From 27d7b0869ab7f7975a3ba3836d85e8c6ce0ca6c5 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Tue, 17 Mar 2026 18:26:17 +0100 Subject: [PATCH 01/20] Create shipbreak-salvage.md --- .../cargo/proposals/shipbreak-salvage.md | 259 ++++++++++++++++++ 1 file changed, 259 insertions(+) create mode 100644 src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md new file mode 100644 index 0000000000..11a73e1591 --- /dev/null +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -0,0 +1,259 @@ +# Shipbreak Salvage Proposal + +| Designers | Coders | Implemented | GitHub Links | +|---|---|---|---| +| SlamBamActionman | SlamBamActionman et al. | :x: No | TBD | + +## Overview + +Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage Specialist job, focusing on pulling in shuttle wrecks to the station and manually disassembling them for valuable resources, before sending the remaining structure into a vast industrial furnace to extract base materials. It challenges Salvagers to perform these tasks efficiently in hazardous environments, appealing to players looking for problem-solving gameplay and PvE combat. BreakSalv emphasizes EVA work on the outside of (but still on!) the station with a sci-fi industrial aesthetic unique to the department. + +## Background + +### Previous Salvage iterations + +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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](en/space-station-14/departments/cargo/proposals/salvage-postmortem.md). + +At its core, Salvage is meant to be a "resource generator" job. A resource generator is a role that creates new resources for other roles to use; 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 other players appreciate the resources created, 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 this specialization because it fills a niche that other resource generators do not, providing high volumes of basic and rare materials that are difficult to acquire elsewhere. + +A recurring pattern in both SS13 and SS14 implementations of Salvage is their unavailability. Whether it is Lavaland, Expeditions, or Vgroid, there has been a strong focus on having Salvage leave the station for 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 a straightforward 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 leave the station for effectively the entire duration of the round, creating their own medical treatment and lathes, getting antagonist-level loot, and using Cargo's purchase mechanic to bypass interacting with the rest of the station completely. + +That said, Salvage has elements that allow unique gameplay, themes, and mechanics to shine through. PvE-focused combat, variation via mapped magnet pulls, mining, dungeon/world generation, and shuttle building are some of the things that Salvage has showcased. Not all of these were necessarily conducive to station-aligned gameplay (dungeon/world generation being part of Expeditions is one such example), but it shows Salvage affords a rather ample design space that would otherwise be inaccessible through other jobs. + +Accordingly, BreakSalv will not attempt to capture all aspects of previous Salvage iterations. Still, it does draw on what has come before as inspiration and as a launchpad for its new design. As you read this document, you will note mechanical similarities to *some* previous implementations of Salvage (most notably Magnet Pulls). That is a result of those systems being a good fit for the ideas that are core to BreakSalv, rather than BreakSalv building upon them simply because they exist. + +As the name suggests, Shipbreaker Salvage is also inspired by the game [Hardspace: Shipbreaker](https://store.steampowered.com/app/1161580/Hardspace_Shipbreaker/). It does not try to recreate the game's mechanics in SS14; instead, it aims to emulate the feeling of engagement and fulfilment that breaking apart a spaceship provides, much like the game does. The game provides a good aesthetic and emotional goalpost for what BreakSalv attempts to be (and it's a pretty good game!). + +## Features to be added + +BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The goal is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then shredding the remainder of the shuttle for basic materials. + +The work of a Salvager takes place in the _Salvage Bay_, a location exposed to space on the outside of the station, near the Cargo department. While most Salvage work occurs in the Salvage Bay due to the station-locked machinery there, they should have a small locker room in Cargo for suiting up, with easy access to the rest of the Cargo department to facilitate material transfers. + +BreakSalv's gameplay loop consists of three primary parts: retrieval, extraction, and processing. + +### Retrieval + +**Retrieval** is the process of spawning wrecks and transporting them to the station so their resources can be extracted. + +This part provides players with a good opportunity to engage with the game's space maneuvering mechanics, from basic space jumps to (improvised) jetpacks to grappling hooks. It's the primary way that Salvage engages with the *space* part of the space station. The role is positioned fairly unique in the game; while there are other jobs that work in space at times (primarily Engineering) they do not utilize movement through it as a core aspect of the job. Of course this relies on that the base mechanics themselves provide interesting gameplay, but considering how integral space is to the identity of the game, that should be a given. + +Wrecks are pre-made grids themed around being decommissioned shuttles, destroyed station sections or the like. To access wrecks, Salvage has a unique console in the Salvage Bay called the _Salvage Magnet_. + +#### Salvage Magnet + +The Salvage Magnet (or just magnet) provides an interface where Salvagers can select from a small set of wrecks to work on, called the "Wreck Selection" view. Each entry lists the wreck type and the resources expected to be found on it. + +One of the key pieces of information listed in a magnet entry is the _wreck type_ the wreck is. Wreck types describe environmental hazards or wreck properties that pose challenges unique to each type, giving Salvagers variety and choice in the wreck they want to work on. This is a useful way to add gameplay breadth, and giving the ability to foresee which wreck types are available gives players some control in what challenge they want to tackle based on preference and equipment. + +Some examples of wreck types: + +- **Superheated:** Contains compartments with superheated plasma actively on fire. These must be vented into space before being accessed. +- **Infested:** Contains a large number of space mobs that will attack the Salvagers. These mobs are resistant to piercing damage, making ballistic weapons ineffective. +- **Overgrown:** Kudzu covers the wreck, along with trees blocking pathways. +- **Radioactive:** Contains a large number of radioactive objects that require quick removal. +- **Defended:** Contains dangerous turrets (ballistic and/or laser) and mines that must be disposed of. +- **Shadowy:** Covered in the visually obscuring shadow anomaly fog that has to be navigated or removed via flashes. +- **Electrified:** Features electrical grilles and shocked airlocks that require either insulated gloves or strategic turning off of APCs. +- **Fortified:** Contains powered access-locked and high-security airlocks with strong walls. These must be hacked or destroyed to reach the resources inside. +- **Anchored:** Has a mini-station anchor inside of it that must be manually turned off before the wreck can be moved. +- **Distant:** Spawns at a further distance away from the station than normal. Jetpack recommended. +- **More!** The idea is that these wreck types can be expanded upon for more variety. + +Only one wreck may be active with the magnet at any given time. Once a wreck has been selected, the interface changes to a new view as described in the [Magnet Evaluation](#magnet-evaluation) section. + +#### Towing + +Once a wreck has been spawned, it will be located somewhere in nearby space in proximity to the Salvage Bay. If the wreck is not within the player's viewing distance, Salvage may use a _Mass Scanner_ mapped in the Bay to locate it. Compared with previous iterations of Salvage, the wrecks are meant to spawn much closer to the station. Regardless, Salvage will want to move the wreck closer to the Salvage Bay, as it will make it easier to extract materials and is necessary to complete the later steps. This is known as _towing_. + +To tow the wreck, Salvage will have access to _grappling hooks_ and _magboots_. While grappling hooks on their own simply drag the user towards the hook, when combined with the grounding force of the magboots, Salvagers can pull grids towards each other (or, in the case of one with a station anchor, only the one without is pulled). Ideally, Salvage will be able to stand on the outer rim of the station and use their grappling hooks to drag the wreck into working distance; once it is, they can proceed to the next step. + +### Extraction + +**Extraction** is the process of manually retrieving rare materials from wrecks. + +On the wrecks, there will be various resources Salvage will want to move off the wreck and onto the station by going onto the wreck and picking them up by hand. In its simplest form, this may be a stack of material, but where the extraction process becomes more interesting is the unique _wreck resources_ that may spawn on wrecks. + +#### Wreck Resources + +Wreck resources are scraps, technology gadgets, structures, and hazardous containers containing rare materials. Salvage will want to remove these from the wrecks before the shredding step takes place to ensure a high material yield and/or prevent damage to the Salvage Bay. No one wreck will contain all types of wreck resources, and ideally, wrecks should specialize in a specific resource that can be extracted (such as a radioactive wreck containing many radioactive wreck resources that provide uranium). + +Wreck resources cannot be used directly as materials; they must be processed first. The _recycler_ is a good option for this, as it is a station-mounted machine, and Salvage can easily have their own. As a rule, wreck resources should _not_ focus on steel or glass materials, since those are primarily obtained through the shredding step. + +- **Two-handed:** Requires two hands to pick up. +- **Large:** Big enough to require dragging and can't be held or put in containers. +- **Fragile:** Easily broken if thrown around recklessly. +- **Mounted:** Attached to a wall or integrated into some machinery that requires partial deconstruction. +- **Radioactive:** Emits radiation. +- **Electrically Unstable:** If destroyed or processed incorrectly, will emit an EMP pulse. +- **Explosive:** If destroyed or processed incorrectly, will explode. +- **Pulsating:** Occasionally emits a gravity pulse that pushes away other objects around it. +- **More!** The idea is that these wreck resource types can be expanded upon for more variety. + +### Processing + +**Processing** is the process of finalizing a salvage operation by grinding up the remains of a wreck into base materials. + +Once all valuable wreck resources have been extracted and the Salvagers are finished with the wreck, it is time to dispose of the wreck itself. For this, the Salvage Bay has a large wall of _industrial shredders_, and _separation charges_. + +#### Industrial Shredders + +Industrial shredders operate by grinding any tile that comes into contact with the machine's open front, destroying it and any attached structures. It is essentially a recycler specializing in grids. Because wrecks are mostly composed of metal and glass, this is the primary method Salvage uses to produce steel and glass sheets. To prevent Salvage from simply sending a fresh wreck directly into industrial shredders, they provide a substantially lower yield for wreck resources and items that can already be recycled, and some wreck resources may damage the shredders if inserted into them. + +Since some individual grid tiles could feasibly be made with less than one sheet of steel material, those tiles only have a percentage chance to produce a sheet. E.g., a lattice, which is made of 1 steel rod (equivalent to 0.5 steel sheet), has at most a 50% chance of producing a sheet. + +Each shredder acts as a conveyor belt that is only able to push items perpendicular to its opening; since each Salvage Bay is meant to have a line of shredders (known as the "shredder wall"), this means the material can travel along the line to a pick-up location (either in the Bay or in Cargo proper). Shredders are *only active* when a wreck is being worked on via the magnet, and they turn on/off via device linking. In the event that a shredder gets damaged (because of meteors or misconduct) it should be repairable, e.g. via welding. + +Shredders lack the safety mechanisms of recyclers, which means they deal contact damage, but the damage is low enough that it isn't an efficient method of murder. You wouldn't want to stand or walk through a shredder for a long duration, but just touching it for a few seconds won't be lethal. + +Shredders are *only* able to shred wrecks attached to the linked salvage magnet. While realistically there shouldn't be a limit, this is an instance where moderation efforts need to be made as having them able to shred any grid would make major griefing and self-antagonism too easy to perform, and also allow crew to easily weaponize the shredder wall against shuttle-based antagonists (despite how awesome it sounds, we do not want crew to mount shredders to a Cargo shuttle to bulldoze the Xenoborg Mothership). It is possible to remove this limitation as an EMAG interaction for the salvage magnet; however, if implemented, it should be accompanied by a station-wide announcement to alert the crew to the impending danger. + +#### Separation Charges + +Some wrecks will simply be too large to fit into the Salvage Bay and the shredder wall. Salvage will be tasked to split these wrecks into smaller parts using a new tool called separation charges. These operate similarly to cables but are mounted along tile edges and, when activated, split the grid in two, much like an RCD. This split is accompanied by a small spark (not an explosion!) and a small push force separating the grids. Large wrecks should be designed with this functionality and, in some cases, include predefined ideal spots for placing charges. + +Separation charges apply only if the line they create entirely separates the two parts of the grid. If the charges do not form a complete cut across the grid, or if other sections still connect the parts, the charges fail to activate. Since separation charges can enable strong antagonistic plays, such as disconnecting vital station sections, placing a single separation charge has a reasonably long do-after. + +It's recommended (but not required) that _weld charges_ be implemented as well, which act in opposition to separation charges and enable grid attachment. These would work well as engineering tools and/or as part of the RCD. + +#### Magnet Evaluation + +The final part of the BreakSalv loop is Salvage returning to the magnet and getting an evaluation of their work. + +While a wreck is being worked on, the magnet interface displays a "Magnet Evaluation" view with the following information: + +- **Wreck Percentage:** Percentage of how much of the spawned wreck grid has been processed; 0% means all grid tiles remain, 100% means no grid tiles remain. +- **Shredder Efficiency:** Efficiency of connected industrial shredders. This is calculated based on whether the shredders have processed any entities that yield less, such as wreck resources. +- **Wreck Time:** Time since magnet pull started. + +After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using a "Despawn Wreck" button on the magnet. There is, however, an incentive to thoroughly shred the wreck. If the Wreck Percentage is 100%, the previously greyed-out "Claim Processing Reward" button becomes available. Clicking this button rewards Cargo with a monetary boost and announces in the Supply channel that Salvage finished processing the wreck, along with the Shredder Efficiency and Wreck Time. + +Once either button has been pressed, the magnet interface returns to the wreck selection view (after a short delay to give a moment to breathe), and Salvage is free to select a new wreck to work on. + +### Salvage Progression & Magnet Upgrade + +As some wrecks will contain useful tools and equipment to better deal with the three core parts of BreakSalv, there will be a natural progression inherent to Salvage's gameplay. Science may also provide upgraded tools through research and usage of Salvage's materials. Some wrecks will likely be discouraged by being too dangerous or slow to process without these upgrades, lending to a sense of becoming more powerful over the round. + +As a way to add further progression and provide some breathing room for Salvage, BreakSalv also features an upgrade to the salvage magnet's capabilities. This unlocks after Salvage has a certain number of 100% Wreck Percentage completions in the form of a greyed out "Magnet Upgrade" button in the wreck selection view becoming available. Pressing this starts a fairly lenghty progress bar during which no new wrecks can be selected. Salvagers are encouraged to spend this time taking a break on the station and/or visiting the other departments for upgrades. + +Once the progress bar has completed, the Salvagers are rewarded with a new wreck option in the wreck selection view that features a higher-tier wreck. This higher tier is intended to be more challenging by featuring multiple wreck types simultaneously, more resources, and being generally larger. + +#### Salvage Specialist equipment + +From the start of the round, Salvagers should have access to: + +- A salvage hardsuit. Necessary for working in the Salvage Bay. +- Basic tools and toolbelt. For navigating and deconstructing the wreck during the extraction step. +- A survival knife and a portable kinetic accelerator. Used to deal with hostile mobs on wrecks during the extraction step. +- A grappling hook and separation charges. Necessary to complete the retrieval and shredding step. + +Upgrades to the Salvager's arsenal could be: + +- Improved hardsuit with higher movement speed/defense. +- Welding goggles/gas mask, insulated gloves, and improved welding equipment. +- Jaws of life and power drill. +- Simple laser weapons. + +## Game Design Rationale + +BreakSalv intends to position Salvage as a primary resource generator for the station by leveraging the unique game mechanics opportunities afforded by working outside the station. + +BreakSalv intends to provide the following experience: +- Hard work not for the faint of heart under a sci-fi megacorp industrial aesthetic. Salvagers should feel like they are cool by braving the dangers and efforts inherent to their job. +- Visible results from their work. Seeing a huge pile of materials come out of the shredders should make the Salvagers feel like they are contributing to the station. +- Completionism and optimization. Salvagers will want to hit 100% on the Wreck Percentage with high Shredder Efficiency and low Wreck Time, but may situationally forgo it for a faster, lower reward. Good Salvagers can brag about how fast they completed a wreck. +- Moments of rest. Since all Salvage work requires constant manual effort, salvagers shouldn't be pressured to work continuously. Not having a time limit and forcing minor delays between wrecks (and a longer one for the Magnet Upgrade) are meant to encourage this. + +There are a few things that BreakSalv is intentionally trying to avoid: +- 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 tow it back. Salvage should be expected to be found in the Salvage Bay at a level similar to Botany and Xenoarch. +- 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 interrupt as trying to disconnect a grid using an RCD. +- 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. +- Single point of failure for core gameloops. While the lack of Salvage should be felt by the station, Cargo and other departments should not rely on the output of Salvage's work to the extent where their core gameloops are unable to progress in case Salvage is unable to perform. BreakSalv does not inherently solve this issue as it is tied to current resource consumption balance, but does make it substantially easier for other players to take on the role of Salvage and for the Salvage gameloop to transfer into other types of materials. +- 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. + +### BreakSalv in detail + +This section addresses specific design choices with the various features BreakSalv aims to implement. + +#### Salvage in space + +Previous iterations of Salvage have had a problem with Salvage "fucking off into space" and not engaging with the station for the majority of the round. This has less been the fault of space itself and rather the Salvage mechanics that encouraged leaving the station; shuttle building and space debris encouraged hopping from debris to debris to gather resources, with the vrgoid asteroid being the epitome of encouraging Salvage to leave for extended durations and make "mini-stations" with medical capabilities and even their own lathes replacing the need for the station altogether. Expeditions disconnected Salvage from the station map entirely, and fultons meant Salvagers didn't need to return to the station to hand over the materials. + +BreakSalv locks Salvage to the station grid by making heavy use of the magnet and the industrial shredders. There is little to no reason to engage in gameplay away from the station, and by being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. This means that Salvage will always be accessible to react to station events and become easier to locate, e.g., for antagonists. + +There are still some pros and cons to working outside the station. EVA work is a very unique mechanic to the space setting that otherwise only really Engineering deals with as part of their primary gameplay loop, and it is aesthetically cool and leverages the open space afforded by it. This does limit crew-job interactions, however, as there is no Salvage "front desk" and the Salvage Bays would not be by any high-traffic area (unless a station specifically designs its layout around it). On the other hand, tying Salvage's work to the Salvage Bay will make it massively more accessible compared to previous iterations. Paramedics will have an easier time accessing Salvagers in case of lethal explosions, Cargo & QM will generally know where Salvagers are while working, Engineers can pass by Salvagers when traversing the outside of the station, and there is a much lower barrier of entry for Passengers to help out by virtue of the Salvage Bay being more open. + +The Salvage Bay also offers a good spot for holopads, and since the Wreck Timer is purely cosmetic, there is no penalty for Salvagers to pause their work to engage in conversation or complete station tasks. + +#### The Salvage Magnet and Wrecks + +Wrecks provide variety to the round, both in the selection of available wrecks and in the contents they may provide. They are also excellent opportunities for environmental storytelling; all wrecks should have some sort of "lore" behind them that ties into their wreck type and what they depict. Wrecks should not be created through pure random generation but should be hand-crafted grids by our talented mappers. Wrecks should ideally not have just a single way that they can play out to create emergent gameplay, and Salvagers should feel they can make meaningful choices with what wrecks they spawn in, and also in how they approach them. + +As mentioned in the previous section, the salvage magnet becomes part of what ties Salvagers to the station. Despite its unassuming appearance, it is a critical part of ensuring that BreakSalv flows smoothly, and a lot of care and consideration needs to be taken to ensure that its presentation and mechanics (such as delays) don't encourage bad or unfun gameplay. + +A potentially contentious part is the Upgrade Magnet button. Forcing Salvagers to not engage with their primary gameplay loop may be seen as killing the momentum, however considering that it is optional and up to the Salvagers when it should be activated (in case Salvage just wants to do more wrecks right this moment) and that it only unlocks after Salvage has done some wrecks already should hopefully place it at a point where Salvagers are looking for an excuse to take a break. Ideally, it will be implemented such that Salvagers can go "We'll do one more wreck and then hit the bar while the magnet upgrades". + +#### Grappling Hooks + +pulling grids is fun idk what else to say yippee pew pew i'm so strong pulling shottle weee + +#### Shredders and Wreck resources + +The main motivation behind wreck resources is to encourage Salvage to enter the wreck and loot it properly by hand. By making them focus on containing rare materials, they also become something Salvagers will want to seek out (which will be a positive experience), rather than "scrap" for basic materials, which the shredding step is already responsible for. + +By making the wreck resources designed specifically for this, we can also avoid Salvagers simply mashing a shuttle straight into the shredder wall, as they can be set to give little to no resources from this. Wreck resources that damage the shredders also strongly discourage Salvagers from sending the wrecks into the shredders. However, experienced Salvagers may be able to partially shred a shuttle to open a section that would otherwise be difficult to access. + +## Roundflow & Player interaction + +As previously mentioned, Salvage will have some inherent progression from what is found on the wrecks, but may also be assisted by Science upgrades in the form of useful equipment. There isn't as much of an end goal for Salvage as there is an escalating set of stakes to match the stronger equipment, with larger volumes of rarer materials and more challenging environments becoming available/feasible as the round progresses. + +Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash; Salvagers shouldn't be able to loot wrecks and set up their own medical facilities or sustain themselves completely on wreck food to prevent them from becoming independent from the station, and finding large stacks of money invalidates the work Cargo Technicians put in with completing bounties. Salvage should, however, be able to supply Medical and Service with resources, and may be a core part of completing specific bounties for Cargo and providing items for Cargo Technicians to sell. + +Salvage has had a tradition of getting "gamer loot" via wrecks, i.e., equipment that would be very strong in the hands of an antagonist (or worse, used to validhunt/shut down antagonists) when they return to the station. Some wrecks, especially those that become available after the magnet upgrade, may contain some stronger equipment and especially cosmetics, but to prevent undesirable gamer loot, Syndicate equipment should be heavily restricted from the wrecks. + +Regarding the resources Salvage can uniquely supply to the station, this document primarily cites rare materials. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. The BreakSalv design allows new materials and equipment to be introduced as new wreck resources, reducing the blocking effect of Salvage on other roles. As this would require a broader rework of the game's resource system and supporting content, and it does not affect BreakSalv's core gameplay loop, it is excluded from this design proposal. + +## Administrative & Server Rule Impact (if applicable) + +Given the safety locks on the industrial shredders, the only moderation issue I could see is that an antagonist uses them for DAGD-level destruction by mounting them on a shuttle and trying to bulldoze the station. It does require the EMAG, which means it's limited to antagonists only, so the risk for self-antag griefing is fairly minor. + +# Technical Considerations + +## New features + +### Grid dragging + +Before writing this document, I had a short sync with Slartibartfast, who has experience with grid movement. He said it was likely feasible to implement something like a grappling-hook pull, though it depends on how well Box2D supports continuous forces applied to a grid. A `DistanceJoint` on the hook may be sufficient; however, signs point to this not being a difficult thing to implement. + +The main issue likely encountered is that grid mass is currently not very accurate. This would cause problems when determining pull strength and also how the grids should pull towards each other if neither grid on either end of the grappling hook is anchored. If this becomes an issue, grid mass calculations would need a pass to ensure they're more accurate. + +There would need to be some sanity checks such that a Salvager can't just stand on the station and keep a moving shuttle in place with just a grappling hook and magboots. + +### Separation charges + +Splitting grids is already a thing that can be done with the RCD, but that operates on the principle of removing tiles entirely. There would need to be a solid system in place that not only deals with separation charges being capable of sitting on the edge between two tiles, but also that it can accurately split the grids in two. + +In terms of testing BreakSalv, separation charges aren't necessary. They main reason they should be implemented is to give mappers freedom when designing the sizes of Salvage Bays and wrecks. + +## Modified features + +### Station map considerations + +Station maps would need to accommodate the new "shredder wall" concept. After briefly testing, it seems that a width of 9 tiles (the width of a singularity containment field) is around the ideal size to deal with pulling in wrecks for shredding. Most stations seem to have room to fit them without issue (except possibly Reach, though even there, there is room for a smaller version). + +Still, all maps would need to implement a new Salvage Bay to be able to support BreakSalv. + +### Wreck map considerations + +Many, if not all, of the existing wreck maps would likely need to be redesigned to comply with the wreck type system and provide an engaging wreck for Salvage to process in the manner that BreakSalv requires. The magnet must also be able to properly track how much of a spawned grid remains, which includes whether the grid is split off into multiple parts. This should be doable via a simple tracking component, hopefully. + +### Salvage Magnet + +The salvage magnet would require a partial re-design with its UI to support the new functionality. Most of what exists could probably be repurposed for BreakSalv however. + +## Further Embodiments + +There are a few ways that BreakSalv can be expanded upon. These are not necessarily part of the base implementation but may be worth exploring in the future: +- A stationary "spear gun" turret stationed in the Salvage Bay that Salvagers manually control to hook into wrecks that are too far for their grappling hooks. +- Industrial shredders being a Science research technology. I fear what the Passengers will do with this. +- More elaborate wreck mechanics inspired by Hardspace: Shipbreaker. Examples would be reactors that start a timer before needing to be processed or else explode, or heating/cooling pipes that could harm you if cut before being drained. From ced1d139116cee038b9e9238f2344044040bea4e Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Tue, 17 Mar 2026 18:27:20 +0100 Subject: [PATCH 02/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 11a73e1591..65c557f254 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -24,6 +24,10 @@ Accordingly, BreakSalv will not attempt to capture all aspects of previous Salva As the name suggests, Shipbreaker Salvage is also inspired by the game [Hardspace: Shipbreaker](https://store.steampowered.com/app/1161580/Hardspace_Shipbreaker/). It does not try to recreate the game's mechanics in SS14; instead, it aims to emulate the feeling of engagement and fulfilment that breaking apart a spaceship provides, much like the game does. The game provides a good aesthetic and emotional goalpost for what BreakSalv attempts to be (and it's a pretty good game!). +## Motivations and Goals + +TBW + ## Features to be added BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The goal is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then shredding the remainder of the shuttle for basic materials. From 2e766a9bbb07881d87d94d8e75b94807f4453eb8 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 18 Mar 2026 01:29:31 +0100 Subject: [PATCH 03/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 65c557f254..b18182a989 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -24,13 +24,13 @@ Accordingly, BreakSalv will not attempt to capture all aspects of previous Salva As the name suggests, Shipbreaker Salvage is also inspired by the game [Hardspace: Shipbreaker](https://store.steampowered.com/app/1161580/Hardspace_Shipbreaker/). It does not try to recreate the game's mechanics in SS14; instead, it aims to emulate the feeling of engagement and fulfilment that breaking apart a spaceship provides, much like the game does. The game provides a good aesthetic and emotional goalpost for what BreakSalv attempts to be (and it's a pretty good game!). -## Motivations and Goals +### Motivation for Salvage -TBW +This Salvage design is grounded in using the unique opportunities provided by having a resource generator working on the outside of the station. Open space, and the environments that can be put in it, lends itself well to randomized elements that wouldn't be possible inside the static layout of a station. In addition, the inherent dangers of space suits a role defined by hazardous work, which should appeal to risk-seeking players that are either looking for a thrilling experience, or that wish to optimize their performance in spite of the dangers. This type of gameplay is currently only really offered via Security (which has a strong focus on PvP combat and unexpected bursts of danger) or Science (as part of artifact/anomaly research), leaving room for Salvage to fulfill a niche as a reliable source of PvE combat, environment navigation challenges and space movement mechanics, while being a primary resource generator. ## Features to be added -BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The goal is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then shredding the remainder of the shuttle for basic materials. +BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then shredding the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. The work of a Salvager takes place in the _Salvage Bay_, a location exposed to space on the outside of the station, near the Cargo department. While most Salvage work occurs in the Salvage Bay due to the station-locked machinery there, they should have a small locker room in Cargo for suiting up, with easy access to the rest of the Cargo department to facilitate material transfers. @@ -40,9 +40,9 @@ BreakSalv's gameplay loop consists of three primary parts: retrieval, extraction **Retrieval** is the process of spawning wrecks and transporting them to the station so their resources can be extracted. -This part provides players with a good opportunity to engage with the game's space maneuvering mechanics, from basic space jumps to (improvised) jetpacks to grappling hooks. It's the primary way that Salvage engages with the *space* part of the space station. The role is positioned fairly unique in the game; while there are other jobs that work in space at times (primarily Engineering) they do not utilize movement through it as a core aspect of the job. Of course this relies on that the base mechanics themselves provide interesting gameplay, but considering how integral space is to the identity of the game, that should be a given. +This part provides players with a good opportunity to engage with the game's space movement mechanics, from basic leaps to jetpacks (real or improvised) to grappling hooks. It's the primary way that Salvage engages with the *space* part of the space station. The role is positioned fairly unique in the game; while there are other jobs that work in space at times (primarily Engineering) they do not utilize movement through it as a core aspect of the job. Of course this relies on that the base mechanics themselves provide interesting gameplay, but considering how integral space is to the identity of the game, that should be a given. -Wrecks are pre-made grids themed around being decommissioned shuttles, destroyed station sections or the like. To access wrecks, Salvage has a unique console in the Salvage Bay called the _Salvage Magnet_. +Wrecks are pre-made grids themed around being decommissioned shuttles, destroyed station sections or similar. To access wrecks, Salvage has a unique console in the Salvage Bay called the _Salvage Magnet_. #### Salvage Magnet From 602f5d051458dd843b8b809267a2a9b14985e15a Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 18 Mar 2026 12:43:09 +0100 Subject: [PATCH 04/20] Update shipbreak-salvage.md --- .../cargo/proposals/shipbreak-salvage.md | 35 ++++++++++--------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index b18182a989..7b7ae06f74 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -28,6 +28,19 @@ As the name suggests, Shipbreaker Salvage is also inspired by the game [Hardspac This Salvage design is grounded in using the unique opportunities provided by having a resource generator working on the outside of the station. Open space, and the environments that can be put in it, lends itself well to randomized elements that wouldn't be possible inside the static layout of a station. In addition, the inherent dangers of space suits a role defined by hazardous work, which should appeal to risk-seeking players that are either looking for a thrilling experience, or that wish to optimize their performance in spite of the dangers. This type of gameplay is currently only really offered via Security (which has a strong focus on PvP combat and unexpected bursts of danger) or Science (as part of artifact/anomaly research), leaving room for Salvage to fulfill a niche as a reliable source of PvE combat, environment navigation challenges and space movement mechanics, while being a primary resource generator. +Salvage should aim to provide the following experience: +- Hard work not for the faint of heart under a sci-fi megacorp industrial aesthetic. Salvagers should feel like they are cool by braving the dangers and efforts inherent to their job. +- Visible results from their work. Seeing a huge pile of materials that can be delivered should make the Salvagers feel like they are contributing to the station. +- Completionism and optimization. Salvagers will want to aim for high efficiency while working speedily, with experience allowing players to tackle more difficult scenarios while still keeping up a high pace. +- Moments of rest. Since all Salvage work requires constant manual effort, Salvagers shouldn't be pressured to work continuously. The game should naturally have breakpoints where Salvagers disengage from the resource-gathering loop to ensure they aren't constantly in "workmode". + +Salvage should avoid the following: +- Isolationism. While Salvage operates on the outside of the station, they should not by any means be unreachable to the rest of the station crew. There may be small moments where a Salvager and their team are positioned in an awkward location but this should be brief and temporary. In addition, Salvage should be encouraged to interact with station crew directly as part of its gameplay, either utilizing services (rather than being self-reliant) or through enabling aspects of their work. +- Easy sabotage/round removal features. By working in space, Salvage has some inherent advantages to the job for antagonistic activities (e.g. EVA, tools, space movement). Tools and equipment must be evaluated in the context of antagonists/griefers getting their hands on them and be appropriately balanced. +- 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. +- Single point of failure for core gameloops. While the lack of Salvage should be felt by the station, Cargo and other departments should not rely on the output of Salvage's work to the extent where their core gameloops are unable to progress in case Salvage is unable to perform. In the event that Salvagers are dead/missing, it should be possible for Cargo/other crew to take over performing Salvage work without too much difficulty. +- Harvesting gamerloot. While Salvagers should be able to find fun and interesting things as part of their work, this should be achieved through properly interacting with the gameplay loop and ensuring the job is done well. Speeding through content to reach specific "loot" should be discouraged via mechanics, to prevent forgoing station-supporting gameplay for selfish rewards. + ## Features to be added BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then shredding the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. @@ -70,7 +83,7 @@ Only one wreck may be active with the magnet at any given time. Once a wreck has Once a wreck has been spawned, it will be located somewhere in nearby space in proximity to the Salvage Bay. If the wreck is not within the player's viewing distance, Salvage may use a _Mass Scanner_ mapped in the Bay to locate it. Compared with previous iterations of Salvage, the wrecks are meant to spawn much closer to the station. Regardless, Salvage will want to move the wreck closer to the Salvage Bay, as it will make it easier to extract materials and is necessary to complete the later steps. This is known as _towing_. -To tow the wreck, Salvage will have access to _grappling hooks_ and _magboots_. While grappling hooks on their own simply drag the user towards the hook, when combined with the grounding force of the magboots, Salvagers can pull grids towards each other (or, in the case of one with a station anchor, only the one without is pulled). Ideally, Salvage will be able to stand on the outer rim of the station and use their grappling hooks to drag the wreck into working distance; once it is, they can proceed to the next step. +To tow the wreck, Salvage will have access to certain tools to drag grids. An example of this would be using _grappling hooks_ and _magboots_. While grappling hooks on their own simply drag the user towards the hook, when combined with the grounding force of the magboots, Salvagers could pull grids towards each other (or, in the case of one with a station anchor, only the one without is pulled). Ideally, Salvage would be able to stand on the outer rim of the station and use their grappling hooks to drag the wreck into working distance and proceed to the next step. ### Extraction @@ -80,9 +93,9 @@ On the wrecks, there will be various resources Salvage will want to move off the #### Wreck Resources -Wreck resources are scraps, technology gadgets, structures, and hazardous containers containing rare materials. Salvage will want to remove these from the wrecks before the shredding step takes place to ensure a high material yield and/or prevent damage to the Salvage Bay. No one wreck will contain all types of wreck resources, and ideally, wrecks should specialize in a specific resource that can be extracted (such as a radioactive wreck containing many radioactive wreck resources that provide uranium). +Wreck resources are ship parts, technology gadgets and hazardous containers made up of rare materials. Salvage will want to remove these to ensure a high material yield and/or prevent damage to the Salvage Bay. No one wreck will contain all types of wreck resources, and wrecks could specialize in a specific resource to be extracted (such as a radioactive wreck type containing many radioactive wreck resources that provide uranium). -Wreck resources cannot be used directly as materials; they must be processed first. The _recycler_ is a good option for this, as it is a station-mounted machine, and Salvage can easily have their own. As a rule, wreck resources should _not_ focus on steel or glass materials, since those are primarily obtained through the shredding step. +Wreck resources cannot be used directly as materials; they must be processed first. The _recycler_ is a good option for this, as it is a station-mounted machine, and Salvage can easily have their own. As a rule, wreck resources should _not_ focus on basic materials, since those are primarily obtained through the shredding step. - **Two-handed:** Requires two hands to pick up. - **Large:** Big enough to require dragging and can't be held or put in containers. @@ -94,6 +107,8 @@ Wreck resources cannot be used directly as materials; they must be processed fir - **Pulsating:** Occasionally emits a gravity pulse that pushes away other objects around it. - **More!** The idea is that these wreck resource types can be expanded upon for more variety. +It's key that wreck resources can be easily identified as such; Salvagers shouldn't need to wonder if a resource should be recycled or if it can be left on the wreck as scrap. + ### Processing **Processing** is the process of finalizing a salvage operation by grinding up the remains of a wreck into base materials. @@ -160,20 +175,6 @@ Upgrades to the Salvager's arsenal could be: ## Game Design Rationale -BreakSalv intends to position Salvage as a primary resource generator for the station by leveraging the unique game mechanics opportunities afforded by working outside the station. - -BreakSalv intends to provide the following experience: -- Hard work not for the faint of heart under a sci-fi megacorp industrial aesthetic. Salvagers should feel like they are cool by braving the dangers and efforts inherent to their job. -- Visible results from their work. Seeing a huge pile of materials come out of the shredders should make the Salvagers feel like they are contributing to the station. -- Completionism and optimization. Salvagers will want to hit 100% on the Wreck Percentage with high Shredder Efficiency and low Wreck Time, but may situationally forgo it for a faster, lower reward. Good Salvagers can brag about how fast they completed a wreck. -- Moments of rest. Since all Salvage work requires constant manual effort, salvagers shouldn't be pressured to work continuously. Not having a time limit and forcing minor delays between wrecks (and a longer one for the Magnet Upgrade) are meant to encourage this. - -There are a few things that BreakSalv is intentionally trying to avoid: -- 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 tow it back. Salvage should be expected to be found in the Salvage Bay at a level similar to Botany and Xenoarch. -- 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 interrupt as trying to disconnect a grid using an RCD. -- 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. -- Single point of failure for core gameloops. While the lack of Salvage should be felt by the station, Cargo and other departments should not rely on the output of Salvage's work to the extent where their core gameloops are unable to progress in case Salvage is unable to perform. BreakSalv does not inherently solve this issue as it is tied to current resource consumption balance, but does make it substantially easier for other players to take on the role of Salvage and for the Salvage gameloop to transfer into other types of materials. -- 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. ### BreakSalv in detail From 7757cb2d3ab5eee68c9b3c6c0116b57dd80a2318 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 18 Mar 2026 14:13:48 +0100 Subject: [PATCH 05/20] Update shipbreak-salvage.md --- .../cargo/proposals/shipbreak-salvage.md | 75 ++++++++----------- 1 file changed, 32 insertions(+), 43 deletions(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 7b7ae06f74..ad241ff667 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -43,7 +43,7 @@ Salvage should avoid the following: ## Features to be added -BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then shredding the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. +BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then smelting the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. The work of a Salvager takes place in the _Salvage Bay_, a location exposed to space on the outside of the station, near the Cargo department. While most Salvage work occurs in the Salvage Bay due to the station-locked machinery there, they should have a small locker room in Cargo for suiting up, with easy access to the rest of the Cargo department to facilitate material transfers. @@ -83,7 +83,7 @@ Only one wreck may be active with the magnet at any given time. Once a wreck has Once a wreck has been spawned, it will be located somewhere in nearby space in proximity to the Salvage Bay. If the wreck is not within the player's viewing distance, Salvage may use a _Mass Scanner_ mapped in the Bay to locate it. Compared with previous iterations of Salvage, the wrecks are meant to spawn much closer to the station. Regardless, Salvage will want to move the wreck closer to the Salvage Bay, as it will make it easier to extract materials and is necessary to complete the later steps. This is known as _towing_. -To tow the wreck, Salvage will have access to certain tools to drag grids. An example of this would be using _grappling hooks_ and _magboots_. While grappling hooks on their own simply drag the user towards the hook, when combined with the grounding force of the magboots, Salvagers could pull grids towards each other (or, in the case of one with a station anchor, only the one without is pulled). Ideally, Salvage would be able to stand on the outer rim of the station and use their grappling hooks to drag the wreck into working distance and proceed to the next step. +To tow the wreck, Salvage will have access to certain tools to drag grids. An example of this would be using _grappling hooks_ and _magboots_. While grappling hooks on their own simply drag the user towards the hook, when combined with the grounding force of the magboots, Salvagers could pull grids towards each other (or, in the case of one with a station anchor, only the one without is pulled). Ideally, Salvage would be able to stand on the outer rim of the station and use their grappling hooks to drag the wreck into working distance and proceed to the next step. Other options, such as towing ropes or harpoon turrets, could serve a similar purpose. There is an opportunity for intra-department collaboration where Science could provide tool upgrades for easier towing. ### Extraction @@ -95,7 +95,7 @@ On the wrecks, there will be various resources Salvage will want to move off the Wreck resources are ship parts, technology gadgets and hazardous containers made up of rare materials. Salvage will want to remove these to ensure a high material yield and/or prevent damage to the Salvage Bay. No one wreck will contain all types of wreck resources, and wrecks could specialize in a specific resource to be extracted (such as a radioactive wreck type containing many radioactive wreck resources that provide uranium). -Wreck resources cannot be used directly as materials; they must be processed first. The _recycler_ is a good option for this, as it is a station-mounted machine, and Salvage can easily have their own. As a rule, wreck resources should _not_ focus on basic materials, since those are primarily obtained through the shredding step. +Wreck resources cannot be used directly as materials; they must be processed first. The _recycler_ is a good option for this, as it is a station-mounted machine, and Salvage can easily have their own. As a rule, wreck resources should _not_ focus on basic materials, since those are primarily obtained through the processing step. - **Two-handed:** Requires two hands to pick up. - **Large:** Big enough to require dragging and can't be held or put in containers. @@ -113,27 +113,23 @@ It's key that wreck resources can be easily identified as such; Salvagers should **Processing** is the process of finalizing a salvage operation by grinding up the remains of a wreck into base materials. -Once all valuable wreck resources have been extracted and the Salvagers are finished with the wreck, it is time to dispose of the wreck itself. For this, the Salvage Bay has a large wall of _industrial shredders_, and _separation charges_. +Once all valuable wreck resources have been extracted and the Salvagers are finished with the wreck, it is time to dispose of the wreck itself. For this, the Salvage Bay has a large wall of _industrial smelters_, and _separation charges_. -#### Industrial Shredders +#### Industrial Smelters -Industrial shredders operate by grinding any tile that comes into contact with the machine's open front, destroying it and any attached structures. It is essentially a recycler specializing in grids. Because wrecks are mostly composed of metal and glass, this is the primary method Salvage uses to produce steel and glass sheets. To prevent Salvage from simply sending a fresh wreck directly into industrial shredders, they provide a substantially lower yield for wreck resources and items that can already be recycled, and some wreck resources may damage the shredders if inserted into them. +Industrial smelters operate by grinding any tile that comes into contact with the machine's open front, destroying it and any attached structures. It is essentially a recycler specializing in grids. Because wrecks are mostly composed of metal and glass, this is the primary method Salvage uses to produce steel and glass sheets. To prevent Salvage from simply sending a fresh wreck directly into the smelters and skip the extraction step entirely, they provide a substantially lower yield for wreck resources and items that can already be recycled, and some wreck resources may damage the smelters if inserted into them (e.g. fuel tanks). Since some individual grid tiles could feasibly be made with less than one sheet of steel material, those tiles only have a percentage chance to produce a sheet. E.g., a lattice, which is made of 1 steel rod (equivalent to 0.5 steel sheet), has at most a 50% chance of producing a sheet. -Each shredder acts as a conveyor belt that is only able to push items perpendicular to its opening; since each Salvage Bay is meant to have a line of shredders (known as the "shredder wall"), this means the material can travel along the line to a pick-up location (either in the Bay or in Cargo proper). Shredders are *only active* when a wreck is being worked on via the magnet, and they turn on/off via device linking. In the event that a shredder gets damaged (because of meteors or misconduct) it should be repairable, e.g. via welding. +Each smelter acts as a conveyor belt that is only able to push items perpendicular to its opening; since each Salvage Bay is meant to have a line of smelter (known as the "smelter wall"), this means the material can travel along the line to a pick-up location (either in the Bay or in Cargo proper). In the event that a smelter gets damaged (because of meteors or misconduct) it should be repairable, e.g. via welding. -Shredders lack the safety mechanisms of recyclers, which means they deal contact damage, but the damage is low enough that it isn't an efficient method of murder. You wouldn't want to stand or walk through a shredder for a long duration, but just touching it for a few seconds won't be lethal. - -Shredders are *only* able to shred wrecks attached to the linked salvage magnet. While realistically there shouldn't be a limit, this is an instance where moderation efforts need to be made as having them able to shred any grid would make major griefing and self-antagonism too easy to perform, and also allow crew to easily weaponize the shredder wall against shuttle-based antagonists (despite how awesome it sounds, we do not want crew to mount shredders to a Cargo shuttle to bulldoze the Xenoborg Mothership). It is possible to remove this limitation as an EMAG interaction for the salvage magnet; however, if implemented, it should be accompanied by a station-wide announcement to alert the crew to the impending danger. +Smelters should by default *only* be able to destroy wrecks spawned by the salvage magnet. While realistically there wouldn't be a limit, this is an instance where moderation efforts need to be made as having them able to smelt any grid would make major griefing and self-antagonism too easy to perform, and also allow crew to easily weaponize the smelter wall against shuttle-based antagonists (despite how awesome it sounds, we do not want crew to mount smelters to a Cargo shuttle to bulldoze the Xenoborg Mothership). It may be possible to remove this limitation (e.g. as an EMAG interaction); however, this would likely need extra precautions if implemented, such as being accompanied by a station-wide announcement. #### Separation Charges -Some wrecks will simply be too large to fit into the Salvage Bay and the shredder wall. Salvage will be tasked to split these wrecks into smaller parts using a new tool called separation charges. These operate similarly to cables but are mounted along tile edges and, when activated, split the grid in two, much like an RCD. This split is accompanied by a small spark (not an explosion!) and a small push force separating the grids. Large wrecks should be designed with this functionality and, in some cases, include predefined ideal spots for placing charges. - -Separation charges apply only if the line they create entirely separates the two parts of the grid. If the charges do not form a complete cut across the grid, or if other sections still connect the parts, the charges fail to activate. Since separation charges can enable strong antagonistic plays, such as disconnecting vital station sections, placing a single separation charge has a reasonably long do-after. +Some wrecks will simply be too large to fit into the Salvage Bay and the smelter wall. Salvage will be tasked to split these wrecks into smaller parts using a new tool called _separation charges_. These would operate similarly to cables but are mounted along tile edges and, when activated, split the grid in two, much like an RCD. This split is accompanied by a small spark (not an explosion!) and a small push force separating the grids. Large wrecks should be designed with this functionality and, in most cases, include predefined ideal spots for placing charges. -It's recommended (but not required) that _weld charges_ be implemented as well, which act in opposition to separation charges and enable grid attachment. These would work well as engineering tools and/or as part of the RCD. +Since separation charges can enable strong antagonistic plays, such as disconnecting vital station sections, placing a single separation charge has a reasonably long do-after. #### Magnet Evaluation @@ -142,20 +138,18 @@ The final part of the BreakSalv loop is Salvage returning to the magnet and gett While a wreck is being worked on, the magnet interface displays a "Magnet Evaluation" view with the following information: - **Wreck Percentage:** Percentage of how much of the spawned wreck grid has been processed; 0% means all grid tiles remain, 100% means no grid tiles remain. -- **Shredder Efficiency:** Efficiency of connected industrial shredders. This is calculated based on whether the shredders have processed any entities that yield less, such as wreck resources. +- **Processing Efficiency:** Percentage of valuable entities on the wreck that were processed correctly. This is calculated based on whether the smelters have processed any wreck resources. - **Wreck Time:** Time since magnet pull started. -After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using a "Despawn Wreck" button on the magnet. There is, however, an incentive to thoroughly shred the wreck. If the Wreck Percentage is 100%, the previously greyed-out "Claim Processing Reward" button becomes available. Clicking this button rewards Cargo with a monetary boost and announces in the Supply channel that Salvage finished processing the wreck, along with the Shredder Efficiency and Wreck Time. +After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using an "End Salvage Operation" button on the magnet. Once the button is pressed, the magnet interface returns to the wreck selection view, and Salvage is free to select a new wreck to work on. -Once either button has been pressed, the magnet interface returns to the wreck selection view (after a short delay to give a moment to breathe), and Salvage is free to select a new wreck to work on. +The wreck percentage and processing efficiency are used to evaluate how well the Salvage team is correctly dealing with the wrecks; a high processing efficiency means the Salvagers are extracting valuables and not just immediately smelting the wreck, and a high wreck percentage means the Salvagers aren't just despawning the wreck after looting it. These stats can then be used to affect various parts of the work to encourage proper handling of the wrecks, such as introducing a delay on pulling in new wrecks if the percentage is too low. -### Salvage Progression & Magnet Upgrade +### Salvage Progression As some wrecks will contain useful tools and equipment to better deal with the three core parts of BreakSalv, there will be a natural progression inherent to Salvage's gameplay. Science may also provide upgraded tools through research and usage of Salvage's materials. Some wrecks will likely be discouraged by being too dangerous or slow to process without these upgrades, lending to a sense of becoming more powerful over the round. -As a way to add further progression and provide some breathing room for Salvage, BreakSalv also features an upgrade to the salvage magnet's capabilities. This unlocks after Salvage has a certain number of 100% Wreck Percentage completions in the form of a greyed out "Magnet Upgrade" button in the wreck selection view becoming available. Pressing this starts a fairly lenghty progress bar during which no new wrecks can be selected. Salvagers are encouraged to spend this time taking a break on the station and/or visiting the other departments for upgrades. - -Once the progress bar has completed, the Salvagers are rewarded with a new wreck option in the wreck selection view that features a higher-tier wreck. This higher tier is intended to be more challenging by featuring multiple wreck types simultaneously, more resources, and being generally larger. +Another option for progression is the selection of wrecks available. Larger wrecks with more resources and rare equipment can be gradually unlocked as the round progresses, e.g. based on the wreck percentage and processing efficiency. An example of this could be items found on wrecks that when inserted into the magnet unlocks new options, with the spawn rate depending on the completion stats. #### Salvage Specialist equipment @@ -164,7 +158,7 @@ From the start of the round, Salvagers should have access to: - A salvage hardsuit. Necessary for working in the Salvage Bay. - Basic tools and toolbelt. For navigating and deconstructing the wreck during the extraction step. - A survival knife and a portable kinetic accelerator. Used to deal with hostile mobs on wrecks during the extraction step. -- A grappling hook and separation charges. Necessary to complete the retrieval and shredding step. +- A grappling hook and separation charges. Necessary to complete the retrieval and processing step. Upgrades to the Salvager's arsenal could be: @@ -175,7 +169,6 @@ Upgrades to the Salvager's arsenal could be: ## Game Design Rationale - ### BreakSalv in detail This section addresses specific design choices with the various features BreakSalv aims to implement. @@ -184,7 +177,7 @@ This section addresses specific design choices with the various features BreakSa Previous iterations of Salvage have had a problem with Salvage "fucking off into space" and not engaging with the station for the majority of the round. This has less been the fault of space itself and rather the Salvage mechanics that encouraged leaving the station; shuttle building and space debris encouraged hopping from debris to debris to gather resources, with the vrgoid asteroid being the epitome of encouraging Salvage to leave for extended durations and make "mini-stations" with medical capabilities and even their own lathes replacing the need for the station altogether. Expeditions disconnected Salvage from the station map entirely, and fultons meant Salvagers didn't need to return to the station to hand over the materials. -BreakSalv locks Salvage to the station grid by making heavy use of the magnet and the industrial shredders. There is little to no reason to engage in gameplay away from the station, and by being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. This means that Salvage will always be accessible to react to station events and become easier to locate, e.g., for antagonists. +BreakSalv locks Salvage to the station grid by making heavy use of the magnet and the industrial smelters. There is little to no reason to engage in gameplay away from the station, and by being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. This means that Salvage will always be accessible to react to station events and become easier to locate, e.g., for antagonists. There are still some pros and cons to working outside the station. EVA work is a very unique mechanic to the space setting that otherwise only really Engineering deals with as part of their primary gameplay loop, and it is aesthetically cool and leverages the open space afforded by it. This does limit crew-job interactions, however, as there is no Salvage "front desk" and the Salvage Bays would not be by any high-traffic area (unless a station specifically designs its layout around it). On the other hand, tying Salvage's work to the Salvage Bay will make it massively more accessible compared to previous iterations. Paramedics will have an easier time accessing Salvagers in case of lethal explosions, Cargo & QM will generally know where Salvagers are while working, Engineers can pass by Salvagers when traversing the outside of the station, and there is a much lower barrier of entry for Passengers to help out by virtue of the Salvage Bay being more open. @@ -192,27 +185,25 @@ The Salvage Bay also offers a good spot for holopads, and since the Wreck Timer #### The Salvage Magnet and Wrecks -Wrecks provide variety to the round, both in the selection of available wrecks and in the contents they may provide. They are also excellent opportunities for environmental storytelling; all wrecks should have some sort of "lore" behind them that ties into their wreck type and what they depict. Wrecks should not be created through pure random generation but should be hand-crafted grids by our talented mappers. Wrecks should ideally not have just a single way that they can play out to create emergent gameplay, and Salvagers should feel they can make meaningful choices with what wrecks they spawn in, and also in how they approach them. +Wrecks provide variety to the round, both in the selection of available wrecks and in the contents they may provide. They are also excellent opportunities for environmental storytelling; all wrecks should have some sort of "lore" behind them that ties into their wreck type and what they depict. Wrecks do serve as an opportunity to use randomly generated layouts, possibly being entirely algorithmically generated, but care needs to be taken to ensure that this does not come at the expense of immersion and interesting exploration. Wrecks should ideally not have just a single way that they can play out to create emergent gameplay, and Salvagers should feel they can make meaningful choices with what wrecks they spawn in, and also in how they approach them. As mentioned in the previous section, the salvage magnet becomes part of what ties Salvagers to the station. Despite its unassuming appearance, it is a critical part of ensuring that BreakSalv flows smoothly, and a lot of care and consideration needs to be taken to ensure that its presentation and mechanics (such as delays) don't encourage bad or unfun gameplay. -A potentially contentious part is the Upgrade Magnet button. Forcing Salvagers to not engage with their primary gameplay loop may be seen as killing the momentum, however considering that it is optional and up to the Salvagers when it should be activated (in case Salvage just wants to do more wrecks right this moment) and that it only unlocks after Salvage has done some wrecks already should hopefully place it at a point where Salvagers are looking for an excuse to take a break. Ideally, it will be implemented such that Salvagers can go "We'll do one more wreck and then hit the bar while the magnet upgrades". - -#### Grappling Hooks +#### Towing pulling grids is fun idk what else to say yippee pew pew i'm so strong pulling shottle weee -#### Shredders and Wreck resources +#### Smelters and Wreck resources -The main motivation behind wreck resources is to encourage Salvage to enter the wreck and loot it properly by hand. By making them focus on containing rare materials, they also become something Salvagers will want to seek out (which will be a positive experience), rather than "scrap" for basic materials, which the shredding step is already responsible for. +The main motivation behind wreck resources is to encourage Salvage to enter the wreck and loot it properly by hand. By making them have distinct visuals and contain rare materials, they also become something Salvagers will want to seek out (which will be a positive experience), rather than "scrap" for basic materials, which the processing step is already responsible for. -By making the wreck resources designed specifically for this, we can also avoid Salvagers simply mashing a shuttle straight into the shredder wall, as they can be set to give little to no resources from this. Wreck resources that damage the shredders also strongly discourage Salvagers from sending the wrecks into the shredders. However, experienced Salvagers may be able to partially shred a shuttle to open a section that would otherwise be difficult to access. +By making the wreck resources designed specifically for this, we can also avoid Salvagers simply mashing a shuttle straight into the smelter wall, as they can be set to give little to no resources from this. Wreck resources that damage the smelters also strongly discourage Salvagers from sending the wrecks directly into the smelter walls. This does allow for some flexibility as experienced Salvagers may be able to partially smelt a shuttle to open a section that would otherwise be difficult to access. ## Roundflow & Player interaction As previously mentioned, Salvage will have some inherent progression from what is found on the wrecks, but may also be assisted by Science upgrades in the form of useful equipment. There isn't as much of an end goal for Salvage as there is an escalating set of stakes to match the stronger equipment, with larger volumes of rarer materials and more challenging environments becoming available/feasible as the round progresses. -Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash; Salvagers shouldn't be able to loot wrecks and set up their own medical facilities or sustain themselves completely on wreck food to prevent them from becoming independent from the station, and finding large stacks of money invalidates the work Cargo Technicians put in with completing bounties. Salvage should, however, be able to supply Medical and Service with resources, and may be a core part of completing specific bounties for Cargo and providing items for Cargo Technicians to sell. +Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash; Salvagers shouldn't be able to loot wrecks and set up their own medical facilities or sustain themselves completely on wreck food to prevent them from becoming independent from the station, and finding large stacks of money invalidates the work Cargo Technicians put in with their own work. Salvage should, however, be able to supply Medical and Service with resources, and may be a core part of completing specific bounties for Cargo and providing items for Cargo Technicians to sell. Salvage has had a tradition of getting "gamer loot" via wrecks, i.e., equipment that would be very strong in the hands of an antagonist (or worse, used to validhunt/shut down antagonists) when they return to the station. Some wrecks, especially those that become available after the magnet upgrade, may contain some stronger equipment and especially cosmetics, but to prevent undesirable gamer loot, Syndicate equipment should be heavily restricted from the wrecks. @@ -220,7 +211,7 @@ Regarding the resources Salvage can uniquely supply to the station, this documen ## Administrative & Server Rule Impact (if applicable) -Given the safety locks on the industrial shredders, the only moderation issue I could see is that an antagonist uses them for DAGD-level destruction by mounting them on a shuttle and trying to bulldoze the station. It does require the EMAG, which means it's limited to antagonists only, so the risk for self-antag griefing is fairly minor. +Given the safety locks on the industrial smelters, the only moderation issue I could see is that an antagonist uses them for DAGD-level destruction by mounting them on a shuttle and trying to bulldoze the station. It would require the EMAG, which means it's limited to antagonists only, so the risk for self-antag griefing is fairly minor. # Technical Considerations @@ -228,37 +219,35 @@ Given the safety locks on the industrial shredders, the only moderation issue I ### Grid dragging -Before writing this document, I had a short sync with Slartibartfast, who has experience with grid movement. He said it was likely feasible to implement something like a grappling-hook pull, though it depends on how well Box2D supports continuous forces applied to a grid. A `DistanceJoint` on the hook may be sufficient; however, signs point to this not being a difficult thing to implement. - -The main issue likely encountered is that grid mass is currently not very accurate. This would cause problems when determining pull strength and also how the grids should pull towards each other if neither grid on either end of the grappling hook is anchored. If this becomes an issue, grid mass calculations would need a pass to ensure they're more accurate. +Grid dragging has been implemented in a prototype. The main issue encountered is that grid mass is currently not very accurate. This would cause problems when determining pull strength and also how the grids should pull towards each other if neither grid on either end of the grappling hook is anchored. The prototype accounts for this, but other systems (such as shuttle power) would require refining to match these new values. -There would need to be some sanity checks such that a Salvager can't just stand on the station and keep a moving shuttle in place with just a grappling hook and magboots. +There would need to be some sanity checks such that a Salvager can't just stand on the station and keep a moving shuttle in place with just their equipment. ### Separation charges Splitting grids is already a thing that can be done with the RCD, but that operates on the principle of removing tiles entirely. There would need to be a solid system in place that not only deals with separation charges being capable of sitting on the edge between two tiles, but also that it can accurately split the grids in two. -In terms of testing BreakSalv, separation charges aren't necessary. They main reason they should be implemented is to give mappers freedom when designing the sizes of Salvage Bays and wrecks. +They main reason they should be implemented is to give mappers freedom when designing the sizes of Salvage Bays and wrecks. ## Modified features ### Station map considerations -Station maps would need to accommodate the new "shredder wall" concept. After briefly testing, it seems that a width of 9 tiles (the width of a singularity containment field) is around the ideal size to deal with pulling in wrecks for shredding. Most stations seem to have room to fit them without issue (except possibly Reach, though even there, there is room for a smaller version). +Station maps would need to accommodate the new "smelter wall" concept. After briefly testing, it seems that a width of 9 tiles (the width of a singularity containment field) is around the ideal size to deal with pulling in wrecks for smelting. Most stations seem to have room to fit them without issue (except possibly Reach, though even there, there is room for a smaller version). -Still, all maps would need to implement a new Salvage Bay to be able to support BreakSalv. +Still, all maps would need to implement a new Salvage Bay to be able to support BreakSalv. The new Salvage Bay should be accessible to Cargo Technician access; only the Salvager locker room needs to be job-locked. ### Wreck map considerations -Many, if not all, of the existing wreck maps would likely need to be redesigned to comply with the wreck type system and provide an engaging wreck for Salvage to process in the manner that BreakSalv requires. The magnet must also be able to properly track how much of a spawned grid remains, which includes whether the grid is split off into multiple parts. This should be doable via a simple tracking component, hopefully. +Many, if not all, of the existing wreck maps would likely need to be redesigned to comply with the wreck type system and provide an engaging wreck for Salvage to process in the manner that BreakSalv requires. The magnet must also be able to properly track how much of a spawned grid remains, which includes whether the grid is split off into multiple parts. This has been implemented in a prototype. ### Salvage Magnet -The salvage magnet would require a partial re-design with its UI to support the new functionality. Most of what exists could probably be repurposed for BreakSalv however. +The salvage magnet would require a partial re-design with its UI to support the new functionality. Some of what exists could probably be repurposed for BreakSalv however. ## Further Embodiments There are a few ways that BreakSalv can be expanded upon. These are not necessarily part of the base implementation but may be worth exploring in the future: - A stationary "spear gun" turret stationed in the Salvage Bay that Salvagers manually control to hook into wrecks that are too far for their grappling hooks. -- Industrial shredders being a Science research technology. I fear what the Passengers will do with this. +- Industrial smelters being a Science research technology. I fear what the Passengers will do with this. - More elaborate wreck mechanics inspired by Hardspace: Shipbreaker. Examples would be reactors that start a timer before needing to be processed or else explode, or heating/cooling pipes that could harm you if cut before being drained. From df738b6b840c5eba808e0759d713f802a130a98d Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 21:25:41 +0100 Subject: [PATCH 06/20] Update shipbreak-salvage.md --- .../cargo/proposals/shipbreak-salvage.md | 193 +++++++++++++----- 1 file changed, 140 insertions(+), 53 deletions(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index ad241ff667..469e7e09af 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -1,12 +1,12 @@ -# Shipbreak Salvage Proposal +# Shipbreak Salvage Proposal v2 | Designers | Coders | Implemented | GitHub Links | |---|---|---|---| -| SlamBamActionman | SlamBamActionman et al. | :x: No | TBD | +| SlamBamActionman, Princess Cheeseballz | SlamBamActionman et al. | :x: No | TBD | ## Overview -Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage Specialist job, focusing on pulling in shuttle wrecks to the station and manually disassembling them for valuable resources, before sending the remaining structure into a vast industrial furnace to extract base materials. It challenges Salvagers to perform these tasks efficiently in hazardous environments, appealing to players looking for problem-solving gameplay and PvE combat. BreakSalv emphasizes EVA work on the outside of (but still on!) the station with a sci-fi industrial aesthetic unique to the department. +Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage Specialist job, focusing on pulling in shuttle wrecks to the station and manually disassembling them for valuable resources, before sending the remaining structure into a vast industrial furnace to extract base materials. It challenges Salvagers to perform these tasks efficiently in hazardous environments, appealing to players looking for problem-solving gameplay and PvE combat. BreakSalv emphasizes EVA work on the outside of (but still on!) the station with a sci-fi industrial aesthetic mixed with extra-terrestrial discovery unique to the department. ## Background @@ -24,7 +24,7 @@ Accordingly, BreakSalv will not attempt to capture all aspects of previous Salva As the name suggests, Shipbreaker Salvage is also inspired by the game [Hardspace: Shipbreaker](https://store.steampowered.com/app/1161580/Hardspace_Shipbreaker/). It does not try to recreate the game's mechanics in SS14; instead, it aims to emulate the feeling of engagement and fulfilment that breaking apart a spaceship provides, much like the game does. The game provides a good aesthetic and emotional goalpost for what BreakSalv attempts to be (and it's a pretty good game!). -### Motivation for Salvage +## Motivation for Salvage This Salvage design is grounded in using the unique opportunities provided by having a resource generator working on the outside of the station. Open space, and the environments that can be put in it, lends itself well to randomized elements that wouldn't be possible inside the static layout of a station. In addition, the inherent dangers of space suits a role defined by hazardous work, which should appeal to risk-seeking players that are either looking for a thrilling experience, or that wish to optimize their performance in spite of the dangers. This type of gameplay is currently only really offered via Security (which has a strong focus on PvP combat and unexpected bursts of danger) or Science (as part of artifact/anomaly research), leaving room for Salvage to fulfill a niche as a reliable source of PvE combat, environment navigation challenges and space movement mechanics, while being a primary resource generator. @@ -32,7 +32,7 @@ Salvage should aim to provide the following experience: - Hard work not for the faint of heart under a sci-fi megacorp industrial aesthetic. Salvagers should feel like they are cool by braving the dangers and efforts inherent to their job. - Visible results from their work. Seeing a huge pile of materials that can be delivered should make the Salvagers feel like they are contributing to the station. - Completionism and optimization. Salvagers will want to aim for high efficiency while working speedily, with experience allowing players to tackle more difficult scenarios while still keeping up a high pace. -- Moments of rest. Since all Salvage work requires constant manual effort, Salvagers shouldn't be pressured to work continuously. The game should naturally have breakpoints where Salvagers disengage from the resource-gathering loop to ensure they aren't constantly in "workmode". +- Moments of rest. Since all Salvage work requires constant manual effort, Salvagers shouldn't be pressured to work continuously. The game should naturally have breakpoints where Salvagers disengage from the resource-gathering loop to ensure they aren't constantly in a monotonous "workmode". Salvage should avoid the following: - Isolationism. While Salvage operates on the outside of the station, they should not by any means be unreachable to the rest of the station crew. There may be small moments where a Salvager and their team are positioned in an awkward location but this should be brief and temporary. In addition, Salvage should be encouraged to interact with station crew directly as part of its gameplay, either utilizing services (rather than being self-reliant) or through enabling aspects of their work. @@ -41,33 +41,34 @@ Salvage should avoid the following: - Single point of failure for core gameloops. While the lack of Salvage should be felt by the station, Cargo and other departments should not rely on the output of Salvage's work to the extent where their core gameloops are unable to progress in case Salvage is unable to perform. In the event that Salvagers are dead/missing, it should be possible for Cargo/other crew to take over performing Salvage work without too much difficulty. - Harvesting gamerloot. While Salvagers should be able to find fun and interesting things as part of their work, this should be achieved through properly interacting with the gameplay loop and ensuring the job is done well. Speeding through content to reach specific "loot" should be discouraged via mechanics, to prevent forgoing station-supporting gameplay for selfish rewards. -## Features to be added +## Core Gameplay Description -BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), and certain equipment that may be costly or otherwise difficult to procure for departments. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials from them by hand, and then smelting the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. +*This section deals with the content introduced by BreakSalv and to assist developers in what to implement to achieve the desired gameplay. To read motivations for the content, jump to the [Game Design Rationale](#game-design-rationale) section.* + +BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), certain equipment that may be costly or otherwise difficult to procure for departments, and fully unique items exclusively available through Salvage. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials and objects from them by hand, and then smelting the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. The work of a Salvager takes place in the _Salvage Bay_, a location exposed to space on the outside of the station, near the Cargo department. While most Salvage work occurs in the Salvage Bay due to the station-locked machinery there, they should have a small locker room in Cargo for suiting up, with easy access to the rest of the Cargo department to facilitate material transfers. -BreakSalv's gameplay loop consists of three primary parts: retrieval, extraction, and processing. +BreakSalv's gameplay loop consists of four primary parts: retrieval, extraction, processing, and questing. ### Retrieval **Retrieval** is the process of spawning wrecks and transporting them to the station so their resources can be extracted. -This part provides players with a good opportunity to engage with the game's space movement mechanics, from basic leaps to jetpacks (real or improvised) to grappling hooks. It's the primary way that Salvage engages with the *space* part of the space station. The role is positioned fairly unique in the game; while there are other jobs that work in space at times (primarily Engineering) they do not utilize movement through it as a core aspect of the job. Of course this relies on that the base mechanics themselves provide interesting gameplay, but considering how integral space is to the identity of the game, that should be a given. - Wrecks are pre-made grids themed around being decommissioned shuttles, destroyed station sections or similar. To access wrecks, Salvage has a unique console in the Salvage Bay called the _Salvage Magnet_. #### Salvage Magnet The Salvage Magnet (or just magnet) provides an interface where Salvagers can select from a small set of wrecks to work on, called the "Wreck Selection" view. Each entry lists the wreck type and the resources expected to be found on it. -One of the key pieces of information listed in a magnet entry is the _wreck type_ the wreck is. Wreck types describe environmental hazards or wreck properties that pose challenges unique to each type, giving Salvagers variety and choice in the wreck they want to work on. This is a useful way to add gameplay breadth, and giving the ability to foresee which wreck types are available gives players some control in what challenge they want to tackle based on preference and equipment. +One of the key pieces of information listed in a magnet entry is the _wreck type_ the wreck is. Wreck types describe environmental hazards or wreck properties that pose challenges unique to each type, giving Salvagers variety and choice in the wreck they want to work on. Some examples of wreck types: - **Superheated:** Contains compartments with superheated plasma actively on fire. These must be vented into space before being accessed. - **Infested:** Contains a large number of space mobs that will attack the Salvagers. These mobs are resistant to piercing damage, making ballistic weapons ineffective. - **Overgrown:** Kudzu covers the wreck, along with trees blocking pathways. +- **Mineralized:** The wreck has chunks of ore and rock in it, which need to be cleared. - **Radioactive:** Contains a large number of radioactive objects that require quick removal. - **Defended:** Contains dangerous turrets (ballistic and/or laser) and mines that must be disposed of. - **Shadowy:** Covered in the visually obscuring shadow anomaly fog that has to be navigated or removed via flashes. @@ -77,8 +78,17 @@ Some examples of wreck types: - **Distant:** Spawns at a further distance away from the station than normal. Jetpack recommended. - **More!** The idea is that these wreck types can be expanded upon for more variety. +The wrecks should clearly communicate before being selected their dangers and difficulties such that salvage can prepare beforehand. They do not need to be more specific than what is necessary to communicate which tools a salvager should attempt to acquire. + +- DO: Salvage sees a wreck has the "Overgrown" modifier, so they go to Botany to get some Plant-B-Gone to easily get rid of the kudzu. +- DO: Salvage sees a wreck has the "Mineralized" modifier, so they go to Science to get drills for the rocks. +- DON'T: Salvage jumps onto a wreck and finds out that it's protected by high voltage cables, so they have to leave the Salvage Bay to get insuls after pulling in the wreck. +- DON'T: Salvage sees that a wreck has 3 carp, 2 goliaths, and a turret before pulling it in, so they decide to pull in the wreck that instead has 2 carp, 1 goliath, and no turrets. + Only one wreck may be active with the magnet at any given time. Once a wreck has been selected, the interface changes to a new view as described in the [Magnet Evaluation](#magnet-evaluation) section. +Wrecks have the possibility to be aligned with a faction in the game (e.g bloodcult, NanoTrasen, alien etc.), which has some implications on visuals of the wreck, as well as possibly flavoring some of the contents found. This ties into the [Questing](#questing) section and associated relics. + #### Towing Once a wreck has been spawned, it will be located somewhere in nearby space in proximity to the Salvage Bay. If the wreck is not within the player's viewing distance, Salvage may use a _Mass Scanner_ mapped in the Bay to locate it. Compared with previous iterations of Salvage, the wrecks are meant to spawn much closer to the station. Regardless, Salvage will want to move the wreck closer to the Salvage Bay, as it will make it easier to extract materials and is necessary to complete the later steps. This is known as _towing_. @@ -89,7 +99,7 @@ To tow the wreck, Salvage will have access to certain tools to drag grids. An ex **Extraction** is the process of manually retrieving rare materials from wrecks. -On the wrecks, there will be various resources Salvage will want to move off the wreck and onto the station by going onto the wreck and picking them up by hand. In its simplest form, this may be a stack of material, but where the extraction process becomes more interesting is the unique _wreck resources_ that may spawn on wrecks. +On the wrecks, there will be various resources Salvage will want to move off the wreck and onto the station by going onto the wreck and picking them up by hand. In its simplest form, this may be a stack of material, but where the extraction process becomes more interesting is the unique _wreck resources_ and _quest items_ that may spawn on wrecks. #### Wreck Resources @@ -109,6 +119,10 @@ Wreck resources cannot be used directly as materials; they must be processed fir It's key that wreck resources can be easily identified as such; Salvagers shouldn't need to wonder if a resource should be recycled or if it can be left on the wreck as scrap. +#### Relics + +Relics are described in more detail in the [Questing](#questing) section, but for the purposes of extraction they are unique wreck resources that are not recycled into resources. These items become important to Salvage's progression through the round, and are therefore desirable to retrieve. + ### Processing **Processing** is the process of finalizing a salvage operation by grinding up the remains of a wreck into base materials. @@ -129,7 +143,7 @@ Smelters should by default *only* be able to destroy wrecks spawned by the salva Some wrecks will simply be too large to fit into the Salvage Bay and the smelter wall. Salvage will be tasked to split these wrecks into smaller parts using a new tool called _separation charges_. These would operate similarly to cables but are mounted along tile edges and, when activated, split the grid in two, much like an RCD. This split is accompanied by a small spark (not an explosion!) and a small push force separating the grids. Large wrecks should be designed with this functionality and, in most cases, include predefined ideal spots for placing charges. -Since separation charges can enable strong antagonistic plays, such as disconnecting vital station sections, placing a single separation charge has a reasonably long do-after. +Since separation charges can enable strong antagonistic plays, such as disconnecting vital station sections, placing a single separation charge should have a reasonably long do-after. #### Magnet Evaluation @@ -141,111 +155,184 @@ While a wreck is being worked on, the magnet interface displays a "Magnet Evalua - **Processing Efficiency:** Percentage of valuable entities on the wreck that were processed correctly. This is calculated based on whether the smelters have processed any wreck resources. - **Wreck Time:** Time since magnet pull started. -After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using an "End Salvage Operation" button on the magnet. Once the button is pressed, the magnet interface returns to the wreck selection view, and Salvage is free to select a new wreck to work on. +After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using an "End Salvage Operation" button on the magnet. Once the button is pressed, the magnet interface returns to the wreck selection view, with a timer showing when the next selection of wrecks are available. The wreck percentage and processing efficiency are used to evaluate how well the Salvage team is correctly dealing with the wrecks; a high processing efficiency means the Salvagers are extracting valuables and not just immediately smelting the wreck, and a high wreck percentage means the Salvagers aren't just despawning the wreck after looting it. These stats can then be used to affect various parts of the work to encourage proper handling of the wrecks, such as introducing a delay on pulling in new wrecks if the percentage is too low. -### Salvage Progression +Each wreck should be of one time use. Once Salvage has finished extracting from a wreck, the magnet cannot pull that wreck in a second time and players must choose from a new selection of wrecks. -As some wrecks will contain useful tools and equipment to better deal with the three core parts of BreakSalv, there will be a natural progression inherent to Salvage's gameplay. Science may also provide upgraded tools through research and usage of Salvage's materials. Some wrecks will likely be discouraged by being too dangerous or slow to process without these upgrades, lending to a sense of becoming more powerful over the round. +### Questing -Another option for progression is the selection of wrecks available. Larger wrecks with more resources and rare equipment can be gradually unlocked as the round progresses, e.g. based on the wreck percentage and processing efficiency. An example of this could be items found on wrecks that when inserted into the magnet unlocks new options, with the spawn rate depending on the completion stats. +The final part of the BreakSalv gameplay loop is handling delivery of materials and _relics_ found on the wrecks. Between wreck pulls from the magnet, there will be downtime that Salvagers are encouraged to use for this. -#### Salvage Specialist equipment +### Relics & Quests -From the start of the round, Salvagers should have access to: +As mentioned in [Extraction](#extraction), some items salvage acquires will specifically be designed to be used during the Questing phase. These relics contain beneficial or interesting _effects_, but must be unlocked first through some action. They should be designed such that their _unlock condition_ require the input or cooperation of other departments or crewmembers. This unlock condition may be more or less detrimental and should require an investment of resources, attention and/or time. The potential benefit of the effect should be such that the crewmember helping unlock it wishes to pursue it (even if it is not always guaranteed/risks having a negative effect!), but the effect also needs to be specific enough to the job/individual such that Salvage does not feel the need to keep the relic for themselves. -- A salvage hardsuit. Necessary for working in the Salvage Bay. -- Basic tools and toolbelt. For navigating and deconstructing the wreck during the extraction step. -- A survival knife and a portable kinetic accelerator. Used to deal with hostile mobs on wrecks during the extraction step. -- A grappling hook and separation charges. Necessary to complete the retrieval and processing step. +Unlocking relics is tracked as "quests", and progress can be viewed in a computer in the Salvage Bay. -Upgrades to the Salvager's arsenal could be: +- DO: Salvage finds a lost coffer on a wreck that they need to deliver to a person on the station. This coffer is known to contain something valuable so there's incentive for the person to open it. Once it's delivered, the quest is marked as completed. +- DO: Salvage finds some kind of alien tablet that seems to be pourous and demands bicaridine. Salvage goes to the medical bay and gives it to chemistry, who splashes some bicaridine causing it to transform into another reagent entirely. Chemistry can use this device to perform limited chemical transmutation, and the quest is marked as completed. +- DO: Salvage finds an encrypted tech disk that needs to be unencrypted by science and inserted into the R&D computer. This provides an option for Science to research an additional T3 technology for a greater cost. Once inserted, the quest is marked as completed. +- DON'T: Salvage finds an alien artifact that needs to be hit for 300 damage to progress, so they beat it with crowbars in space until their quest completes. +- DON'T: Salvage finds a locked data-tablet without any function requires Captain access to complete the quest. The captain opens it without thought and the quest is marked as completed without any further interaction or benefit. +- DON'T: Salvage finds a relic with an effect of instant full self-healing. Instead of going to Medical to help with its unlock, Salvagers brute-force unlocking it themselves, to save the trip and also keep the relic for themselves. -- Improved hardsuit with higher movement speed/defense. -- Welding goggles/gas mask, insulated gloves, and improved welding equipment. -- Jaws of life and power drill. -- Simple laser weapons. +If Salvage wants to unlock better wrecks, they should have to complete these quests. Ideally much of the upgraded equipment and unlockables salvage wants should be locked behind wrecks which can only be pulled if Salvage completes these quests. -## Game Design Rationale +Keeping with Salvage's themes, these quests should range from mundane to outright bizzare or even dangerous, but they should never be so esoteric in their completion as to confuse the player. It should always be obvious where salvage needs to go, in order to complete their quests, and what needs to be done. These quests ideally should not be able to be circumvented using purchases from the cargo request computer. + +Once salvage has completed a majority of these quests, they will be rewarded with a "license upgrade" which gives them access to a new selection of wrecks (or wreck singular) with higher complexity but also higher rewards. -### BreakSalv in detail +These quests should be numerous enough that salvage is encouraged to split them up as a team, but not so numerous that one salvager can't do all the work within a reasonable timeframe. In addition, salvage should only need to complete a majority of these quests rather than every single one, as there's no guarantees that all of the quests will be completable due to factors outside of their control. + +## Game Design Rationale This section addresses specific design choices with the various features BreakSalv aims to implement. -#### Salvage in space +### Salvage in space Previous iterations of Salvage have had a problem with Salvage "fucking off into space" and not engaging with the station for the majority of the round. This has less been the fault of space itself and rather the Salvage mechanics that encouraged leaving the station; shuttle building and space debris encouraged hopping from debris to debris to gather resources, with the vrgoid asteroid being the epitome of encouraging Salvage to leave for extended durations and make "mini-stations" with medical capabilities and even their own lathes replacing the need for the station altogether. Expeditions disconnected Salvage from the station map entirely, and fultons meant Salvagers didn't need to return to the station to hand over the materials. BreakSalv locks Salvage to the station grid by making heavy use of the magnet and the industrial smelters. There is little to no reason to engage in gameplay away from the station, and by being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. This means that Salvage will always be accessible to react to station events and become easier to locate, e.g., for antagonists. -There are still some pros and cons to working outside the station. EVA work is a very unique mechanic to the space setting that otherwise only really Engineering deals with as part of their primary gameplay loop, and it is aesthetically cool and leverages the open space afforded by it. This does limit crew-job interactions, however, as there is no Salvage "front desk" and the Salvage Bays would not be by any high-traffic area (unless a station specifically designs its layout around it). On the other hand, tying Salvage's work to the Salvage Bay will make it massively more accessible compared to previous iterations. Paramedics will have an easier time accessing Salvagers in case of lethal explosions, Cargo & QM will generally know where Salvagers are while working, Engineers can pass by Salvagers when traversing the outside of the station, and there is a much lower barrier of entry for Passengers to help out by virtue of the Salvage Bay being more open. +The purpose of the Retrieval part of the gameplay loop is to provide players with a good opportunity to engage with the game's space movement mechanics, from basic leaps to jetpacks (real or improvised) to grappling hooks. It's the primary way that Salvage engages with the *space* part of the space station. This makes the role fairly unique in the game; while there are other jobs that work in space at times (primarily Engineering) they do not utilize movement through it as a core aspect of the job. Of course this relies on that the base mechanics themselves provide interesting gameplay, but considering how integral space is to the identity of the game, that should be a given. + +There are still some cons to working outside the station. It limits crew interactions, as there is no Salvage "front desk" and the Salvage Bays would not be by any high-traffic area (unless a station specifically designs its layout around it). On the other hand, tying Salvage's work to the Salvage Bay will make it massively more accessible compared to previous iterations. Paramedics will have an easier time accessing Salvagers in case of lethal explosions, Cargo & QM will generally know where Salvagers are while working, Engineers can pass by Salvagers when traversing the outside of the station, and there is a much lower barrier of entry for Passengers to help out by virtue of the Salvage Bay being more open. The Salvage Bay also offers a good spot for holopads, and since the Wreck Timer is purely cosmetic, there is no penalty for Salvagers to pause their work to engage in conversation or complete station tasks. -#### The Salvage Magnet and Wrecks +### The Salvage Magnet and Wrecks -Wrecks provide variety to the round, both in the selection of available wrecks and in the contents they may provide. They are also excellent opportunities for environmental storytelling; all wrecks should have some sort of "lore" behind them that ties into their wreck type and what they depict. Wrecks do serve as an opportunity to use randomly generated layouts, possibly being entirely algorithmically generated, but care needs to be taken to ensure that this does not come at the expense of immersion and interesting exploration. Wrecks should ideally not have just a single way that they can play out to create emergent gameplay, and Salvagers should feel they can make meaningful choices with what wrecks they spawn in, and also in how they approach them. +Wrecks provide variety to the round, both in the selection of available wrecks and in the contents they may provide. Having wreck types as modifiers is a useful way to add gameplay breadth, and giving the ability to foresee which wreck types are available gives players some control in what challenge they want to tackle based on preference and equipment. They are also excellent opportunities for environmental storytelling; all wrecks should have some sort of "lore" behind them that ties into their wreck type and what they depict. Wrecks do serve as an opportunity to use randomly generated layouts, possibly being entirely algorithmically generated, but care needs to be taken to ensure that this does not come at the expense of immersion and interesting exploration. Wrecks should ideally not have just a single way that they can play out to create emergent gameplay, and Salvagers should feel they can make meaningful choices with what wrecks they spawn in, and also in how they approach them. As mentioned in the previous section, the salvage magnet becomes part of what ties Salvagers to the station. Despite its unassuming appearance, it is a critical part of ensuring that BreakSalv flows smoothly, and a lot of care and consideration needs to be taken to ensure that its presentation and mechanics (such as delays) don't encourage bad or unfun gameplay. +#### Wreck contents + +Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash; Salvagers shouldn't be able to loot wrecks and set up their own medical facilities or sustain themselves completely on wreck food to prevent them from becoming independent from the station, and finding large stacks of money invalidates the work Cargo Technicians put in with their own work. Salvage should, however, be able to supply Medical and Service with resources, and may be a core part of completing specific bounties for Cargo and providing items for Cargo Technicians to sell. + +Salvage has had a tradition of getting "gamer loot" via wrecks, i.e., equipment that would be very strong in the hands of an antagonist (or worse, used to validhunt/shut down antagonists) when they return to the station. Some wrecks, especially those that become available after the magnet upgrade, may contain some stronger equipment and especially cosmetics, but to prevent undesirable gamer loot, Syndicate equipment should be heavily restricted from the wrecks. + #### Towing pulling grids is fun idk what else to say yippee pew pew i'm so strong pulling shottle weee -#### Smelters and Wreck resources +### Smelters and Wreck resources The main motivation behind wreck resources is to encourage Salvage to enter the wreck and loot it properly by hand. By making them have distinct visuals and contain rare materials, they also become something Salvagers will want to seek out (which will be a positive experience), rather than "scrap" for basic materials, which the processing step is already responsible for. -By making the wreck resources designed specifically for this, we can also avoid Salvagers simply mashing a shuttle straight into the smelter wall, as they can be set to give little to no resources from this. Wreck resources that damage the smelters also strongly discourage Salvagers from sending the wrecks directly into the smelter walls. This does allow for some flexibility as experienced Salvagers may be able to partially smelt a shuttle to open a section that would otherwise be difficult to access. +By making the wreck resources designed specifically for this, we can also avoid Salvagers simply mashing a shuttle straight into the smelter wall, as they can be set to give little to no resources from this. Wreck resources that damage the smelters also strongly discourage Salvagers from sending the wrecks directly into the smelter walls. This does allow for some flexibility as experienced Salvagers may be able to partially smelt a shuttle to open a section that would otherwise be difficult to access, but Salvage should not be able to properly progress without stepping foot on and successfully defusing threats on the wreck. -## Roundflow & Player interaction +#### Salvage and station resources -As previously mentioned, Salvage will have some inherent progression from what is found on the wrecks, but may also be assisted by Science upgrades in the form of useful equipment. There isn't as much of an end goal for Salvage as there is an escalating set of stakes to match the stronger equipment, with larger volumes of rarer materials and more challenging environments becoming available/feasible as the round progresses. +Regarding the resources Salvage can uniquely supply to the station, this document primarily cites rare materials. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. The BreakSalv design allows new materials and equipment to be introduced as new wreck resources instead of existing materials, reducing the blocking effect of Salvage on other roles. However, as this would require a broader rework of the game's resource system and supporting content, and it does not affect BreakSalv's core gameplay loop, it is excluded from this design proposal. -Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash; Salvagers shouldn't be able to loot wrecks and set up their own medical facilities or sustain themselves completely on wreck food to prevent them from becoming independent from the station, and finding large stacks of money invalidates the work Cargo Technicians put in with their own work. Salvage should, however, be able to supply Medical and Service with resources, and may be a core part of completing specific bounties for Cargo and providing items for Cargo Technicians to sell. +### Aesthetic choices & inspirations -Salvage has had a tradition of getting "gamer loot" via wrecks, i.e., equipment that would be very strong in the hands of an antagonist (or worse, used to validhunt/shut down antagonists) when they return to the station. Some wrecks, especially those that become available after the magnet upgrade, may contain some stronger equipment and especially cosmetics, but to prevent undesirable gamer loot, Syndicate equipment should be heavily restricted from the wrecks. +A large part of salvage's appeal is the aesthetics. Salvage should feel like a tough and cool job to do regardless of what they're doing. + +Aesthetically and tone wise, salvage should lean more on the dark comedy and horror of the game's tone. Space is vast, endless, and full of threats both rational and irrational. The wrecks salvagers pull in should reflect this, enhancing the tone of the job and ensuring gameplay variety. + +Wrecks should never feel completely mundane. There's a story to how this once functional ship, outpost or machine beyond understanding became a wreck. + +#### Mundane realities of fantasy star-systems -Regarding the resources Salvage can uniquely supply to the station, this document primarily cites rare materials. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. The BreakSalv design allows new materials and equipment to be introduced as new wreck resources, reducing the blocking effect of Salvage on other roles. As this would require a broader rework of the game's resource system and supporting content, and it does not affect BreakSalv's core gameplay loop, it is excluded from this design proposal. +A big aspect to enhance tone is to have the actual interactions be extremely mundane. A wreck may be an abomination of flesh consuming metal as salvage literally dives into the belly of some cosmic beast, but mechanically they're treating its arteries the same way they would treat pipes, and its vital organs as obstacles or valuables. + +Salvage's progression should reflect this, armor upgrades being the result of stripping the tough hides off of alien monsters. Medicine being taken from self replicating cosmic beasts. Weapons being magical in some way, stealing the life force from their slain enemies. + +Salvage is practical, and the world around them is irrational, and this should be reflected as much aesthetically as it is mechanically. The aesthetics that a Salvager takes on should be shaped by the wrecks and situation they encounter. + + +### Salvage progression + +Salvage's equipment progression should primarily come from Science and what can be found/crafted from resources found on wrecks. As the better wrecks are only available through the completion of quests, this ties Salvage to the station and encourages crew interactivity as part of the core gameplay loop. + +#### Salvage Specialist equipment + +From the start of the round, Salvagers should have access to: + +- A salvage hardsuit. Necessary for working in the Salvage Bay. +- Basic tools and toolbelt. For navigating and deconstructing the wreck during the extraction step. +- A survival knife and a portable kinetic accelerator. Used to deal with hostile mobs on wrecks, and as tools against environmental hazards. +- A grappling hook and separation charges. Necessary to complete the retrieval and processing step. + +Salvage's upgrades should consist of improvements to these options, with a mix of mundane and not so mundane options. Some examples could include: + +- Improved space faring armor + - Better defense or better mobility +- Better deconstruction tools + - Welding goggles, insulated gloves, power tools, mining drills, explosives +- Better space mobility + - Jetpacks, grappling hook+, forklifts +- Better grid dragging tools + - Harpoons, forklifts, tether guns +- Better weaponry + - Laser weapons, crusher melee weapons + +Of note, the options listed above are very mundane, but fantastical options should be available they are just far more difficult to balance and as such have been excluded as examples in this design doc. Fantastical options should at best be equal to the best mundane options listed as examples above. + +### Relics & Theme Design + +Both the wrecks salvage pulls and their quests should be consistent in theme and story. If Salvage pulls a wreck with a wizard relic for example, the wreck should ideally have signs that wizards were once there to enhance the immersion and mood of salvaging. In addition relics should always feel thematically in universe and should be designed as being owned by a faction with consistent themes. Regardless, these items should be distinct to salvage to give extra weight to the wrecks being pulled. These aren't just any old pieces of debris floating around, Nanotrasen has an interest in these scrap heaps. + +One key aspect of relics is ensuring the design is consistent. Making unique relics with unique effects and unlock conditions can easily bloat the scope of what Salvage provides, and such handcrafted specificity is to be avoided. This document proposes that relics have a _type_ and _faction_. The type informs what kind of object the relic is (e.g. a coffer, a sacrificial dagger, an encrypted disk) and the unlock condition associated with the relic. The faction gives the visual identity of the relic, and also provides a secondary effect to the unlock condition/effect. + +This design is not *as* economical as Science artifacts (which mix up *any* trigger and effect), but it does provide useful design handrails when adding new relics. + +- Examples: + - Relics of blood cult origin should be colored red and brown, and their unlock condition should involve the expenditure of blood in some way. + - Coffers should always require delivery to a specific individual on the station, but the unlock method and what is inside the coffer is dependent on the faction. + - Relics of clock cult origin should be metallic and gold colored, their unlock condition should generally involve the bar or engineering. Additional effect can result in construction of useful machines and devices (e.g a perpetual motion generator). + +This type of design is very useful in making players develop an understanding of the relic system; once they discover a relic of a specific faction, they will understand the theme implications for any future relic of that faction they find. Similarly, if they find a relic of a specific type, they will now know how any faction variation works with the base unlock condition. + +The greatest difficulty in this is ensuring that that the effect is unique and interesting, and that the unlock conditions truly do require crew interactions. This is something that can be explored further in playtesting to find the components that work well for this purpose. ## Administrative & Server Rule Impact (if applicable) Given the safety locks on the industrial smelters, the only moderation issue I could see is that an antagonist uses them for DAGD-level destruction by mounting them on a shuttle and trying to bulldoze the station. It would require the EMAG, which means it's limited to antagonists only, so the risk for self-antag griefing is fairly minor. -# Technical Considerations +## Technical Considerations -## New features +### New features -### Grid dragging +#### Grid dragging Grid dragging has been implemented in a prototype. The main issue encountered is that grid mass is currently not very accurate. This would cause problems when determining pull strength and also how the grids should pull towards each other if neither grid on either end of the grappling hook is anchored. The prototype accounts for this, but other systems (such as shuttle power) would require refining to match these new values. There would need to be some sanity checks such that a Salvager can't just stand on the station and keep a moving shuttle in place with just their equipment. -### Separation charges +#### Separation charges + +Splitting grids is already a thing that can be done with the RCD, but that operates on the principle of removing tiles entirely. There would need to be a solid system in place that not only deals with separation charges being capable of sitting on the edge between two tiles, but also that it can accurately split the grids in two. There may also be a desire to have "welding charges" that allow two grids to be connected, though that isn't vital to BreakSalv itself. -Splitting grids is already a thing that can be done with the RCD, but that operates on the principle of removing tiles entirely. There would need to be a solid system in place that not only deals with separation charges being capable of sitting on the edge between two tiles, but also that it can accurately split the grids in two. +They main reason they should be implemented is to give mappers more freedom when designing the sizes of Salvage Bays and wrecks. -They main reason they should be implemented is to give mappers freedom when designing the sizes of Salvage Bays and wrecks. +#### Wreck Resources and Relics -## Modified features +There would be a fairly substantial amount of new sprites for both wreck resources and relics, as the whole point of them is to stand out from what currently exists in the game. Furthermore, there will likely be changes and additions to systems to support their behavior, though reusing assets and components where possible is greatly preferred. -### Station map considerations +### Modified features + +#### Station map considerations Station maps would need to accommodate the new "smelter wall" concept. After briefly testing, it seems that a width of 9 tiles (the width of a singularity containment field) is around the ideal size to deal with pulling in wrecks for smelting. Most stations seem to have room to fit them without issue (except possibly Reach, though even there, there is room for a smaller version). Still, all maps would need to implement a new Salvage Bay to be able to support BreakSalv. The new Salvage Bay should be accessible to Cargo Technician access; only the Salvager locker room needs to be job-locked. -### Wreck map considerations +#### Wreck map considerations Many, if not all, of the existing wreck maps would likely need to be redesigned to comply with the wreck type system and provide an engaging wreck for Salvage to process in the manner that BreakSalv requires. The magnet must also be able to properly track how much of a spawned grid remains, which includes whether the grid is split off into multiple parts. This has been implemented in a prototype. -### Salvage Magnet +This document does not make a definitive statement on how the wrecks and wreck types should be implemented technically. There are many options here (some better than others), from handcrafted prefabs to fully randomly generated. To ensure there is appropriate environmental storytelling as well as the design intent of a mapper it may be desirable to use a combination of standardized layouts with sophisticated spawners, conditional rules depending on wreck type, and randomized room layouts, but this is ultimately a question to be answered during implementation. + +#### Salvage Magnet -The salvage magnet would require a partial re-design with its UI to support the new functionality. Some of what exists could probably be repurposed for BreakSalv however. +The salvage magnet would require a major re-design with its UI to support the new functionality. Some of what exists could probably be repurposed for BreakSalv however. -## Further Embodiments +### Further Embodiments There are a few ways that BreakSalv can be expanded upon. These are not necessarily part of the base implementation but may be worth exploring in the future: - A stationary "spear gun" turret stationed in the Salvage Bay that Salvagers manually control to hook into wrecks that are too far for their grappling hooks. From fd3b870a96f4f53bbc4fb7e2d70fa3b86653a92e Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 22:01:54 +0100 Subject: [PATCH 07/20] Update SUMMARY.md --- src/SUMMARY.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 2e1f738378..02b3dea231 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -234,7 +234,8 @@ Space Station 14 - [Proposals]() - [Mail Deliveries](en/space-station-14/departments/cargo/proposals/mail-delivery.md) - [Salvage Proposal](en/space-station-14/departments/cargo/proposals/salvage-proposal.md) - - [Salvage Postmortem](en/space-station-14/departments/cargo/proposals/salvage-postmortem.md) + - [Salvage Postmortem](en/space-station-14/departments/cargo/proposals/salvage-postmortem.md) + - [Shipbreak Salvage](en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md) - [Command](en/space-station-14/departments/command.md) - [PR Guidelines]() From 84d11193178d77bc2d25bb21be4fddec3f5f9715 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 22:02:23 +0100 Subject: [PATCH 08/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 469e7e09af..1ffc3cc859 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -1,4 +1,4 @@ -# Shipbreak Salvage Proposal v2 +# Shipbreaker Salvage Proposal | Designers | Coders | Implemented | GitHub Links | |---|---|---|---| From 5252d63d6b25dfc63f8fd6a29528bfa9c626e78b Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 22:03:00 +0100 Subject: [PATCH 09/20] Update SUMMARY.md --- src/SUMMARY.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 02b3dea231..c4d1d0bea4 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -235,7 +235,7 @@ Space Station 14 - [Mail Deliveries](en/space-station-14/departments/cargo/proposals/mail-delivery.md) - [Salvage Proposal](en/space-station-14/departments/cargo/proposals/salvage-proposal.md) - [Salvage Postmortem](en/space-station-14/departments/cargo/proposals/salvage-postmortem.md) - - [Shipbreak Salvage](en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md) + - [Shipbreaker Salvage](en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md) - [Command](en/space-station-14/departments/command.md) - [PR Guidelines]() From 4bd0a53dac67cefa225bc39bb48f58937033952b Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 22:06:30 +0100 Subject: [PATCH 10/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 1ffc3cc859..1f5544ef9d 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -12,7 +12,7 @@ Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage ### Previous Salvage iterations -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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](en/space-station-14/departments/cargo/proposals/salvage-postmortem.md). +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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](en/space-station-14/departments/cargo/proposals/salvage-postmortem.html). At its core, Salvage is meant to be a "resource generator" job. A resource generator is a role that creates new resources for other roles to use; 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 other players appreciate the resources created, 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 this specialization because it fills a niche that other resource generators do not, providing high volumes of basic and rare materials that are difficult to acquire elsewhere. From 98de482c27f7db4b5202f5b5e8aaed5bdd4fd204 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 22:12:27 +0100 Subject: [PATCH 11/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 1f5544ef9d..abedb5e306 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -12,7 +12,7 @@ Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage ### Previous Salvage iterations -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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](en/space-station-14/departments/cargo/proposals/salvage-postmortem.html). +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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](https://docs.spacestation14.com/en/space-station-14/departments/cargo/proposals/salvage-postmortem.md). At its core, Salvage is meant to be a "resource generator" job. A resource generator is a role that creates new resources for other roles to use; 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 other players appreciate the resources created, 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 this specialization because it fills a niche that other resource generators do not, providing high volumes of basic and rare materials that are difficult to acquire elsewhere. From e76aa252428e1f8e509b57b3959bc0c7ffae92ee Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Mon, 23 Mar 2026 22:12:44 +0100 Subject: [PATCH 12/20] please just make the link work --- .../departments/cargo/proposals/shipbreak-salvage.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index abedb5e306..90d9468fca 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -12,7 +12,7 @@ Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage ### Previous Salvage iterations -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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](https://docs.spacestation14.com/en/space-station-14/departments/cargo/proposals/salvage-postmortem.md). +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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](https://docs.spacestation14.com/en/space-station-14/departments/cargo/proposals/salvage-postmortem.html). At its core, Salvage is meant to be a "resource generator" job. A resource generator is a role that creates new resources for other roles to use; 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 other players appreciate the resources created, 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 this specialization because it fills a niche that other resource generators do not, providing high volumes of basic and rare materials that are difficult to acquire elsewhere. From d5e87a02abcc0b5e97aa0005e1ba38cee1e107c9 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 25 Mar 2026 16:17:48 +0100 Subject: [PATCH 13/20] Time -> Timer --- .../departments/cargo/proposals/shipbreak-salvage.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 90d9468fca..3d83cb8827 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -153,7 +153,7 @@ While a wreck is being worked on, the magnet interface displays a "Magnet Evalua - **Wreck Percentage:** Percentage of how much of the spawned wreck grid has been processed; 0% means all grid tiles remain, 100% means no grid tiles remain. - **Processing Efficiency:** Percentage of valuable entities on the wreck that were processed correctly. This is calculated based on whether the smelters have processed any wreck resources. -- **Wreck Time:** Time since magnet pull started. +- **Wreck Timer:** Time since magnet pull started. After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using an "End Salvage Operation" button on the magnet. Once the button is pressed, the magnet interface returns to the wreck selection view, with a timer showing when the next selection of wrecks are available. From 3eb4fcbf4bb9f8b9e41dd0b73721c23c0933f2ec Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Tue, 31 Mar 2026 18:31:34 +0200 Subject: [PATCH 14/20] Create salvage.md --- .../departments/cargo/salvage.md | 84 +++++++++++++++++++ 1 file changed, 84 insertions(+) create mode 100644 src/en/space-station-14/departments/cargo/salvage.md diff --git a/src/en/space-station-14/departments/cargo/salvage.md b/src/en/space-station-14/departments/cargo/salvage.md new file mode 100644 index 0000000000..940177409c --- /dev/null +++ b/src/en/space-station-14/departments/cargo/salvage.md @@ -0,0 +1,84 @@ +# Salvage Department Design Document + +## Concept + +Space Station 14 is an immersive sim built upon tropes of what life on a futuristic mega-corp research station would look like. A famous trope in this area is that of the [Asteroid Miner](https://tvtropes.org/pmwiki/pmwiki.php/Main/AsteroidMiners); an underpaid, expendable prospector sent out into the dangers of space to harvest whatever valuable resource is deemed necessary. The prospector is faced with harsh working conditions, manual labor and improvisational challenges, returning back to the safety of a station with the satisfaction of a job well done. + +The *Salvage Specialist* role is the embodiment of this trope in SS14. + +## Gameplay Appeal + +Salvage should appeal to players seeking a fantasy of excelling in hazardous environments. In keeping with its inspiration, players should expect moments of consistent danger that require a combination of procedure and improvisation to overcome. In turn, players get to derive a sense of accomplishment surviving and succeeding in the inherently demanding tasks. + +Gameplay should alternate between moments of high and low tension - keeping players constantly under pressure is ill-advised, and this ensures players gets moments to breathe and engage in social aspects of the game. The lower tension should *still be part of the gameplay loop*; players should not feel like they are underperforming by not constantly keeping the pressure up. + +Salvage should aim to provide the following experience: +- **Hard work not for the faint of heart:** Salvagers should feel like they are *cool* for braving the mundane and strange dangers of space. +- **Opportunities for meaningful skill expression:** Having an understanding of the equipment, tasks and execution of Salvage's work should give benefits that are easy to observe and impact the player's results. +- **Moments of rest:** The gameplay loop should naturally have breakpoints from high-pressure situations to ensure Salvagers aren't constantly in a monotonous "work mode". +- **Fair consequences for choices:** Players should rarely feel that they are cheated into a bad position through random chance. They should be informed enough that they can point at what choice they made that resulted in a poor result. + +Salvage may not appeal to players looking for a calm experience with low stakes. While players should have options in how strongly they wish to challenge themselves, Salvage should be designed to operate with a higher base level of lethality compared to other roles. + +## Defining Design Goals + +### Power Fantasy Gameplay + +The core goal of Salvage is enabling players to feel "cool". Salvage's design achieves this through content that frames the player as undertaking dangerous challenges and overcoming them. This is communicated through the aesthetics of the environment, but also by exposing players to hazards in the course of Salvage's work. Even inexperienced players should get to have this fantasy. + +When the gameplay draw comes from overcoming challenges, it necessitates consequences for failure to provide valuable contrast to success. The lethality of space (and what one may encounter in it) is part of Salvage's inherent draw. However, careful attention needs to be paid to ensure unskilled players aren't gatekept from engaging with Salvage's content. When designing for Salvage, consider mechanics that provide safety nets in case of failure, or appropriate forewarning for dangerous content. It is key that experienced Salvager players are not be able to abuse these safeguards. + +### Gameplay Through Basic Verbs + +Salvage's gameplay should be derived from general gameplay verbs. Players should not be expected to master deep, intricate mechanics or interfaces uniquely specific to Salvage. Instead, Salvage should build upon gameplay verbs the player is already going to be familiar with from other parts of the game, such as movement, combat, tool interactions and player interactions. Doing so keeps Salvage approachable for new players and gives cross-experience in other parts of the game. It also reinforces Salvage as a job reliant on manual labor. + +Where Salvage derives its complexity is via the environments these verbs are applied in. The challenge should come from requiring player to understand which of the basic gameplay verbs is best to apply for a specific situation, and how they well execute it. The difference between an expert and a novice Salvager is not having different knowledge of the options available, but the upside/downsides of the choices they make and how they act upon them. + +This is assisted by the wide variety of verbs on offer. Players get a chance to experiment and find which solution works best for a given scenario. How do you get through a wall? Welding it down? Smashing it with a pickaxe? Using an explosive? Can you recognize other factors in the environment that favor one option over another? This type of creative problem-solving should be core to how Salvage challenges players. + +## Defining Mechanics + +### Extra-Vehicular Activity (EVA) + +EVA work is defined as being on the outside of the station using a space-protected suit. Treating space as dangerous is a core aspect of emulating the space station experience, and therefore any role that regularly interfaces with it has a base element of risk. + +Salvage being a primarily EVA-based role opens up gameplay features that other jobs do not regularly interact with. Engineering will spend some time on the outside of the station but have little reason to step off the safety of the station catwalks, and while Security may move through space more haphazardly they only do so if there is a relevant threat to prioritize. This leaves a niche for Salvage as a job that has EVA work and zero-g traversal as core components. + +The difference in movement through zero-g, high consequence of making mistakes and inherent risk of the vacuum of space aligns with Salvage's stated goal of feeling hazardous and enabling skill expression. It also creates a contrast when Salvagers return back to the breathable atmosphere of the station, indicating the low-tension section of the gameplay loop. + +### Instance Locations & Random Generation + +There are inherent limitations to confining gameplay to a station. Due to wanting players to develop a sense of familiarity with stations over time, the number of stations in the game will always remain low. Station environments in SS14 are also fairly static by default. While events during a round may influence this, the size of stations results in the overall layout and theme remaining largely the same. + +The open space surrounding the station provides opportunity to utilize instantiated locations. These environments would not have the same game design requirements as a full station needing to support other roles. They can instead focus on catering to specific challenges, and provide variation in location themes and environmental storytelling. Space debris, asteroids, derelict shuttles and similar sci-fi tropes are suitable locations that can be instantiated independently of the station. + +This creates an opening for Salvage to have a niche in randomly generated environments as a gameplay draw. Familiarity with layouts is not important for these instance locations, which allows random generation to pose varied navigation challenges and unpredictable situations. + +### On-Station Tasks + +While Salvage's core is on the outside of the station, Salvage must have tasks to perform on-station as well. Breaking up the high-tension gameplay outside the station is a necessity to not make the role exhausting to play. It also provides a greater opportunity for Salvagers to socialize with crew. Tasks should be as a result of, and have feedback on, Salvage's off-station gameplay. + +Tasks on-station should not be avoidable by Salvagers. It should always be easier for Salvage to go onto the station and collaborate with the crew than it would be for Salvage to resolve them themselves. This ensures Salvage has a positive relationship with the crew and keeps Salvage from being isolated. The equipment and resources Salvagers find has to be balanced with this in mind. + +The tasks should generally require collaboration that align with other roles' gameplay loops. Other players then become engaged with the content Salvage brings to them and creates positive connections with Salvage. In addition, these tasks should mesh with the general gameplay loop of cargo as a whole. This makes the progression from cargo technician to salvager natural and integrates them into the department. + +### Resource Generation + +Resource generators are defined as roles that spawn new materials during a round. They offset resource consumption and can create scarcity for certain high-value items. A resource generator's ability to function plays a key part in the gradual degregation of the station as the round goes on. + +Instantiated locations lend themselves well to introducing new resources into the round. This, along with the trope inspiration, makes Salvage a natural fit as a resource generator. + +Departments should still be able to function without Salvage's production. However, they should be working at a lower capacity as a result of needing to generate the resources elsewhere. These other methods of generating Salvage's resources should exist but be less efficient. Salvage's contribution to the station is a timesave for other players, allowing them to focus on their core gameplay loops instead of resource gathering. + +Resource generation is a defining feature of Cargo. This, together with its theme as a department that interfaces with the world outside the station, is why Salvage is a subdepartment of Cargo. + +## Pitfalls To Avoid + +As a consequence of the aspects described in this document, there are certain directions Salvage could take that should be avoided. When designing new features for Salvage, avoid the following: + +- Isolationism. When Salvage operates on the outside of the station, they should not be unreachable by the rest of the station crew. There may be brief moments where a Salvager and their team are positioned in an awkward location, but this should be kept temporary. Salvage should not have options that make them self-reliant and their gameplay should encourage interacting with station crew to complete tasks and use their services. +- Easy sabotage/round removal features. By working in space, Salvage has some inherent advantages to the job for antagonistic activities (e.g. EVA, salvage tools). Equipment must be evaluated in the context of antagonists/griefers getting their hands on them. +- Overabundance of materials. It should be possible for a designer to know what resources a Salvager can and does bring in over the course of a round. Salvage should not make resource management redundant, and in turn other mechanics should not make it possible to entirely bypass Salvage's contributions. +- Single point of failure for core gameloops. While a lack of Salvage work should be felt by the station, other roles should not be unable to progress their core gameplay loops if Salvage is not performing. In the event that Salvagers are dead/missing, it should be possible for other players to take over performing Salvage work without difficulty. +- Harvesting gamerloot. Instanced locations and random generation lends itself well to providing randomized rewards. While Salvagers should be able to find interesting things for themselves as part of their work, this should not be a primary motivator. Speeding through content to reach "loot" should be discouraged to prevent forgoing station-supporting gameplay. +- Disconnected gameplay. Salvage's gameplay loop should overlap with the gameplay loop of the average cargo tech. This means salvage should be creating or acquiring resources, then distributing resources or items to the crew in a way that promotes interaction. In addition, salvage's content shouldn't be accessible only to salvagers. Salvage content should be shared with the crew, so long as doing so doesn't detract from Salvage's EVA job duties. From 615754954ba6285f2ac76993625af3a981755d82 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Tue, 31 Mar 2026 18:32:24 +0200 Subject: [PATCH 15/20] Update shipbreak-salvage.md --- .../cargo/proposals/shipbreak-salvage.md | 306 ++++++++++-------- 1 file changed, 170 insertions(+), 136 deletions(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 3d83cb8827..91dcba41f4 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -1,4 +1,4 @@ -# Shipbreaker Salvage Proposal +# Shipbreaker Salvage Proposal (Implementation & Design) | Designers | Coders | Implemented | GitHub Links | |---|---|---|---| @@ -14,40 +14,33 @@ Shipbreak Salvage (or BreakSalv) is a new primary gameplay loop for the Salvage 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. A longer post-mortem describing the issues of the past implementation of Salvage can be found [here](https://docs.spacestation14.com/en/space-station-14/departments/cargo/proposals/salvage-postmortem.html). -At its core, Salvage is meant to be a "resource generator" job. A resource generator is a role that creates new resources for other roles to use; 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 other players appreciate the resources created, 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 this specialization because it fills a niche that other resource generators do not, providing high volumes of basic and rare materials that are difficult to acquire elsewhere. +Salvage has always been positioned as a "resource generator" job. A resource generator is a role that creates new resources for other roles to use. Cargo and Botany are two jobs strongly featuring this aspect. 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 this specialization because it fills a niche that other resource generators do not; providing high volumes of basic materials, and rare items that are difficult to acquire elsewhere. -A recurring pattern in both SS13 and SS14 implementations of Salvage is their unavailability. Whether it is Lavaland, Expeditions, or Vgroid, there has been a strong focus on having Salvage leave the station for 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 a straightforward 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 leave the station for effectively the entire duration of the round, creating their own medical treatment and lathes, getting antagonist-level loot, and using Cargo's purchase mechanic to bypass interacting with the rest of the station completely. +A recurring pattern in both SS13 and SS14 implementations of Salvage is their unavailability. Whether it is Lavaland, Expeditions, or Vgroid, there has been a strong focus on having Salvage leave the station for a highly challenging environment. This gave Salvage an identity of 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 a straightforward system to dispose of their fellow Salvagers. This has been felt potently in SS14, with periods of the game where Salvage used shuttle gameplay to leave the station for effectively the entire duration of the round. They would create their own medical treatment and lathes, getting antagonist-level loot, and using Cargo's purchase mechanic to bypass interacting with the rest of the station completely. -That said, Salvage has elements that allow unique gameplay, themes, and mechanics to shine through. PvE-focused combat, variation via mapped magnet pulls, mining, dungeon/world generation, and shuttle building are some of the things that Salvage has showcased. Not all of these were necessarily conducive to station-aligned gameplay (dungeon/world generation being part of Expeditions is one such example), but it shows Salvage affords a rather ample design space that would otherwise be inaccessible through other jobs. +That said, Salvage has elements that allow unique gameplay, themes, and mechanics to shine through. PvE-focused combat, variation via mapped magnet pulls, mining, dungeon/world generation, and shuttle building are some gameplay features that Salvage has showcased. Not all of these were conducive to station-aligned gameplay (dungeon/world generation being part of Expeditions is one such example), but it shows Salvage affords ample design space that would be inaccessible through other jobs. -Accordingly, BreakSalv will not attempt to capture all aspects of previous Salvage iterations. Still, it does draw on what has come before as inspiration and as a launchpad for its new design. As you read this document, you will note mechanical similarities to *some* previous implementations of Salvage (most notably Magnet Pulls). That is a result of those systems being a good fit for the ideas that are core to BreakSalv, rather than BreakSalv building upon them simply because they exist. +BreakSalv will not attempt to capture all aspects of previous Salvage iterations. It does draw on what has come before as inspiration and as a launchpad for its new design. As you read this document, you will note mechanical similarities to *some* previous implementations of Salvage (most notably Magnet Pulls). That is a result of those systems being a good fit for the ideas that are core to BreakSalv, rather than BreakSalv building upon them simply because they exist. As the name suggests, Shipbreaker Salvage is also inspired by the game [Hardspace: Shipbreaker](https://store.steampowered.com/app/1161580/Hardspace_Shipbreaker/). It does not try to recreate the game's mechanics in SS14; instead, it aims to emulate the feeling of engagement and fulfilment that breaking apart a spaceship provides, much like the game does. The game provides a good aesthetic and emotional goalpost for what BreakSalv attempts to be (and it's a pretty good game!). -## Motivation for Salvage - -This Salvage design is grounded in using the unique opportunities provided by having a resource generator working on the outside of the station. Open space, and the environments that can be put in it, lends itself well to randomized elements that wouldn't be possible inside the static layout of a station. In addition, the inherent dangers of space suits a role defined by hazardous work, which should appeal to risk-seeking players that are either looking for a thrilling experience, or that wish to optimize their performance in spite of the dangers. This type of gameplay is currently only really offered via Security (which has a strong focus on PvP combat and unexpected bursts of danger) or Science (as part of artifact/anomaly research), leaving room for Salvage to fulfill a niche as a reliable source of PvE combat, environment navigation challenges and space movement mechanics, while being a primary resource generator. +## Core Gameplay Description -Salvage should aim to provide the following experience: -- Hard work not for the faint of heart under a sci-fi megacorp industrial aesthetic. Salvagers should feel like they are cool by braving the dangers and efforts inherent to their job. -- Visible results from their work. Seeing a huge pile of materials that can be delivered should make the Salvagers feel like they are contributing to the station. -- Completionism and optimization. Salvagers will want to aim for high efficiency while working speedily, with experience allowing players to tackle more difficult scenarios while still keeping up a high pace. -- Moments of rest. Since all Salvage work requires constant manual effort, Salvagers shouldn't be pressured to work continuously. The game should naturally have breakpoints where Salvagers disengage from the resource-gathering loop to ensure they aren't constantly in a monotonous "workmode". +*This section deals with the mechanical content introduced by BreakSalv. It is intended to assist developers in what to implement for BreakSalv's base gameplay. To read how this aligns with the Salvage game design document, jump to the [Game Design Rationale](#game-design-rationale) section.* -Salvage should avoid the following: -- Isolationism. While Salvage operates on the outside of the station, they should not by any means be unreachable to the rest of the station crew. There may be small moments where a Salvager and their team are positioned in an awkward location but this should be brief and temporary. In addition, Salvage should be encouraged to interact with station crew directly as part of its gameplay, either utilizing services (rather than being self-reliant) or through enabling aspects of their work. -- Easy sabotage/round removal features. By working in space, Salvage has some inherent advantages to the job for antagonistic activities (e.g. EVA, tools, space movement). Tools and equipment must be evaluated in the context of antagonists/griefers getting their hands on them and be appropriately balanced. -- 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. -- Single point of failure for core gameloops. While the lack of Salvage should be felt by the station, Cargo and other departments should not rely on the output of Salvage's work to the extent where their core gameloops are unable to progress in case Salvage is unable to perform. In the event that Salvagers are dead/missing, it should be possible for Cargo/other crew to take over performing Salvage work without too much difficulty. -- Harvesting gamerloot. While Salvagers should be able to find fun and interesting things as part of their work, this should be achieved through properly interacting with the gameplay loop and ensuring the job is done well. Speeding through content to reach specific "loot" should be discouraged via mechanics, to prevent forgoing station-supporting gameplay for selfish rewards. +### Summary -## Core Gameplay Description +BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job. The purpose of the job is to produce resources for distribution to the rest of the station. -*This section deals with the content introduced by BreakSalv and to assist developers in what to implement to achieve the desired gameplay. To read motivations for the content, jump to the [Game Design Rationale](#game-design-rationale) section.* +These resources are: +- High volumes of basic raw materials (e.g. steel, glass, plastic). +- Rare and unique materials (e.g. plasma, uranium). +- Certain equipment that may be costly or otherwise difficult for other departments to procure. +- Fully unique items exclusively available through Salvage. -BreakSalv is the primary gameplay loop for the _Salvage Specialist_ job belonging to the Salvage subdepartment of the Cargo department. The job's purpose on the station is to produce resources for distribution to the rest of the station, including high volumes of basic raw materials (e.g. steel, glass, plastic), rare and unique materials (e.g. plasma, uranium), certain equipment that may be costly or otherwise difficult to procure for departments, and fully unique items exclusively available through Salvage. This is achieved by spawning in wrecks of old derelict shuttles, extracting rare materials and objects from them by hand, and then smelting the remainder of the shuttle for basic materials. These wrecks feature hazards that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to quickly and efficiently extract materials while navigating the dangers the wrecks bring. +This is achieved by spawning in wrecks of derelict shuttles, extracting rare materials and objects from them by hand, and then smelting the remainder of the shuttle for basic materials. These wrecks feature hazards and challenges that Salvagers must contend with; a proficient Salvage player has both the knowledge and execution to efficiently extract materials while navigating the dangers the wrecks bring. -The work of a Salvager takes place in the _Salvage Bay_, a location exposed to space on the outside of the station, near the Cargo department. While most Salvage work occurs in the Salvage Bay due to the station-locked machinery there, they should have a small locker room in Cargo for suiting up, with easy access to the rest of the Cargo department to facilitate material transfers. +Salvager work takes place in the _Salvage Bay_. It is a public location exposed to space on the outside of the station, near the Cargo department. Most EVA Salvage work occurs in the Salvage Bay due to the station-locked machinery there. Salvagers should also have a locker room in Cargo for suiting up, with easy access to the rest of the Cargo department to facilitate material transfers. BreakSalv's gameplay loop consists of four primary parts: retrieval, extraction, processing, and questing. @@ -55,15 +48,15 @@ BreakSalv's gameplay loop consists of four primary parts: retrieval, extraction, **Retrieval** is the process of spawning wrecks and transporting them to the station so their resources can be extracted. -Wrecks are pre-made grids themed around being decommissioned shuttles, destroyed station sections or similar. To access wrecks, Salvage has a unique console in the Salvage Bay called the _Salvage Magnet_. +Wrecks are pre-made grids themed around being decommissioned shuttles, destroyed station sections or similar. Salvage has a unique console in the Salvage Bay called the _Salvage Magnet_ used to spawn and track wrecks. #### Salvage Magnet -The Salvage Magnet (or just magnet) provides an interface where Salvagers can select from a small set of wrecks to work on, called the "Wreck Selection" view. Each entry lists the wreck type and the resources expected to be found on it. +The Salvage Magnet provides an interface where Salvagers can select from a small set of wrecks to work on. Each entry lists the wreck name, condition and the resources expected to be found on it. -One of the key pieces of information listed in a magnet entry is the _wreck type_ the wreck is. Wreck types describe environmental hazards or wreck properties that pose challenges unique to each type, giving Salvagers variety and choice in the wreck they want to work on. +A key pieces of information listed in a magnet entry is the _wreck condition_. Wreck conditions describe environmental hazards or properties that Salvagers can expect to encounter on the wreck. -Some examples of wreck types: +Some examples of wreck conditions: - **Superheated:** Contains compartments with superheated plasma actively on fire. These must be vented into space before being accessed. - **Infested:** Contains a large number of space mobs that will attack the Salvagers. These mobs are resistant to piercing damage, making ballistic weapons ineffective. @@ -78,221 +71,258 @@ Some examples of wreck types: - **Distant:** Spawns at a further distance away from the station than normal. Jetpack recommended. - **More!** The idea is that these wreck types can be expanded upon for more variety. -The wrecks should clearly communicate before being selected their dangers and difficulties such that salvage can prepare beforehand. They do not need to be more specific than what is necessary to communicate which tools a salvager should attempt to acquire. +The wrecks should clearly communicate their danger before being selected so that salvage can prepare beforehand. They do not need to be more specific than what is necessary to communicate which tools a salvager should attempt to acquire. -- DO: Salvage sees a wreck has the "Overgrown" modifier, so they go to Botany to get some Plant-B-Gone to easily get rid of the kudzu. -- DO: Salvage sees a wreck has the "Mineralized" modifier, so they go to Science to get drills for the rocks. -- DON'T: Salvage jumps onto a wreck and finds out that it's protected by high voltage cables, so they have to leave the Salvage Bay to get insuls after pulling in the wreck. -- DON'T: Salvage sees that a wreck has 3 carp, 2 goliaths, and a turret before pulling it in, so they decide to pull in the wreck that instead has 2 carp, 1 goliath, and no turrets. +- **DO:** Salvage sees a wreck has the "Overgrown" modifier, so they go to Botany to get some Plant-B-Gone to easily get rid of the kudzu. +- **DO:** Salvage sees a wreck has the "Mineralized" modifier, so they go to Science to get drills for the rocks. +- **DON'T:** Salvage jumps onto a wreck and finds out that it's protected by high voltage cables, so they have to leave the Salvage Bay to get insuls after pulling in the wreck. +- **DON'T:** Salvage sees that a wreck has 3 carp, 2 goliaths, and a turret before pulling it in, so they decide to pull in the wreck that instead has 2 carp, 1 goliath, and no turrets. Only one wreck may be active with the magnet at any given time. Once a wreck has been selected, the interface changes to a new view as described in the [Magnet Evaluation](#magnet-evaluation) section. -Wrecks have the possibility to be aligned with a faction in the game (e.g bloodcult, NanoTrasen, alien etc.), which has some implications on visuals of the wreck, as well as possibly flavoring some of the contents found. This ties into the [Questing](#questing) section and associated relics. +Wrecks have the possibility to be aligned with a faction in the game (e.g bloodcult, NanoTrasen, alien etc.). Visuals and contents on the wreck may change to reflect the faction's design. This ties into the [Questing](#questing) section and associated relics. #### Towing -Once a wreck has been spawned, it will be located somewhere in nearby space in proximity to the Salvage Bay. If the wreck is not within the player's viewing distance, Salvage may use a _Mass Scanner_ mapped in the Bay to locate it. Compared with previous iterations of Salvage, the wrecks are meant to spawn much closer to the station. Regardless, Salvage will want to move the wreck closer to the Salvage Bay, as it will make it easier to extract materials and is necessary to complete the later steps. This is known as _towing_. +Spawned wrecks will appear in nearby space in proximity to the Salvage Bay. If the wreck is not within the player's viewing distance, Salvage may use a _Mass Scanner_ console in the Bay to locate it. + +Salvage will have tools to move the wreck closer to the Salvage Bay after spawning. This is known as _towing_. Doing so will make it easier to transport resources off the wreck, and having the wreck in the Bay is necessary to complete the later Processing step. Salvagers should not have to step off the station to perform the towing process, though they may need to stand on the extremes of the edge. -To tow the wreck, Salvage will have access to certain tools to drag grids. An example of this would be using _grappling hooks_ and _magboots_. While grappling hooks on their own simply drag the user towards the hook, when combined with the grounding force of the magboots, Salvagers could pull grids towards each other (or, in the case of one with a station anchor, only the one without is pulled). Ideally, Salvage would be able to stand on the outer rim of the station and use their grappling hooks to drag the wreck into working distance and proceed to the next step. Other options, such as towing ropes or harpoon turrets, could serve a similar purpose. There is an opportunity for intra-department collaboration where Science could provide tool upgrades for easier towing. +An example of this would be using _grappling hooks_ and _magboots_. Magboots provide a strong grounding force and could together with the rope of the grappling hook allow players to reel grids towards themselves. + +Other options such as towing ropes and harpoon turrets could serve a similar purpose. Science has an opportunity to create intra-departmental collaboration via tool upgrades in this area. ### Extraction **Extraction** is the process of manually retrieving rare materials from wrecks. -On the wrecks, there will be various resources Salvage will want to move off the wreck and onto the station by going onto the wreck and picking them up by hand. In its simplest form, this may be a stack of material, but where the extraction process becomes more interesting is the unique _wreck resources_ and _quest items_ that may spawn on wrecks. +Wrecks will contain resources that Salvage wants to move to the station for manual processing. In its simplest form this may be a stack of material, but where the extraction process becomes more interesting are the unique _wreck resources_ and _relics_ that spawn. #### Wreck Resources -Wreck resources are ship parts, technology gadgets and hazardous containers made up of rare materials. Salvage will want to remove these to ensure a high material yield and/or prevent damage to the Salvage Bay. No one wreck will contain all types of wreck resources, and wrecks could specialize in a specific resource to be extracted (such as a radioactive wreck type containing many radioactive wreck resources that provide uranium). +Wreck resources are ship parts, technology gadgets and hazardous containers made up of rare materials. To extract these materials, the item must be processed via a _recycler_. Every Salvage Bay should be mapped with at least one. + +The scarcity of the material determines how common a wreck resource is. Wreck resources should generally _not_ focus on basic materials, since those are primarily obtained through the Processing step. -Wreck resources cannot be used directly as materials; they must be processed first. The _recycler_ is a good option for this, as it is a station-mounted machine, and Salvage can easily have their own. As a rule, wreck resources should _not_ focus on basic materials, since those are primarily obtained through the processing step. +Wreck resources often come with some complexity to them to make moving them more challenging: - **Two-handed:** Requires two hands to pick up. - **Large:** Big enough to require dragging and can't be held or put in containers. -- **Fragile:** Easily broken if thrown around recklessly. -- **Mounted:** Attached to a wall or integrated into some machinery that requires partial deconstruction. +- **Fragile:** Yields fewer materials if thrown. +- **Mounted:** Attached to a wall or integrated into some machinery that requires deconstruction. - **Radioactive:** Emits radiation. - **Electrically Unstable:** If destroyed or processed incorrectly, will emit an EMP pulse. - **Explosive:** If destroyed or processed incorrectly, will explode. - **Pulsating:** Occasionally emits a gravity pulse that pushes away other objects around it. -- **More!** The idea is that these wreck resource types can be expanded upon for more variety. +- **More!** The idea is that these wreck resources can be expanded upon for more variety. It's key that wreck resources can be easily identified as such; Salvagers shouldn't need to wonder if a resource should be recycled or if it can be left on the wreck as scrap. #### Relics -Relics are described in more detail in the [Questing](#questing) section, but for the purposes of extraction they are unique wreck resources that are not recycled into resources. These items become important to Salvage's progression through the round, and are therefore desirable to retrieve. +For the purposes of extraction, relics are unique wreck resources that are not recycled into materials. As they relate to Salvage's progression and on-station tasks, they are desirable to retrieve. Relics are described in more detail in the [Questing](#questing) section. + +All relics will be notated when a wreck is pulled as objects of interest and contribute to wreck completion. ### Processing -**Processing** is the process of finalizing a salvage operation by grinding up the remains of a wreck into base materials. +**Processing** is the clean-up process of a salvage operation, performed by grinding up the wreck grid into base materials. -Once all valuable wreck resources have been extracted and the Salvagers are finished with the wreck, it is time to dispose of the wreck itself. For this, the Salvage Bay has a large wall of _industrial smelters_, and _separation charges_. +Once all valuable wreck resources have been extracted, it is time to dispose of the wreck itself. For this, the Salvage Bay has a large wall of _industrial smelters_, and _separation charges_. #### Industrial Smelters -Industrial smelters operate by grinding any tile that comes into contact with the machine's open front, destroying it and any attached structures. It is essentially a recycler specializing in grids. Because wrecks are mostly composed of metal and glass, this is the primary method Salvage uses to produce steel and glass sheets. To prevent Salvage from simply sending a fresh wreck directly into the smelters and skip the extraction step entirely, they provide a substantially lower yield for wreck resources and items that can already be recycled, and some wreck resources may damage the smelters if inserted into them (e.g. fuel tanks). +Industrial smelters destroy any tile and structure that comes into contact with the machine. It is essentially a recycler specializing in grids. -Since some individual grid tiles could feasibly be made with less than one sheet of steel material, those tiles only have a percentage chance to produce a sheet. E.g., a lattice, which is made of 1 steel rod (equivalent to 0.5 steel sheet), has at most a 50% chance of producing a sheet. +Because wrecks are mostly composed of metal and glass, this is the primary method Salvage uses to produce these materials. To prevent Salvage from simply sending a fresh wreck directly into the smelters and skip the extraction step entirely, they provide a substantially lower yield for wreck resources and items that can already be recycled. Some wreck resources may also damage the smelters if inserted (e.g. ship fuel tanks). -Each smelter acts as a conveyor belt that is only able to push items perpendicular to its opening; since each Salvage Bay is meant to have a line of smelter (known as the "smelter wall"), this means the material can travel along the line to a pick-up location (either in the Bay or in Cargo proper). In the event that a smelter gets damaged (because of meteors or misconduct) it should be repairable, e.g. via welding. +Each smelter acts as a conveyor belt that is only able to push items perpendicular to its opening. Since each Salvage Bay is meant to have a line of smelter (known as a "smelter wall"), this means the material end up in one place. In the event that a smelter gets damaged (because of meteors or misconduct) it should be repairable, e.g. via welding. -Smelters should by default *only* be able to destroy wrecks spawned by the salvage magnet. While realistically there wouldn't be a limit, this is an instance where moderation efforts need to be made as having them able to smelt any grid would make major griefing and self-antagonism too easy to perform, and also allow crew to easily weaponize the smelter wall against shuttle-based antagonists (despite how awesome it sounds, we do not want crew to mount smelters to a Cargo shuttle to bulldoze the Xenoborg Mothership). It may be possible to remove this limitation (e.g. as an EMAG interaction); however, this would likely need extra precautions if implemented, such as being accompanied by a station-wide announcement. +Smelters should by default *only* be able to destroy wrecks spawned by the salvage magnet. Realistically there wouldn't be a distinction, but the antagonistic and griefing impact would be too considerable otherwise. It would also allow crew to easily weaponize the smelter wall against shuttle-based antagonists. It may be possible to remove this limitation (e.g. as an EMAG interaction); however, this would likely need extra precautions if implemented, such as being accompanied by a station-wide announcement. #### Separation Charges -Some wrecks will simply be too large to fit into the Salvage Bay and the smelter wall. Salvage will be tasked to split these wrecks into smaller parts using a new tool called _separation charges_. These would operate similarly to cables but are mounted along tile edges and, when activated, split the grid in two, much like an RCD. This split is accompanied by a small spark (not an explosion!) and a small push force separating the grids. Large wrecks should be designed with this functionality and, in most cases, include predefined ideal spots for placing charges. +Some wrecks will simply be too large to fit into the Salvage Bay and the smelter wall. Salvage will be tasked to split these wrecks into smaller parts using a new tool called _separation charges_. These would operate similarly to cables but mounted along tile edges and, when activated, split the grid in two, much like an RCD. Large wrecks should be designed with this functionality in mind and have ideal spots to put down the charged. -Since separation charges can enable strong antagonistic plays, such as disconnecting vital station sections, placing a single separation charge should have a reasonably long do-after. +Separation charges can enable strong antagonistic plays, such as disconnecting vital station sections. Placing a single separation charge should therefore have a reasonably long do-after. #### Magnet Evaluation -The final part of the BreakSalv loop is Salvage returning to the magnet and getting an evaluation of their work. +The final part of the Processing step is Salvage returning to the magnet and getting an evaluation of their work. -While a wreck is being worked on, the magnet interface displays a "Magnet Evaluation" view with the following information: +While a wreck is being worked on, the magnet interface displays a view with the following information: -- **Wreck Percentage:** Percentage of how much of the spawned wreck grid has been processed; 0% means all grid tiles remain, 100% means no grid tiles remain. -- **Processing Efficiency:** Percentage of valuable entities on the wreck that were processed correctly. This is calculated based on whether the smelters have processed any wreck resources. +- **Wreck Percentage:** Percentage of how much of the spawned wreck grid has been processed. +- **Processing Efficiency:** Percentage of wreck resources that were processed correctly, i.e. not inserted into the smelters. - **Wreck Timer:** Time since magnet pull started. -After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck using an "End Salvage Operation" button on the magnet. Once the button is pressed, the magnet interface returns to the wreck selection view, with a timer showing when the next selection of wrecks are available. +After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck. The magnet interface returns to the wreck selection view, with a timer showing when the next selection of wrecks are available. -The wreck percentage and processing efficiency are used to evaluate how well the Salvage team is correctly dealing with the wrecks; a high processing efficiency means the Salvagers are extracting valuables and not just immediately smelting the wreck, and a high wreck percentage means the Salvagers aren't just despawning the wreck after looting it. These stats can then be used to affect various parts of the work to encourage proper handling of the wrecks, such as introducing a delay on pulling in new wrecks if the percentage is too low. +The wreck percentage and processing efficiency are used to evaluate how well the Salvage team is correctly dealing with the wrecks. A high processing efficiency means the Salvagers are extracting valuables and not just immediately smelting the wreck, and a high wreck percentage means the Salvagers aren't just despawning the wreck after looting it. These stats can be used to affect various parts of the work to encourage proper handling of the wrecks, such as introducing a delay on pulling in new wrecks if the percentage is too low. Each wreck should be of one time use. Once Salvage has finished extracting from a wreck, the magnet cannot pull that wreck in a second time and players must choose from a new selection of wrecks. ### Questing -The final part of the BreakSalv gameplay loop is handling delivery of materials and _relics_ found on the wrecks. Between wreck pulls from the magnet, there will be downtime that Salvagers are encouraged to use for this. +**Questing** is the final part of the BreakSalv gameplay loop, involving the _relics_ found on the wrecks. Between wreck pulls from the magnet, there will be downtime that Salvagers are encouraged to use for this. -### Relics & Quests +#### Relics -As mentioned in [Extraction](#extraction), some items salvage acquires will specifically be designed to be used during the Questing phase. These relics contain beneficial or interesting _effects_, but must be unlocked first through some action. They should be designed such that their _unlock condition_ require the input or cooperation of other departments or crewmembers. This unlock condition may be more or less detrimental and should require an investment of resources, attention and/or time. The potential benefit of the effect should be such that the crewmember helping unlock it wishes to pursue it (even if it is not always guaranteed/risks having a negative effect!), but the effect also needs to be specific enough to the job/individual such that Salvage does not feel the need to keep the relic for themselves. +As mentioned in the [Extraction](#extraction) section, some items Salvage acquire are intended to be used during the Questing step. These are known as Relics. -Unlocking relics is tracked as "quests", and progress can be viewed in a computer in the Salvage Bay. +When salvage pulls a wreck, their magnet computer will notate all relics on their wreck to collect. These items are implied to be of high interest to Nanotrasen, hence why this wreck was selected for salvage to pick through. -- DO: Salvage finds a lost coffer on a wreck that they need to deliver to a person on the station. This coffer is known to contain something valuable so there's incentive for the person to open it. Once it's delivered, the quest is marked as completed. -- DO: Salvage finds some kind of alien tablet that seems to be pourous and demands bicaridine. Salvage goes to the medical bay and gives it to chemistry, who splashes some bicaridine causing it to transform into another reagent entirely. Chemistry can use this device to perform limited chemical transmutation, and the quest is marked as completed. -- DO: Salvage finds an encrypted tech disk that needs to be unencrypted by science and inserted into the R&D computer. This provides an option for Science to research an additional T3 technology for a greater cost. Once inserted, the quest is marked as completed. -- DON'T: Salvage finds an alien artifact that needs to be hit for 300 damage to progress, so they beat it with crowbars in space until their quest completes. -- DON'T: Salvage finds a locked data-tablet without any function requires Captain access to complete the quest. The captain opens it without thought and the quest is marked as completed without any further interaction or benefit. -- DON'T: Salvage finds a relic with an effect of instant full self-healing. Instead of going to Medical to help with its unlock, Salvagers brute-force unlocking it themselves, to save the trip and also keep the relic for themselves. +Relics are quirky artifacts, treasures and technologies redisovered by Salvage. They contain beneficial or interesting _effects_ that the crew want to make use of. To do so, they must be unlocked via an _unlock condition_. -If Salvage wants to unlock better wrecks, they should have to complete these quests. Ideally much of the upgraded equipment and unlockables salvage wants should be locked behind wrecks which can only be pulled if Salvage completes these quests. +Unlock conditions require input or cooperation of other departments or crewmembers outside Salvage. They may be more or less detrimental and should require an investment of resources, attention and/or time. The potential benefit of the effect should be potent enough that the crewmember assisting would want to make the investment (even if it is not always guaranteed/risks having a negative effect!). The effect also needs to be specific enough to the job/individual such that Salvage does not feel the need to keep the relic for themselves. -Keeping with Salvage's themes, these quests should range from mundane to outright bizzare or even dangerous, but they should never be so esoteric in their completion as to confuse the player. It should always be obvious where salvage needs to go, in order to complete their quests, and what needs to be done. These quests ideally should not be able to be circumvented using purchases from the cargo request computer. +- **DO:** Salvage finds a lost coffer on a wreck that they need to deliver to a person on the station. This coffer is known to contain something valuable so there's incentive for the person to open it. Once it's delivered, the relic is marked as completed. +- **DO:** Salvage finds some kind of alien tablet that seems to be pourous and demands bicaridine. Salvage goes to the medical bay and gives it to chemistry, who splashes some bicaridine causing it to transform into another reagent entirely. Chemistry can use this device to perform limited chemical transmutation, and the relic is marked as completed. +- **DO:** Salvage finds an encrypted tech disk that needs to be unencrypted by science and inserted into the R&D computer. This provides an option for Science to research an additional T3 technology for a greater cost. Once inserted, the relic is marked as completed. +- **DON'T:** Salvage finds an alien artifact that needs to be hit for 300 damage to progress, so they beat it with crowbars in space until the relic completes. +- **DON'T:** Salvage finds a locked data-tablet without any function requires Captain access to unlock it. The captain opens it without thought and the relic is marked as completed without any further interaction or benefit. +- **DON'T:** Salvage finds a relic with an effect of instant full self-healing. Instead of going to Medical to help with its unlock, Salvagers brute-force unlocking it themselves, to save the trip and also keep the relic for themselves. -Once salvage has completed a majority of these quests, they will be rewarded with a "license upgrade" which gives them access to a new selection of wrecks (or wreck singular) with higher complexity but also higher rewards. +Keeping with Salvage's themes, these relics should range from mundane to outright bizzare or even dangerous, but they should never be so esoteric in their completion as to confuse the player. It should always be obvious where salvage needs to go in order to unlock a relic, and what needs to be done. -These quests should be numerous enough that salvage is encouraged to split them up as a team, but not so numerous that one salvager can't do all the work within a reasonable timeframe. In addition, salvage should only need to complete a majority of these quests rather than every single one, as there's no guarantees that all of the quests will be completable due to factors outside of their control. +Unlock conditions should ideally not be able to be circumvented using purchases from the cargo request computer. The process of unlocking relics should also be intuitive to an experienced cargo technician, acting as an evolution of simple bounties and mail with far more possibilities and danger. -## Game Design Rationale +The relics should be numerous enough that salvage is encouraged to split them up as a team, but not so numerous that one salvager can't do all the work within a reasonable timeframe. In addition, salvage should only need to unlock a majority of the relics they find rather than every single one, as there's no guarantees that all of the conditions will be completable due to factors outside of their control. -This section addresses specific design choices with the various features BreakSalv aims to implement. +#### The implementation of Relics -### Salvage in space +Relics must follow the design pattern of having a _type_ and a _faction_. The type informs what kind of object the relic is (e.g. a coffer, a sacrificial dagger, an encrypted disk) and sets the unlock condition/effect associated with the relic. The faction gives the visual identity of the relic, and also provides a secondary effect to the unlock condition/effect. -Previous iterations of Salvage have had a problem with Salvage "fucking off into space" and not engaging with the station for the majority of the round. This has less been the fault of space itself and rather the Salvage mechanics that encouraged leaving the station; shuttle building and space debris encouraged hopping from debris to debris to gather resources, with the vrgoid asteroid being the epitome of encouraging Salvage to leave for extended durations and make "mini-stations" with medical capabilities and even their own lathes replacing the need for the station altogether. Expeditions disconnected Salvage from the station map entirely, and fultons meant Salvagers didn't need to return to the station to hand over the materials. +- Relics of blood cult origin should be colored red and brown, and their unlock condition should involve the expenditure of blood in some way. +- Coffers should always require delivery to a specific individual on the station, but the unlock method and what is inside the coffer is dependent on the faction. +- Relics of clock cult origin should be metallic and gold colored, their unlock condition should generally involve the bar or Engineering. Additional effect can result in construction of useful machines and devices (e.g a perpetual motion generator). +- Sacrifical knives should always require a player to take massive amounts of damage to unlock spawning a helpful NPC, but the type of damage and the NPC being spawned is dependent on the faction. -BreakSalv locks Salvage to the station grid by making heavy use of the magnet and the industrial smelters. There is little to no reason to engage in gameplay away from the station, and by being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. This means that Salvage will always be accessible to react to station events and become easier to locate, e.g., for antagonists. +Relics also provide an opportunity to bring much of salvage's unique content onto the station itself. For example, a boss or treasure that was once intended for the VGRoid or Lavaland may instead be accessed through a relic that is activated on station. -The purpose of the Retrieval part of the gameplay loop is to provide players with a good opportunity to engage with the game's space movement mechanics, from basic leaps to jetpacks (real or improvised) to grappling hooks. It's the primary way that Salvage engages with the *space* part of the space station. This makes the role fairly unique in the game; while there are other jobs that work in space at times (primarily Engineering) they do not utilize movement through it as a core aspect of the job. Of course this relies on that the base mechanics themselves provide interesting gameplay, but considering how integral space is to the identity of the game, that should be a given. +### Salvage progression -There are still some cons to working outside the station. It limits crew interactions, as there is no Salvage "front desk" and the Salvage Bays would not be by any high-traffic area (unless a station specifically designs its layout around it). On the other hand, tying Salvage's work to the Salvage Bay will make it massively more accessible compared to previous iterations. Paramedics will have an easier time accessing Salvagers in case of lethal explosions, Cargo & QM will generally know where Salvagers are while working, Engineers can pass by Salvagers when traversing the outside of the station, and there is a much lower barrier of entry for Passengers to help out by virtue of the Salvage Bay being more open. +Salvage's equipment progression should primarily come from Science and what can be found/crafted from resources found on wrecks. As the better wrecks are only available through unlocking relics, this ties Salvage to the station and encourages crew interactivity as part of the core gameplay loop. -The Salvage Bay also offers a good spot for holopads, and since the Wreck Timer is purely cosmetic, there is no penalty for Salvagers to pause their work to engage in conversation or complete station tasks. +#### Salvage Specialist equipment -### The Salvage Magnet and Wrecks +From the start of the round, Salvagers should have access to: -Wrecks provide variety to the round, both in the selection of available wrecks and in the contents they may provide. Having wreck types as modifiers is a useful way to add gameplay breadth, and giving the ability to foresee which wreck types are available gives players some control in what challenge they want to tackle based on preference and equipment. They are also excellent opportunities for environmental storytelling; all wrecks should have some sort of "lore" behind them that ties into their wreck type and what they depict. Wrecks do serve as an opportunity to use randomly generated layouts, possibly being entirely algorithmically generated, but care needs to be taken to ensure that this does not come at the expense of immersion and interesting exploration. Wrecks should ideally not have just a single way that they can play out to create emergent gameplay, and Salvagers should feel they can make meaningful choices with what wrecks they spawn in, and also in how they approach them. +- A salvage hardsuit. Necessary for working in the Salvage Bay. +- Basic tools and toolbelt. For navigating and deconstructing the wreck during the Extraction step. +- A survival knife and a portable kinetic accelerator. Used to deal with hostile mobs on wrecks, and as tools against environmental hazards. +- A grappling hook and separation charges. Necessary to complete the Retrieval and Processing step. -As mentioned in the previous section, the salvage magnet becomes part of what ties Salvagers to the station. Despite its unassuming appearance, it is a critical part of ensuring that BreakSalv flows smoothly, and a lot of care and consideration needs to be taken to ensure that its presentation and mechanics (such as delays) don't encourage bad or unfun gameplay. +Salvage's upgrades should consist of improvements to these options, with a mix of mundane and not so mundane options. Some examples could include: -#### Wreck contents +- Improved space faring armor. + - Better defense or better mobility. +- Better deconstruction tools. + - Welding goggles, insulated gloves, power tools, mining drills, explosives. +- Better space mobility. + - Jetpacks, grappling hook+, forklifts. +- Better grid dragging tools. + - Harpoons, forklifts, tether guns. +- Better weaponry + - Laser weapons, crusher melee weapons. -Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash; Salvagers shouldn't be able to loot wrecks and set up their own medical facilities or sustain themselves completely on wreck food to prevent them from becoming independent from the station, and finding large stacks of money invalidates the work Cargo Technicians put in with their own work. Salvage should, however, be able to supply Medical and Service with resources, and may be a core part of completing specific bounties for Cargo and providing items for Cargo Technicians to sell. +The options listed above are very mundane. Fantastical options should be available, though the shape and balance of them are best determined via playtesting. Fantastical options should at best be equal to the best mundane options listed as examples above. -Salvage has had a tradition of getting "gamer loot" via wrecks, i.e., equipment that would be very strong in the hands of an antagonist (or worse, used to validhunt/shut down antagonists) when they return to the station. Some wrecks, especially those that become available after the magnet upgrade, may contain some stronger equipment and especially cosmetics, but to prevent undesirable gamer loot, Syndicate equipment should be heavily restricted from the wrecks. +### Aesthetic choices & inspirations -#### Towing +A large part of Salvage's appeal is the aesthetics. Salvage should feel like a tough and cool job to do, regardless of what they're doing. -pulling grids is fun idk what else to say yippee pew pew i'm so strong pulling shottle weee +Aesthetically and tone wise, Salvage should lean more on the dark comedy and horror of the game's tone. Space is vast, endless, and full of threats both rational and irrational. The wrecks salvagers pull in should reflect this, enhancing the tone of the job and ensuring gameplay variety. -### Smelters and Wreck resources +Wrecks should never feel completely mundane. There's a story to how this once functional ship, outpost or machine beyond understanding became a wreck. The environment in the wreck should reflect this, and ideally tie into whatever relic faction is contained within. -The main motivation behind wreck resources is to encourage Salvage to enter the wreck and loot it properly by hand. By making them have distinct visuals and contain rare materials, they also become something Salvagers will want to seek out (which will be a positive experience), rather than "scrap" for basic materials, which the processing step is already responsible for. +#### Mundane realities of fantasy star-systems -By making the wreck resources designed specifically for this, we can also avoid Salvagers simply mashing a shuttle straight into the smelter wall, as they can be set to give little to no resources from this. Wreck resources that damage the smelters also strongly discourage Salvagers from sending the wrecks directly into the smelter walls. This does allow for some flexibility as experienced Salvagers may be able to partially smelt a shuttle to open a section that would otherwise be difficult to access, but Salvage should not be able to properly progress without stepping foot on and successfully defusing threats on the wreck. +An important aspect to enhance tone is to have the actual interactions be extremely mundane. Salvagers are people accustomed to manual labor, regardless of what they are working with. A wreck may be an abomination of flesh-consuming metal as Salvage works inside the belly of some cosmic beast, but mechanically they're treating its arteries the same way they would treat pipes, and its vital organs as obstacles or valuables. -#### Salvage and station resources +Salvage's progression should reflect this. Armor upgrades being the result of stripping the tough hides off of alien monsters. Medicine being taken from self replicating cosmic beasts. Weapons having sci-fi tech so advanced as to appear magical, stealing the life force from their slain enemies. -Regarding the resources Salvage can uniquely supply to the station, this document primarily cites rare materials. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. The BreakSalv design allows new materials and equipment to be introduced as new wreck resources instead of existing materials, reducing the blocking effect of Salvage on other roles. However, as this would require a broader rework of the game's resource system and supporting content, and it does not affect BreakSalv's core gameplay loop, it is excluded from this design proposal. +Salvage is practical, and the world around them is irrational. This should be reflected as much aesthetically as it is mechanically. The aesthetics that a Salvager takes on should be shaped by the wrecks and situations they encounter. -### Aesthetic choices & inspirations +## Game Design Rationale -A large part of salvage's appeal is the aesthetics. Salvage should feel like a tough and cool job to do regardless of what they're doing. +This section addresses specific design choices with the various features BreakSalv aims to implement. -Aesthetically and tone wise, salvage should lean more on the dark comedy and horror of the game's tone. Space is vast, endless, and full of threats both rational and irrational. The wrecks salvagers pull in should reflect this, enhancing the tone of the job and ensuring gameplay variety. +### Salvage in space -Wrecks should never feel completely mundane. There's a story to how this once functional ship, outpost or machine beyond understanding became a wreck. +Previous iterations of Salvage had a problem with Salvage "fucking off into space" and not engaging with the station for the majority of the round. This has less been the fault of space itself and rather caused by Salvage mechanics that encouraged leaving the station. Shuttle building and space debris encouraged hopping from debris to debris to gather resources. The VGRoid asteroid was the epitome of encouraging Salvage to leave for extended durations and make "mini-stations" replacing the need to return to the station altogether. Expeditions disconnected Salvage from the station map entirely, and fultons meant Salvagers didn't need to return to the station to hand over materials. -#### Mundane realities of fantasy star-systems +BreakSalv locks Salvage to the station in four ways: +- Industrial smelters are large machinery difficult to reposition. +- The salvage magnet only works on-station, and wrecks are spawned close to the station. +- Wreck conditions necessitates equipment Salvage have a hard time accessing themselves. +- Relics require collaboration with station crew to unlock. -A big aspect to enhance tone is to have the actual interactions be extremely mundane. A wreck may be an abomination of flesh consuming metal as salvage literally dives into the belly of some cosmic beast, but mechanically they're treating its arteries the same way they would treat pipes, and its vital organs as obstacles or valuables. +This has major knock-on effects for Salvage's independence and accessability. There are no parts of Salvage's gameplay loop that require extended periods off the station. By being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. Salvage will always be available to react to station events and become easier to locate, e.g. for antagonists. -Salvage's progression should reflect this, armor upgrades being the result of stripping the tough hides off of alien monsters. Medicine being taken from self replicating cosmic beasts. Weapons being magical in some way, stealing the life force from their slain enemies. +The Salvage Bay is proposed to be publicly accessible to crew. Salvage would end up being relatively accessible compared to other jobs on the station, with the caveat that an EVA-capable suit is necessary. Emergency EVA softsuits should work for visitors though won't allow long-term stays. This is a vast improvement to their previous iterations, and would position them better than enclosed subdepartments like Atmospherics or Xenoarcheology. -Salvage is practical, and the world around them is irrational, and this should be reflected as much aesthetically as it is mechanically. The aesthetics that a Salvager takes on should be shaped by the wrecks and situation they encounter. +### The Retrieval Part & Towing +The purpose of the Retrieval part of the gameplay loop is to involve players with the game's space movement mechanics. It's the primary way that Salvage engages with the *space* part of the space station. Movement through zero-g is different enough to regular movement that players develop it as a skill. With the additional task of moving magnet wrecks, Salvage are encouraged to learn the ways their character and tools have physical characteristics in a space environment. -### Salvage progression +Towing ends up serving both as a power fantasy mechanic and as a puzzle mechanic. Pulling wrecks by hand, with the slow lumbering movement as you gradually accelerate it, feels empowering. The puzzle aspect comes into play when you need to position the wreck to fit within the Salvage Bay, encouraging an understanding of the physics and how the Bay itself can be reshaped to move it into place. -Salvage's equipment progression should primarily come from Science and what can be found/crafted from resources found on wrecks. As the better wrecks are only available through the completion of quests, this ties Salvage to the station and encourages crew interactivity as part of the core gameplay loop. +Towing as a game mechanic will likely not be relevant to other roles. It will be a general mechanic, but the use case for it is largely limited to Salvagers and the grids they pull. There may be more use for it in the future depending on how shuttle and Engineering mechanics develop. -#### Salvage Specialist equipment +### The Salvage Magnet and Wrecks -From the start of the round, Salvagers should have access to: +Wrecks are implemented as Salvage's instanced locations and utilization of random generation. -- A salvage hardsuit. Necessary for working in the Salvage Bay. -- Basic tools and toolbelt. For navigating and deconstructing the wreck during the extraction step. -- A survival knife and a portable kinetic accelerator. Used to deal with hostile mobs on wrecks, and as tools against environmental hazards. -- A grappling hook and separation charges. Necessary to complete the retrieval and processing step. +Wreck conditions is a way to add further variation independent of grid layout. The ability to foresee these modifiers in the salvage magnet gives players a sense of agency and planning. Players are able to (somewhat) control what challenges they want to tackle based on their preference and equipment. -Salvage's upgrades should consist of improvements to these options, with a mix of mundane and not so mundane options. Some examples could include: +All wrecks should ideally have some "lore" behind them. It does not necessarily have to be hand-crafted environmental storytelling, and may instead be the result of wreck layout, conditions, contents and factions allowing players to imagine a story. This enhances the world-building for the game and immerses players more. Random generation should be balanced with this in mind. While variation is important, it should not cause situations where immersion is broken. -- Improved space faring armor - - Better defense or better mobility -- Better deconstruction tools - - Welding goggles, insulated gloves, power tools, mining drills, explosives -- Better space mobility - - Jetpacks, grappling hook+, forklifts -- Better grid dragging tools - - Harpoons, forklifts, tether guns -- Better weaponry - - Laser weapons, crusher melee weapons +Wrecks should ideally not have just a single way that they can play out. Salvagers should feel like they can make meaningful choices in how they approach a wreck. This makes them more accessible to novice players, and gives experienced players an opportunity for skill expression in determining the most optimal path based on the circumstances. + +As mentioned in the previously, the salvage magnet becomes part of what ties Salvagers to the station. It is a critical part of ensuring that BreakSalv flows smoothly, and a lot of care and consideration needs to be taken to ensure that its presentation and mechanics don't encourage gameplay going against Salvage's design. + +#### Wreck contents -Of note, the options listed above are very mundane, but fantastical options should be available they are just far more difficult to balance and as such have been excluded as examples in this design doc. Fantastical options should at best be equal to the best mundane options listed as examples above. +Wrecks should ideally refrain from having certain items. This is primarily medical supplies, food, and hard cash. Salvagers shouldn't be able to loot wrecks and set up their own medical facilities, sustain themselves completely on wreck food, or find large stacks of money invalidating the work Cargo Technicians put in. However, Salvage should be able to supply these departments with resources, and may be a core part of completing certain bounties for Cargo. -### Relics & Theme Design +Salvage has had a tradition of getting "gamer loot" via wrecks, i.e., equipment that would be very strong in the hands of an antagonist (or worse, used to validhunt/shut down antagonists) when they return to the station. Some wrecks, especially those that become available after the magnet upgrade, may contain some stronger equipment and fun cosmetics (drip) are encouraged. Syndicate equipment should be heavily restricted from the wrecks. -Both the wrecks salvage pulls and their quests should be consistent in theme and story. If Salvage pulls a wreck with a wizard relic for example, the wreck should ideally have signs that wizards were once there to enhance the immersion and mood of salvaging. In addition relics should always feel thematically in universe and should be designed as being owned by a faction with consistent themes. Regardless, these items should be distinct to salvage to give extra weight to the wrecks being pulled. These aren't just any old pieces of debris floating around, Nanotrasen has an interest in these scrap heaps. +### Smelters and Wreck resources + +The main motivation behind wreck resources is to encourage Salvage to engage with the inside of wrecks. They should be something that Salvagers *want* to seek out, via distinct visuals and containing rare materials. This should play into the aesthetics of Salvage. Players should feel that the valuable things they find are contextualized as such in-universe, instead of "scrap". + +Salvagers are punished in multiple ways when ignoring the wreck resources. Smelters provide an immensely lower yield for wreck resources and may even take damage from explosions. The salvage magnet also tracks improperly smelting resources. This further encourages Salvagers to engage with the challenges posed by the wreck, instead of simply sending the entire grid straight into the smelters. + +#### Station resources + +This document primarily cites rare materials and specialized equipment in the form of relics as content Salvage can uniquely provide the station. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. + +BreakSalv's design is more accessible than previous iterations of Salvage and it should be easier for non-Salvage crew to assist in the work should there be heavy demand for a resource. However, this may not be sufficient to cover resource shortage, such as when the Salvage Bay is irrepairably damaged. + +The solution for this would necessitate more gameplay mechanics that allow generating the materials that are necessary for other departments, or a redesign of their consumption. Reworking the game's resource dependencies is considered out of scope for this document as it is not relevant to BreakSalv's core gameplay loop. -One key aspect of relics is ensuring the design is consistent. Making unique relics with unique effects and unlock conditions can easily bloat the scope of what Salvage provides, and such handcrafted specificity is to be avoided. This document proposes that relics have a _type_ and _faction_. The type informs what kind of object the relic is (e.g. a coffer, a sacrificial dagger, an encrypted disk) and the unlock condition associated with the relic. The faction gives the visual identity of the relic, and also provides a secondary effect to the unlock condition/effect. +### Questing & Relic Design Motivation -This design is not *as* economical as Science artifacts (which mix up *any* trigger and effect), but it does provide useful design handrails when adding new relics. +Questing provides the necessary motivation for Salvage to not constantly throw themselves at dangerous wrecks over and over. Working in space is always going to have a base level of tension to it higher than being inside the station, and with the challenges wrecks provide this is only pushed further. Relics allow Salvagers to take a break and gives them an excuse to socialize with the rest of the station without feeling like they are skipping out on work. It integrates crew interaction into Salvage's gameplay loop and allows it to feed back into the resource gathering via the license upgrades. -- Examples: - - Relics of blood cult origin should be colored red and brown, and their unlock condition should involve the expenditure of blood in some way. - - Coffers should always require delivery to a specific individual on the station, but the unlock method and what is inside the coffer is dependent on the faction. - - Relics of clock cult origin should be metallic and gold colored, their unlock condition should generally involve the bar or engineering. Additional effect can result in construction of useful machines and devices (e.g a perpetual motion generator). +The relic design pattern of having a type and a faction is necessary to limit the design complexity of new content. It would require excessive work to ensure there is a satisfying amount of variation were each relic given a unique and handcrafted effect. This design is not *as* economical as Science's artifacts (which mix up *any* trigger and effect), but it does provide useful design handrails when adding new relics. -This type of design is very useful in making players develop an understanding of the relic system; once they discover a relic of a specific faction, they will understand the theme implications for any future relic of that faction they find. Similarly, if they find a relic of a specific type, they will now know how any faction variation works with the base unlock condition. +This type of design is useful in making players develop an understanding of the relic system. Once they discover a relic of a specific faction, they will understand the theme implications for any future relic of that faction they find. Similarly, if they find a relic of a specific type, they will now know how any faction variation works with the base unlock condition. + +#### Relics & Station collaboration + +The unlock conditions and effects are how relics are motivated to be brought onto the station. As previously mentioned, unlock conditions should ideally not be solved by Salvage and instead involve other departments. + +The easiest way to achieve collaboration is to make the unlock condition require some station-bound equipment. Salvage will generally not have access to certain things, such as Science's APEs or Engineering's Particle Accelerator. They would then be required to interact with the roles that do. However, this method of unlocking relics may result in uninteresting interactions if not designed properly. + +Another way to achieve collaboration is to have conditions that demand something beyond Salvage's capabilities. As examples, Salvage may have some medical or combat capabilities, but Medical and Security have core gameplay that make them more proficient. By having the unlock condition require more than Salvage could themselves handle, such as causing major injury to a player or an overwhelming combat scenario, they are pushed into asking the station for assistance. This should be the preferred way that relics and unlocked, though they do run a greater risk of expert Salvagers being able to complete the challenges themselves. The greatest difficulty in this is ensuring that that the effect is unique and interesting, and that the unlock conditions truly do require crew interactions. This is something that can be explored further in playtesting to find the components that work well for this purpose. ## Administrative & Server Rule Impact (if applicable) -Given the safety locks on the industrial smelters, the only moderation issue I could see is that an antagonist uses them for DAGD-level destruction by mounting them on a shuttle and trying to bulldoze the station. It would require the EMAG, which means it's limited to antagonists only, so the risk for self-antag griefing is fairly minor. +Given the safety locks on the industrial smelters, the only moderation issue is an antagonist using them for DAGD-level destruction by mounting them on a shuttle and trying to bulldoze the station. This is not possible by default and while it could be opened up via requiring an EMAG to "bypass the lock", it would be limited to antagonists only and may not even be enabled depending on playtesting. ## Technical Considerations @@ -302,36 +332,40 @@ Given the safety locks on the industrial smelters, the only moderation issue I c Grid dragging has been implemented in a prototype. The main issue encountered is that grid mass is currently not very accurate. This would cause problems when determining pull strength and also how the grids should pull towards each other if neither grid on either end of the grappling hook is anchored. The prototype accounts for this, but other systems (such as shuttle power) would require refining to match these new values. -There would need to be some sanity checks such that a Salvager can't just stand on the station and keep a moving shuttle in place with just their equipment. +There would need to be some sanity checks so that a Salvager can't just stand on the station and keep a moving shuttle in place with just their equipment. #### Separation charges Splitting grids is already a thing that can be done with the RCD, but that operates on the principle of removing tiles entirely. There would need to be a solid system in place that not only deals with separation charges being capable of sitting on the edge between two tiles, but also that it can accurately split the grids in two. There may also be a desire to have "welding charges" that allow two grids to be connected, though that isn't vital to BreakSalv itself. -They main reason they should be implemented is to give mappers more freedom when designing the sizes of Salvage Bays and wrecks. +The main motivation for why they should be implemented is to give mappers more freedom when designing the sizes of Salvage Bays and wrecks. #### Wreck Resources and Relics -There would be a fairly substantial amount of new sprites for both wreck resources and relics, as the whole point of them is to stand out from what currently exists in the game. Furthermore, there will likely be changes and additions to systems to support their behavior, though reusing assets and components where possible is greatly preferred. +There would be a fairly substantial amount of new sprites for both wreck resources and relics, as the whole point of them is to stand out from what currently exists in the game. There will likely be changes and additions to many different systems to support their behavior, though reusing assets and components where possible is greatly preferred. ### Modified features #### Station map considerations -Station maps would need to accommodate the new "smelter wall" concept. After briefly testing, it seems that a width of 9 tiles (the width of a singularity containment field) is around the ideal size to deal with pulling in wrecks for smelting. Most stations seem to have room to fit them without issue (except possibly Reach, though even there, there is room for a smaller version). +Station maps would need to accommodate the new "smelter wall" concept. After testing, it seems that a width of 9 tiles (the width of a singularity containment field) is around the ideal size to deal with pulling in wrecks for smelting. Most stations seem to have room to fit them without issue (except possibly Reach, though there is room for a smaller version). -Still, all maps would need to implement a new Salvage Bay to be able to support BreakSalv. The new Salvage Bay should be accessible to Cargo Technician access; only the Salvager locker room needs to be job-locked. +All maps would need to implement a new Salvage Bay to be able to support BreakSalv. The new Salvage Bay should have access via a Cargo airlock and a public airlock; only the Salvager locker room needs to be job-locked. #### Wreck map considerations -Many, if not all, of the existing wreck maps would likely need to be redesigned to comply with the wreck type system and provide an engaging wreck for Salvage to process in the manner that BreakSalv requires. The magnet must also be able to properly track how much of a spawned grid remains, which includes whether the grid is split off into multiple parts. This has been implemented in a prototype. +All existing wreck maps would likely need to be removed entirely. They are not balanced with BreakSalv in mind and have wild variation in things that can spawn on them. Some may be able to be repurposed and their designs reused, but they are not compatible as-is. + +This document does not make a _definitive_ statement on how the wrecks and wreck types should be implemented technically. There are many options here (some better than others), from handcrafted prefabs to fully randomly generated, and it may not be fully evident which method is best until implementation is started. -This document does not make a definitive statement on how the wrecks and wreck types should be implemented technically. There are many options here (some better than others), from handcrafted prefabs to fully randomly generated. To ensure there is appropriate environmental storytelling as well as the design intent of a mapper it may be desirable to use a combination of standardized layouts with sophisticated spawners, conditional rules depending on wreck type, and randomized room layouts, but this is ultimately a question to be answered during implementation. +The suggested way to implement the wrecks would be to have standardized wrecks with sophisticated random spawners, conditional rules that apply visuals and wreck conditions to the grid, and randomized room layouts. This would ideally strike a balance between deliberate design choices a mapper may make in terms of environmental storytelling and challenges, and the maintainability and variation that random elements provide. #### Salvage Magnet The salvage magnet would require a major re-design with its UI to support the new functionality. Some of what exists could probably be repurposed for BreakSalv however. +The magnet must also be able to properly track how much of a spawned grid remains, which includes whether the grid is split off into multiple parts. This has been implemented in a prototype. + ### Further Embodiments There are a few ways that BreakSalv can be expanded upon. These are not necessarily part of the base implementation but may be worth exploring in the future: From 47c052847f52bf642e27e876f42675f1c1198ff8 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Tue, 31 Mar 2026 18:33:09 +0200 Subject: [PATCH 16/20] Update SUMMARY.md --- src/SUMMARY.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index c4d1d0bea4..6d2c751eb9 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -231,6 +231,8 @@ Space Station 14 - [Cargo](en/space-station-14/departments/cargo.md) - [PR Guidelines]() + - [Salvage](en/space-station-14/departments/cargo/salvage.md) + - [Proposals]() - [Mail Deliveries](en/space-station-14/departments/cargo/proposals/mail-delivery.md) - [Salvage Proposal](en/space-station-14/departments/cargo/proposals/salvage-proposal.md) From 1b5a092814376df06051710f722a5b957305d2fe Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Tue, 31 Mar 2026 18:35:53 +0200 Subject: [PATCH 17/20] Update salvage.md --- src/en/space-station-14/departments/cargo/salvage.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/en/space-station-14/departments/cargo/salvage.md b/src/en/space-station-14/departments/cargo/salvage.md index 940177409c..a207c01902 100644 --- a/src/en/space-station-14/departments/cargo/salvage.md +++ b/src/en/space-station-14/departments/cargo/salvage.md @@ -1,5 +1,7 @@ # Salvage Department Design Document +This document describes the design and purpose of the Salvage department, a subdepartment of Cargo. + ## Concept Space Station 14 is an immersive sim built upon tropes of what life on a futuristic mega-corp research station would look like. A famous trope in this area is that of the [Asteroid Miner](https://tvtropes.org/pmwiki/pmwiki.php/Main/AsteroidMiners); an underpaid, expendable prospector sent out into the dangers of space to harvest whatever valuable resource is deemed necessary. The prospector is faced with harsh working conditions, manual labor and improvisational challenges, returning back to the safety of a station with the satisfaction of a job well done. From 6f338150b5b02c97fb72774afb978494b34ce3af Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 15 Apr 2026 22:03:11 +0200 Subject: [PATCH 18/20] Update shipbreak-salvage.md --- .../cargo/proposals/shipbreak-salvage.md | 86 +++++++++---------- 1 file changed, 39 insertions(+), 47 deletions(-) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 91dcba41f4..76e1d35246 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -80,7 +80,11 @@ The wrecks should clearly communicate their danger before being selected so that Only one wreck may be active with the magnet at any given time. Once a wreck has been selected, the interface changes to a new view as described in the [Magnet Evaluation](#magnet-evaluation) section. -Wrecks have the possibility to be aligned with a faction in the game (e.g bloodcult, NanoTrasen, alien etc.). Visuals and contents on the wreck may change to reflect the faction's design. This ties into the [Questing](#questing) section and associated relics. +Wrecks have the possibility to be aligned with a faction in the game (e.g bloodcult, NanoTrasen, alien etc.). Visuals and contents on the wreck may change to reflect the faction's design. This ties into the [Questing](#questing) section and associated safes. + +#### License Upgrades + +At the start of a round, Salvage only have access to fairly simple and small wrecks. Salvage are rewarded for doing their work properly with more complex wrecks through the Salvage Magnet's _license upgrades_. This is tracked on the Salvage Magnet. Through correct handling of wrecks and the resources that can be found on it, Salvage may unlock wrecks that are of larger size and have more wreck conditions, and consequently contain better loot. Safes (as described in the [Questing](#questing) section) are the primary way to gain license upgrades. #### Towing @@ -96,7 +100,7 @@ Other options such as towing ropes and harpoon turrets could serve a similar pur **Extraction** is the process of manually retrieving rare materials from wrecks. -Wrecks will contain resources that Salvage wants to move to the station for manual processing. In its simplest form this may be a stack of material, but where the extraction process becomes more interesting are the unique _wreck resources_ and _relics_ that spawn. +Wrecks will contain resources that Salvage wants to move to the station for manual processing. In its simplest form this may be a stack of material, but where the extraction process becomes more interesting are the unique _wreck resources_ and _safes_ that spawn. #### Wreck Resources @@ -118,11 +122,9 @@ Wreck resources often come with some complexity to them to make moving them more It's key that wreck resources can be easily identified as such; Salvagers shouldn't need to wonder if a resource should be recycled or if it can be left on the wreck as scrap. -#### Relics - -For the purposes of extraction, relics are unique wreck resources that are not recycled into materials. As they relate to Salvage's progression and on-station tasks, they are desirable to retrieve. Relics are described in more detail in the [Questing](#questing) section. +#### Safes -All relics will be notated when a wreck is pulled as objects of interest and contribute to wreck completion. +For the purposes of extraction, safes are unique wreck resources that are not recycled into materials. As they relate to Salvage's progression and on-station tasks, they are desirable to retrieve. Safes are described in more detail in the [Questing](#questing) section. ### Processing @@ -158,51 +160,43 @@ While a wreck is being worked on, the magnet interface displays a view with the After some time has passed (short enough not to feel restrictive, but long enough that Salvage can't just cycle wrecks), Salvagers may choose to despawn any remaining grids of their wreck. The magnet interface returns to the wreck selection view, with a timer showing when the next selection of wrecks are available. -The wreck percentage and processing efficiency are used to evaluate how well the Salvage team is correctly dealing with the wrecks. A high processing efficiency means the Salvagers are extracting valuables and not just immediately smelting the wreck, and a high wreck percentage means the Salvagers aren't just despawning the wreck after looting it. These stats can be used to affect various parts of the work to encourage proper handling of the wrecks, such as introducing a delay on pulling in new wrecks if the percentage is too low. +The wreck percentage and processing efficiency are used to evaluate how well the Salvage team is correctly dealing with the wrecks. A high processing efficiency means the Salvagers are extracting valuables and not just immediately smelting the wreck, and a high wreck percentage means the Salvagers aren't just despawning the wreck after looting it. These stats can be used to affect various parts of the work to encourage proper handling of the wrecks, such as introducing a delay on pulling in new wrecks if the percentage is too low or lowering the license upgrade progress. Each wreck should be of one time use. Once Salvage has finished extracting from a wreck, the magnet cannot pull that wreck in a second time and players must choose from a new selection of wrecks. ### Questing -**Questing** is the final part of the BreakSalv gameplay loop, involving the _relics_ found on the wrecks. Between wreck pulls from the magnet, there will be downtime that Salvagers are encouraged to use for this. +**Questing** is the final part of the BreakSalv gameplay loop, involving the _safes_ found on the wrecks. Between wreck pulls from the magnet, there will be downtime that Salvagers are encouraged to use for this. -#### Relics +#### Safes -As mentioned in the [Extraction](#extraction) section, some items Salvage acquire are intended to be used during the Questing step. These are known as Relics. +As mentioned in the [Extraction](#extraction) section, some items Salvage acquire are intended to be used during the Questing step. These are known as Safes. -When salvage pulls a wreck, their magnet computer will notate all relics on their wreck to collect. These items are implied to be of high interest to Nanotrasen, hence why this wreck was selected for salvage to pick through. +Safes are impenetrable containers unable to be brute-forced into by normal means. They contain beneficial or interesting _safe loot_ for both Salvage and station crew. To retrieve them from the safe, it must be unlocked via an _unlock condition_. -Relics are quirky artifacts, treasures and technologies redisovered by Salvage. They contain beneficial or interesting _effects_ that the crew want to make use of. To do so, they must be unlocked via an _unlock condition_. +Unlock conditions require input or cooperation of other departments or crewmembers outside Salvage. They may be more or less detrimental and should require an investment of resources, attention and/or time. The potential benefit of the loot should be potent enough that the crewmember assisting would want to make the investment (even if it is not always guaranteed/risks having a dangerous loot!). The loot also needs to be specific enough to the job/individual such that Salvage does not feel the need to keep all the loot for themselves. -Unlock conditions require input or cooperation of other departments or crewmembers outside Salvage. They may be more or less detrimental and should require an investment of resources, attention and/or time. The potential benefit of the effect should be potent enough that the crewmember assisting would want to make the investment (even if it is not always guaranteed/risks having a negative effect!). The effect also needs to be specific enough to the job/individual such that Salvage does not feel the need to keep the relic for themselves. +The safes should be numerous enough that salvage is encouraged to split them up as a team, but not so numerous that one Salvager can't do all the work within a reasonable timeframe. In addition, Salvage should only need to unlock a majority of the safes they find rather than every single one, as there's no guarantees that all of the conditions will be completable due to factors outside of their control. -- **DO:** Salvage finds a lost coffer on a wreck that they need to deliver to a person on the station. This coffer is known to contain something valuable so there's incentive for the person to open it. Once it's delivered, the relic is marked as completed. -- **DO:** Salvage finds some kind of alien tablet that seems to be pourous and demands bicaridine. Salvage goes to the medical bay and gives it to chemistry, who splashes some bicaridine causing it to transform into another reagent entirely. Chemistry can use this device to perform limited chemical transmutation, and the relic is marked as completed. -- **DO:** Salvage finds an encrypted tech disk that needs to be unencrypted by science and inserted into the R&D computer. This provides an option for Science to research an additional T3 technology for a greater cost. Once inserted, the relic is marked as completed. -- **DON'T:** Salvage finds an alien artifact that needs to be hit for 300 damage to progress, so they beat it with crowbars in space until the relic completes. -- **DON'T:** Salvage finds a locked data-tablet without any function requires Captain access to unlock it. The captain opens it without thought and the relic is marked as completed without any further interaction or benefit. -- **DON'T:** Salvage finds a relic with an effect of instant full self-healing. Instead of going to Medical to help with its unlock, Salvagers brute-force unlocking it themselves, to save the trip and also keep the relic for themselves. +In addition to the loot found in the safes, every safe also contains _magnet chips_. These can be inserted into the Salvage Magnet for a large increase in license upgrade progress. -Keeping with Salvage's themes, these relics should range from mundane to outright bizzare or even dangerous, but they should never be so esoteric in their completion as to confuse the player. It should always be obvious where salvage needs to go in order to unlock a relic, and what needs to be done. +#### The implementation of Safes -Unlock conditions should ideally not be able to be circumvented using purchases from the cargo request computer. The process of unlocking relics should also be intuitive to an experienced cargo technician, acting as an evolution of simple bounties and mail with far more possibilities and danger. +Safe design must follow these three rules: -The relics should be numerous enough that salvage is encouraged to split them up as a team, but not so numerous that one salvager can't do all the work within a reasonable timeframe. In addition, salvage should only need to unlock a majority of the relics they find rather than every single one, as there's no guarantees that all of the conditions will be completable due to factors outside of their control. +1. Safe unlocking must not be reasonably achievable by Salvage on their own. +2. The unlock condition must result in meaningful gameplay; preferably related to the core gameplay of the person/department intended to unlock it. +3. The loot must benefit the person/department unlocking it, to discourage Salv from unlocking it on their own. -#### The implementation of Relics +Unlock conditions should ideally not be able to be circumvented using purchases from the cargo request computer. The process of unlocking safes should also be intuitive to an experienced Cargo Technician, acting as an evolution of simple bounties and mail with far more possibilities and danger. -Relics must follow the design pattern of having a _type_ and a _faction_. The type informs what kind of object the relic is (e.g. a coffer, a sacrificial dagger, an encrypted disk) and sets the unlock condition/effect associated with the relic. The faction gives the visual identity of the relic, and also provides a secondary effect to the unlock condition/effect. +Keeping with Salvage's themes, these safes should range from mundane to outright bizzare or even dangerous, but they should never be so esoteric in their completion as to confuse the player. It should always be obvious where Salvage needs to go in order to unlock a safe, and what needs to be done. -- Relics of blood cult origin should be colored red and brown, and their unlock condition should involve the expenditure of blood in some way. -- Coffers should always require delivery to a specific individual on the station, but the unlock method and what is inside the coffer is dependent on the faction. -- Relics of clock cult origin should be metallic and gold colored, their unlock condition should generally involve the bar or Engineering. Additional effect can result in construction of useful machines and devices (e.g a perpetual motion generator). -- Sacrifical knives should always require a player to take massive amounts of damage to unlock spawning a helpful NPC, but the type of damage and the NPC being spawned is dependent on the faction. +Safes also provide an opportunity to bring much of Salvage's unique content onto the station itself. For example, a boss or treasure that was once intended for the VGRoid or Lavaland may instead be accessed through a safe that is activated on station. -Relics also provide an opportunity to bring much of salvage's unique content onto the station itself. For example, a boss or treasure that was once intended for the VGRoid or Lavaland may instead be accessed through a relic that is activated on station. +### Salvage Progression -### Salvage progression - -Salvage's equipment progression should primarily come from Science and what can be found/crafted from resources found on wrecks. As the better wrecks are only available through unlocking relics, this ties Salvage to the station and encourages crew interactivity as part of the core gameplay loop. +Salvage's equipment progression should primarily come from Science and what can be found/crafted from resources found on wrecks. As the better wrecks are only available through unlocking safes, this ties Salvage to the station and encourages crew interactivity as part of the core gameplay loop. #### Salvage Specialist equipment @@ -234,7 +228,7 @@ A large part of Salvage's appeal is the aesthetics. Salvage should feel like a t Aesthetically and tone wise, Salvage should lean more on the dark comedy and horror of the game's tone. Space is vast, endless, and full of threats both rational and irrational. The wrecks salvagers pull in should reflect this, enhancing the tone of the job and ensuring gameplay variety. -Wrecks should never feel completely mundane. There's a story to how this once functional ship, outpost or machine beyond understanding became a wreck. The environment in the wreck should reflect this, and ideally tie into whatever relic faction is contained within. +Wrecks should never feel completely mundane. There's a story to how this once functional ship, outpost or machine beyond understanding became a wreck. The environment in the wreck should reflect this, and ideally tie into whatever safe is contained within. #### Mundane realities of fantasy star-systems @@ -256,7 +250,7 @@ BreakSalv locks Salvage to the station in four ways: - Industrial smelters are large machinery difficult to reposition. - The salvage magnet only works on-station, and wrecks are spawned close to the station. - Wreck conditions necessitates equipment Salvage have a hard time accessing themselves. -- Relics require collaboration with station crew to unlock. +- Safes require collaboration with station crew to unlock. This has major knock-on effects for Salvage's independence and accessability. There are no parts of Salvage's gameplay loop that require extended periods off the station. By being in so close proximity to the station, there isn't a strong incentive to set up station-replacing equipment. Salvage will always be available to react to station events and become easier to locate, e.g. for antagonists. @@ -296,29 +290,27 @@ Salvagers are punished in multiple ways when ignoring the wreck resources. Smelt #### Station resources -This document primarily cites rare materials and specialized equipment in the form of relics as content Salvage can uniquely provide the station. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. +This document primarily cites rare materials and specialized equipment in the form of safes as content Salvage can uniquely provide the station. With the content currently available, this can negatively impact gameplay for other departments (e.g., Science) where Salvage is _required_ to provide materials to enable core gameplay and rewards. BreakSalv's design is more accessible than previous iterations of Salvage and it should be easier for non-Salvage crew to assist in the work should there be heavy demand for a resource. However, this may not be sufficient to cover resource shortage, such as when the Salvage Bay is irrepairably damaged. The solution for this would necessitate more gameplay mechanics that allow generating the materials that are necessary for other departments, or a redesign of their consumption. Reworking the game's resource dependencies is considered out of scope for this document as it is not relevant to BreakSalv's core gameplay loop. -### Questing & Relic Design Motivation - -Questing provides the necessary motivation for Salvage to not constantly throw themselves at dangerous wrecks over and over. Working in space is always going to have a base level of tension to it higher than being inside the station, and with the challenges wrecks provide this is only pushed further. Relics allow Salvagers to take a break and gives them an excuse to socialize with the rest of the station without feeling like they are skipping out on work. It integrates crew interaction into Salvage's gameplay loop and allows it to feed back into the resource gathering via the license upgrades. +### Questing & Safe Design Motivation -The relic design pattern of having a type and a faction is necessary to limit the design complexity of new content. It would require excessive work to ensure there is a satisfying amount of variation were each relic given a unique and handcrafted effect. This design is not *as* economical as Science's artifacts (which mix up *any* trigger and effect), but it does provide useful design handrails when adding new relics. +Questing provides the necessary motivation for Salvage to not constantly throw themselves at dangerous wrecks over and over. Working in space is always going to have a base level of tension to it higher than being inside the station, and with the challenges wrecks provide this is only pushed further. Safes allow Salvagers to take a break and gives them an excuse to socialize with the rest of the station without feeling like they are skipping out on work. It integrates crew interaction into Salvage's gameplay loop and allows it to feed back into the resource gathering via the license upgrades. -This type of design is useful in making players develop an understanding of the relic system. Once they discover a relic of a specific faction, they will understand the theme implications for any future relic of that faction they find. Similarly, if they find a relic of a specific type, they will now know how any faction variation works with the base unlock condition. +License upgrades being core to Salvage's progression, and therefore magnet chips being a key component, is critical to ensure Salvagers are the ones engaging with station interaction. Securing chips should be a strong motivator for Salvagers to make sure they are the ones doing the delivery of the safes (rather than pawning it off to a Cargo Technician) and pushes them into interactions with the crew. -#### Relics & Station collaboration +#### Safes & Station collaboration -The unlock conditions and effects are how relics are motivated to be brought onto the station. As previously mentioned, unlock conditions should ideally not be solved by Salvage and instead involve other departments. +The unlock conditions, loot and magnet chips are how safes are motivated to be brought onto the station. As previously mentioned, unlock conditions should ideally not be solved by Salvage and instead involve other departments. -The easiest way to achieve collaboration is to make the unlock condition require some station-bound equipment. Salvage will generally not have access to certain things, such as Science's APEs or Engineering's Particle Accelerator. They would then be required to interact with the roles that do. However, this method of unlocking relics may result in uninteresting interactions if not designed properly. +The easiest way to achieve collaboration is to make the unlock condition require some station-bound equipment. Salvage will generally not have access to certain things, such as Science's APEs or Engineering's Particle Accelerator. They would then be required to interact with the roles that do. However, this method of unlocking safes may result in uninteresting interactions if not designed properly. -Another way to achieve collaboration is to have conditions that demand something beyond Salvage's capabilities. As examples, Salvage may have some medical or combat capabilities, but Medical and Security have core gameplay that make them more proficient. By having the unlock condition require more than Salvage could themselves handle, such as causing major injury to a player or an overwhelming combat scenario, they are pushed into asking the station for assistance. This should be the preferred way that relics and unlocked, though they do run a greater risk of expert Salvagers being able to complete the challenges themselves. +Another way to achieve collaboration is to have conditions that demand something beyond Salvage's capabilities. As examples, Salvage may have *some* medical or combat capabilities, but Medical and Security have core gameplay that make them more proficient. By having the unlock condition require more than Salvage could themselves handle, such as causing major injury to a player or an overwhelming combat scenario, they are pushed into asking the station for assistance. This should be the preferred way that safes are unlocked, though they do run a greater risk of expert Salvagers being able to complete the challenges themselves. -The greatest difficulty in this is ensuring that that the effect is unique and interesting, and that the unlock conditions truly do require crew interactions. This is something that can be explored further in playtesting to find the components that work well for this purpose. +The greatest difficulty in this is ensuring that that the loot is unique and interesting, and that the unlock conditions truly do require crew interactions. A safe design has failed if crew are unwilling to help Salvagers, or if Salvagers don't feel the delivery is worth the effort. ## Administrative & Server Rule Impact (if applicable) @@ -340,9 +332,9 @@ Splitting grids is already a thing that can be done with the RCD, but that opera The main motivation for why they should be implemented is to give mappers more freedom when designing the sizes of Salvage Bays and wrecks. -#### Wreck Resources and Relics +#### Wreck Resources and Safes -There would be a fairly substantial amount of new sprites for both wreck resources and relics, as the whole point of them is to stand out from what currently exists in the game. There will likely be changes and additions to many different systems to support their behavior, though reusing assets and components where possible is greatly preferred. +There would be a fairly substantial amount of new sprites for both wreck resources and safes, as the whole point of them is to stand out from what currently exists in the game. There will likely be changes and additions to many different systems to support their behavior, though reusing assets and components where possible is greatly preferred. ### Modified features From 163e267b5b685116652a3cd180e60bd4752277f7 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 15 Apr 2026 22:23:37 +0200 Subject: [PATCH 19/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 76e1d35246..681d0b5b27 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -300,6 +300,8 @@ The solution for this would necessitate more gameplay mechanics that allow gener Questing provides the necessary motivation for Salvage to not constantly throw themselves at dangerous wrecks over and over. Working in space is always going to have a base level of tension to it higher than being inside the station, and with the challenges wrecks provide this is only pushed further. Safes allow Salvagers to take a break and gives them an excuse to socialize with the rest of the station without feeling like they are skipping out on work. It integrates crew interaction into Salvage's gameplay loop and allows it to feed back into the resource gathering via the license upgrades. +Safes following the pattern of having an unlock condition and loot inside makes the main focus of their design on how to make the unlock condition interesting. By sharing the same object theme (being a safe) the design space scope is constrained, ensuring cohesion in both gameplay and player expectations. + License upgrades being core to Salvage's progression, and therefore magnet chips being a key component, is critical to ensure Salvagers are the ones engaging with station interaction. Securing chips should be a strong motivator for Salvagers to make sure they are the ones doing the delivery of the safes (rather than pawning it off to a Cargo Technician) and pushes them into interactions with the crew. #### Safes & Station collaboration From 77751d3160ef11202865c375aeb0d68604359b53 Mon Sep 17 00:00:00 2001 From: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Date: Wed, 15 Apr 2026 22:32:12 +0200 Subject: [PATCH 20/20] Update shipbreak-salvage.md --- .../departments/cargo/proposals/shipbreak-salvage.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md index 681d0b5b27..e6e0d693ad 100644 --- a/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md +++ b/src/en/space-station-14/departments/cargo/proposals/shipbreak-salvage.md @@ -176,6 +176,12 @@ Safes are impenetrable containers unable to be brute-forced into by normal means Unlock conditions require input or cooperation of other departments or crewmembers outside Salvage. They may be more or less detrimental and should require an investment of resources, attention and/or time. The potential benefit of the loot should be potent enough that the crewmember assisting would want to make the investment (even if it is not always guaranteed/risks having a dangerous loot!). The loot also needs to be specific enough to the job/individual such that Salvage does not feel the need to keep all the loot for themselves. +Some examples include: + +- Particle Accelerator safe: Can only be opened by Particle Accelerator rays from Engineering. Contains Engineering loot, such as RCD charges and plasteel. +- Anamolous safe: Must be scanned by an anomaly scanner and opened via a specific APE particle. Contains Science loot, such as anomaly cores and artifacts. +- Blood Drive safe: Is unlocked through interacting with it, which spills all of the person's blood. Contains Medical loot, such as statis bed parts and topicals. + The safes should be numerous enough that salvage is encouraged to split them up as a team, but not so numerous that one Salvager can't do all the work within a reasonable timeframe. In addition, Salvage should only need to unlock a majority of the safes they find rather than every single one, as there's no guarantees that all of the conditions will be completable due to factors outside of their control. In addition to the loot found in the safes, every safe also contains _magnet chips_. These can be inserted into the Salvage Magnet for a large increase in license upgrade progress.