# The salvage guide Salvage will comprise of 3 divisions: 1. Magnet 2. Expeditions 3. Shaft mining 4. Unnamed fourth part TBC ## Magnet Current magnet gameplay gets thrown out the window (magnet itself stays). Short-term: * Give it an options screen similar to Expeditions. This has procgen asteroids / the current salvage maps as one of a few options to pick. * Magnet can be ended early at any time with 30 seconds cooldown. Long-term: * Remove prefab maps entirely. * No mob spawns, just deconstruction, all tools should be based around this. * Use dungeon code but generate them smol. * No asteroids, just salvage. * Somewhat hardspace shipbreakers esque, give them a field that autosells stuff in range * Emphasis on cash inflow / pulling out potentially useful things. * Spawned items need a penalty modifier so there's more to do but don't get extremely good income. ## Expeditions * PvE combat became slightly more gamer than I liked with them ordering meds and guns roundstart so they were a bit strong. * tl;dr Make it more exploration focused with events / vaguely like Astroneer's progression. Essentially: * Gateway has options of destinations, like a node network. * Each destination leads onto others, with nearby ones having fewer difficult modifiers and later ones having more. * To unlock the neighbour destinations need to do a certain objective like "powerup a beacon" or the likes. * Each destination only has a few types of materials (e.g. steel + quartz, gold + plasma) and you need to go to new destinations to unlock more. * Fixed range, if you go too far your screen starts fading out. * Every 10-15 minutes adverse weather affects the entire planet and kills everything (think rain world) and you need to go back through the gateway for 5-10 minutes or die, but your body is still recoverable. * Can re-use existing megafauna like dragon as objectives to be cleared to unlock new nodes. ## Shaft mining * Nearby asteroids to station / minerals to planet station. * Mining, minimal to no PvE combat. * Emphasis on relaxed gameplay and purely mineral focused. * Items emphasis mining speed (e.g. bots, faster mining tools, area pickup, etc.)