# Grid Weights, Salvage Upgrade Path + SUPER SALVAGE # This doc is in series (read top to bottom). # Grid Weights * Simple concept. A subfloor structure which adds 1 weight to a grid. * 1 weight is equal to +1 (small currently) thruster to overcome and move. * The purpose is to make it so a tiny shuttle can't move the station easily and that someone can't stick a single gyro or thruster on the station and move it. (I know weight is relative to gravity but for gameplay mechanics in super salvage you'll see why this makes sense) # Salvage Upgrade Path If we remain on the course of using the salvage magnet (shuttles would be nice but could be in addition to this) then I propose the following: * The salvage magnet pulls in the current small sized salvage. * You can now construct salvage magnets with (10?) supermagnets which are salvaged from thrusters or or some specific salvage only machine (broken warp drives? broken plasma engines?). This means salvage need to be competent in actually salvaging and will take a number of small salvage completions to progress to medium salvage. * To upgrade the salvage magnet you simply anchor another salvage magnet beside the existing one. You now have a level 2 magnet that can pull medium wrecks (Maybe incorporate a console for selecting the preference of what to pull in and to scan for how many magnets are connected). * Since the requirement to build a magnet is only 10 supermagnets, pulling in medium wrecks should progress you faster to the next level (but the new loot might be more tempting, and hazards.) * Once we reach level 3 or large wrecks, they start to resemble dungeons more now with multiple rooms, possibly a forced entrance so your in an atmos environment which is capable of supporting life and greater hazards. We start getting intact ships that have run out of fuel, suffered outbreaks or have other hidden occupants in cryo (rimworld type), boxed up or on the surfaces... * And finally the big reveal... # SUPER SALVAGE The rarest of the rare. Requiring a level 4 or 5 magnet (and in game maybe there's no selecting for this so people need to just keep expanding the magnet without the guise of there being a reward for doing so other than better chances of pulling in what they select on the console.) Super salvage is like station sized derelicts (massive ships and partial stations etc). They are super rare to pull in and even with a level 5+ magnet the chance of rolling one is very slim. * They are the answer to gateway, lavaland, mining etc all in one. * They might even bring with them live occupants (imagine plucking a syndi shuttle out of its planned warp, they might be annoyed). * They will NOT disappear after a timer like other salvage does and instead will use the grid weight system mentioned in part 1 so in order to remove them the station must attach enough thrusters or push it with a tug vessel back into deep space. * Because they don't despawn it adds a whole new dynamic to the round with potential ghost roles, antags, massive lore and a station dilemma of "do we open the airlock and possibly all get infected or do we just push it back into space". * Will have the BEST loot, science, discoveries etc of anything in game. Think a vault aboard the ship. If they're a friendly ship or station maybe it's like reverse nuke ops, pulling off a heist against these aliens. * For hostile salvage it adds an actual dungeon to the map with lots of hidden potential, spawns, hazards and also lots of opportunity to overcome such as breaching the hull with a shuttle, going in the front door or docking it with the station.