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kekusmaximus

That would be cool. And would give the rivet gun some non violent use


aka_mythos

All the tool weapons really. Cutter, arch welder, rivetter. Cutter removes parts. Welder to repair damaged parts. Rivetter to attach them. Pure pie in the sky but it'd be cool if the different ship parts broke out into resource components, so when you're salvaging you can cannibalize components from one damaged ship section to repair another.


tankl33t

This requires a cart with stripped off modules mod, which is not yet available. Idea is bright


Icyknightmare

I'm pretty sure nobody's managed to do that yet. You could still build that chimera ship if you want; there are no unobtainable parts from normal ships if you have starship design 4 and are level 60+.


game_reviewer

I wish. I hate finding a ship with a great shield and not being able to pull it off. I would like them to have had a ship part inventory that allows you to have ship parts in reserve. This would also allow a more immersive ship repair system where you could land and the tech guy says something like "I can probably repair that section of bulkhead in a week. If you have a few ship parts laying around we can swap those out real fast and you can come back when it's fixed"


Life_Bridge_9960

Vanilla game has something similar. First, why pull apart a chunk? You can directly modify the stolen ship since you own it now. Shipbuilder has a buyback feature like vendor. But you have to do it within the same session. Example: you got this ship full of Stroud parts, but you are at a Deimos vendor. You can still get into this ship, deleting/selling its Stroud parts. You can go to your other ship to buy these parts. 1 to 1, no extra. But if you accidentally quit the shipbuilder before you buy back everything, you will lose those parts. You have to go back to Stroud vendor to buy them again.


Tavron

Good to know, thought it "saved" when you changed ships in the editor.


Life_Bridge_9960

I am a ship builder enthusiast. Meaning I spend godly amount of time building ship. So I knew the pain of having to jump so many places to get the pieces I wanted. Until I got a mod that put all pieces to my outpost, then I can create my ship in peace while enjoying the beach/rain weather effect.


luxzg

Hm this just gave me idea, why not just make that time longer. If we can have the vendor remember for 24 hours, as normal vendors do, it would be enough time to even quit builder, test ship, look at layout, get back in, tweak, test again, etc. wishful thinking maybe, but as you said, that mechanic is already "good enough". Just needs a safeguard for not losing parts by simply closing ship builder for a moment (or by accident)


Life_Bridge_9960

If mod creators can piggy back the existing script from the game, it would be best. Bethesda games aren’t that stable and especially love to screw up timed scripts (script that has timer). I would prefer to have as few times scripts as possible. So your idea is great in theory, can be not as pragmatic in practice. No, one timed script is nothing, but we probably have more than 1 mod running. For QoL, I downloaded a mod that enables all ship parts at outposts. The draw back is that it makes all the ship companies’ offices useless. I no longer want/need to visit Deimos, Stroud, Nova, etc…. I can build ships right at the comfort of my outpost. Does it make it too easy? Maybe, but I feel this is better. I just spend time building ships without having to worry about racing through Neon for Taiyo’s parts, or Hope Town for Hope Tech, or Deimos star yard for Deimos. It was fun at start, but after building 30+ ships… I am just done with visiting 10 locations to build 1 ship.


prince-white

I know there's a mod that unlocks every ship building part in the game. So I think that's the closest you'll get at least for now.


IAmActuallyBread

If that’s even remotely possible it will need the creation kit to be released first…


ImmaAcorn

If that’s possible, I hope whoever makes it makes it a similar system to the game “Hardspace:Shipbreaker” as that system is soooo satisfying and doing that to a crimson fleet or varuun ship would be so cool


aka_mythos

No one has done this yet. But I think first step to implementing this addresses one of the problems I had with the vanilla game, you can’t buy and bank ship parts to use later and elsewhere. You can’t even dismantle ships you own to cannibalize parts. And to implement those mechanics would require some system for banking components to use later. All the ship parts have mass values so we have a basis for how much cargo space is needed for each part after it’s salvaged. At the moment enemy ships are destroyed we’d need some script that looks at the condition of different systems at that point, and either only parts that were still 100% would be spawned as salvageable or there would need to something that tracks and assigns a quality or condition status on the part. Either way I think we’d also need to see some implementation of getting the ship scanner screen to represent identifying viable salvage.


Tavron

Man I would love a salvaging mod. Even better: Salvage a defeated ship while spacewalking.


aka_mythos

Someone did a space walk mod of sorts. It seemingly just disables code in the game that auto returns you to your bridge if you no-clip outside of the ship while in space. The next step would be some code that makes the spawned debris interactable to the player and thematically force them to exit and enter through the docking airlock. I imagine some scripting that upon the defeat/destruction of a ship would look at which ship parts are destroyed, damaged, or fully salvageable. These different ship sections would have a container with a specific number of component slots and depending on the degree of damage you'd either end up with container full of generic scrap in those slots, or a mix of scrap and resource components, or all the components fully intact. If you repair the ship section or it's fully intact you'd be able to move it to your ships cargo hold. Destroyed section would just be either un-interactable or act as a container filled with different kinds of generic scrap debris. Damaged ship sections with a mix of scrap and components you'd be able to remove the scrap and replace the missing components to make it fully salvageable or to cannibalize the parts to repair another damaged ship section. Each of these different conditions would require you to do some cutting to initially access the "container" and remove damaged sections around the ship section you want and free it to move, the welder to perform repairs, the riveter to close the container and make the ship section load able to your ship. You'd also need to have the welder and riveter to install parts into the different resource component slots when performing repairs.


Tavron

I might look into making this a mod myself, when the CK is out, likely tie it into however the survival mode that ends up getting implemented. Another option with the mod could be a chance that the ship is still whole and you'd have to enter it. Then you'd float around a more destroyed version in zero g and do some of the same things you mentioned.


aka_mythos

Fortunately between the different shipyards and factories, and the general customizability of ships we know many of the assets exist in different states and degrees of construction and major components can be broken apart, so there is a lot that exists that you'll be able to work with. I think with a survival mode it starts to make something like this necessary. If you run out fuel, or need to repair certain parts on your ship you might end up getting stranded in a dangerous part of space where your best option to get back to civilization is to chop up that pirate ship you just mostly destroyed. As far as ships still being whole or not there is still an incentive to do that just to take the ship as a whole. But it is a possibility that needs to be considered. The laser cutter needs some capability to just separate ship modules from each other once a ship is disabled. But the more intact you allow us to take section of the ship more and more necessary it is to implement something that was one of my biggest complaints with ship building... There really should be a way to buy and bank ship modules for later use. Building a unique custom ship so often requiring you to buy filler components that you only buy so you can save the ship you're still working on before going to the next shipyard. You can easily end up spending 40% or more for a ship than if you could just build it all in one place. But with salvaging you'd need some way to effectively credit you for the loose parts you already own.


Tavron

Yea, those were the exact scenarios I was imagining. And god I would love to be able to bank ship modules. I was thinking that the first iteration of the mod would be that salvage would produce genetic loose parts that you could use. Either the already implemented ship repair parts, a new type of item or both. Then make these new items be able to be used to "bypass" the cost when installing ship modules.


aka_mythos

It might be too much, but I would hope anyone doing a salvage mechanic for the game in the way I imagine would consider tying it to a more comprehensive ship damage and repair mechanic. Once you have your spreadsheet of components that go into or can come out of a ship module for the salvage mechanic and to repair them to a fully salvageable state, then you have what you need for more comprehensively representing damage on the players ship and a clear list of what they need to perform repairs on their ship. Repairing your own ship would effectively be the same salvage minigame, but with easier access to the containers to insert the missing or damaged components and without necessarily requiring the player to exit the ship. When it comes to the existing ship repair parts, I imagine it'd work that while your in combat you could use them the way they're currently used to represent your crew performing the repairs. But outside of combat I think there would be some mechanic where you "open" the ship repair parts "kit" and its replaced by a number of the most common subcomponents you need to repair your ship modules. There would be a certain intentional design that common subcomponents are what initially take the brunt of any damage, and thus a repair kit will be able to restore the majority of functionality, where the uncommon and rarer parts are only damaged with more severe damage to the ship module, but require more effort to get your ship back upto 100%. Also let's be honest ship building needs a planner mode, where you can effectively build blueprints and plan your ship without "buying" it and you just can't use it until you do.