that I think we will all like (paying more for ships) but it will take more time.
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Post by xdesperado on Jun 30, 2013 13:39:40 GMT -5
Working on this but it ends up being more complex than I thought it would be. The contributing flaw in ST is that the game does not store the price the player paid for the ship. Oversights on my part more than two years ago have painted us into a corner a bit here. I'm working on a solution that I think we will all like (paying more for ships) but it will take more time. Can you have the game check what the captain would pay for the ship currently and give a percentage of that? Or is that what it's currently doing?
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taatuu25
Exemplar
I'm back. (for now)
Posts: 398
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Post by taatuu25 on Jul 3, 2013 12:32:22 GMT -5
From my limited experience, i think the value of your current ship is the amount of money you would pay to repair it from everything zero + what you paid for upgrades.
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Post by tenbsmith on Jul 3, 2013 14:27:21 GMT -5
Improved resale value for ships still in one piece makes some sense.
Slavage upgrade/officer is a neat idea.
I've wondered why salvage didn't require space in the cargo hold. If you salvage metal, crystals, chemicals from a wreck, that should have to go in the cargo hold just like loot.
Taking it further, possibly too far, wrecked ship salvage could work like exploration: when successful you end up with metal, crystals, chemicals, but there's a chance of being injured and loosing crew.
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Post by Cory Trese on Jul 19, 2013 22:30:12 GMT -5
More updates in next. Many updates in last.
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Post by John Robinson on Jul 20, 2013 17:04:59 GMT -5
OK, I'll take a look at it. Selling the ship at the Star Dock is, for me, a totally different discussion than the price you're paid by a Faction prize court for Deep Space salvage. Struggluling against the straps on my straight jacket. The Napolenic naval model. The Captains had some tough choices. Send over a skeleton capture crew, and enslave the rest to sail back to a freindly faction port with high risk of mutiny? Send prize ship unescorted back to port, other wise risk loss to enemy ships? Interesting note; Frigates often captured 5 or 6 ships at a time boarded small prize crews on each, and returned to port under frigate escort so none would attempt to run or mutiny. Then of course their is the Admiralty appraisal of the prize ship, and cargo value. Admiralty takes major cut of profit, then Captian takes his cut minus officers, and crew payoff. You could end up operating at a loss taking up valueable time when you could be taking more profitable contracts. Obviously not something can do at this time, but might be interesting, for future thought.
Improved resale value for ships still in one piece makes some sense. Slavage upgrade/officer is a neat idea. I've wondered why salvage didn't require space in the cargo hold. If you salvage metal, crystals, chemicals from a wreck, that should have to go in the cargo hold just like loot. Taking it further, possibly too far, wrecked ship salvage could work like exploration: when successful you end up with metal, crystals, chemicals, but there's a chance of being injured and loosing crew. Really like this idea of yours. Using the exploration harvest model. So if you don't have enough space in your own hold for salvaged goods, you don't get to keep them? If so load up, and head for nearest exchange. That idea about crew loss in deep space salvage is brilliant. High casulaties could result from alien artifacts on board, leaking radiation tanks from battle damage. Premature detination in the torpedo bay. I think it should be every bit as dangerous. So your salvage upgrade shuttle to your ship could act like the exo crawler for protection?
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Post by taldin on Aug 15, 2013 14:47:30 GMT -5
Aren't previously paid prices, and current prices determined by captain negotiation? I would think resale values would also be impacted by these values.
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