So, putting together some of the ideas in this thread we have a viable suggestion:
How it works
- Salvage of cargo remains illegal (with the exception of Escape Pods)
- Work with a minor faction to achieve a progression threshold that will grant you a Salvage License for all systems controlled by that minor faction.
- Working with that minor faction could entail doing a certain amount of cargo-based (trade or salvage) missions from the mission board specifically from that faction + remaining clean.
- If that minor faction doesn't control any systems but is just present in one system, then the Salvage License is just for that one system.
- If you become Wanted in a system controlled by the faction for whom you have the Salvage License, you get an initial timed suspension of said License, and further infractions lead to it being revoked (like a points-based system).
- The Salvage License permits you to legally pick up and sell any and all cargo in the system(s) you have a license for.
More mechanics to add to the concept are:
- Salvaging not just cargo and engineer materials floating in space, but also using a mining laser to extract raw materials from the dead husks of ships - the bigger the ship, the more high grade the materials are, and the more available for extraction (the difference between the wreck of an Eagle and the wreck of an Anaconda, for example).
- Salvaging data from black boxes and ship data cores via the data link scanner - giving you a peak at the information it contains in the process (a little more story snippets, yay!)
- Salvage of Escape Pods you can choose to go Commodities Market to essentially return them home or Black Market to sell them into slavery, and you get a little standard flavour text to tell you what you've done. Rewards for either can be roughly equal, so CMDRs don't automatically go for one over the other because of more money.
Extra mechanics I'd like to see:
- Salvaging modules. "Ooh look, that Anaconda has a nice full intact fuel tank, I'm out of fuel myself, I'll take that instead" - useful for explorers not paying attention and adds extra worth to those USS's that are far out in the black usually just containing survey data salvage (sorry, Fuel Rats for taking away your jobs again!)
In fact, with this concept, you could take a module that you like the look of that would normally be quite expensive, cart it back to a station and either sell it or apply it to your own ship!
- Salvaging maintenance materials - AFMUs repair modules but not your Power Plant or Hull; let's pick up ship-grade materials to repair our hulls and power plants with. These would probably fit best as using the existing engineer mats (that aren't raw elemental materials - so focus crystals, proto-light alloys etc...) and an additional synthesis option.
So, based on all this being in the game, you've decided to go down the Salvage career path? Where does it actually lead? How does it become meaningful?
- Salvage career path thresholds could unlock more systems for you to be able to salvage in - maybe giving out system permits to trade or mining related locked systems
- The career path could unlock more ships, should any specialist salvage ships ever be implemented in the game
- The end of the career path could see you given a Salvage license for the entirety of Federation/Empire/Alliance/Independent space (depending on which superpower your license giving minor faction is aligned to, and/or in the case of having multiple licenses, which license you have done all your work under).
Notes:
- You can have multiple Salvage Licenses with different minor factions.
- Anarchy systems are excluded from being licensed because anything goes there already.
What do you guys think?