Wrecks should be a valuable source of metal. The second fight for the wreckage field bring interesting element of gameplay. But the fact that it cost so much energy to reclaim wrecks, doesn't reward the player who do it. So please remove energy cost for reclaiming, or reduce it significantly.
Mhh, didnt noticed that. Thats not cool. Maybe there is some rest-energy in the wrackage so you can get metal and energy out of it?
Yes, agreed. Would really like reclaim to be a part of the game and this is a barrier to being viable. Also I would like reclaim to be quicker, it currently takes the same amount of time to build it.
Technically, there isn't a such thing as energy cost. It should require energy in order to gather any resource. However, it could be reduced.
Yes i would like to tech up quickly by reclaiming my own building, but i would like to keep this secret
Based on the metal income, time and power drain I kinda assumed it was the same reclaim rate as build rate.
Garat wrote, that fabbers are reclaiming slower than they can bulid atm. I think they should do this at least as fast as they build something, too.
It seems there's also talk of reclaiming your own factories for mass because you get mass for reclaiming even while the unit is still functional, which seems like a bad thing, because it means it's always optimal to reclaim any building you don't expect to take fire, or you expect to die in one shot if it comes under fire. Such as every building on an asteroid base. It also draws attention to how odd having units fully functional on 0.1% HP is.
Yes and it could be use as an exploit, if you repair and reclaim a building at the same time To avoid that, the "alive" unit/building should give their metal at the moment they explode (and not stream it).
Or the building's efficiency be directly related to it's percent health. Build slower, produce less resources, reduced range, and so on.
That would just be annoying when dealing with buildings damaged by enemy fire. Some granularity in losses and gains is needed. Buildings not giving any mass until they're destroyed is the better solution. If you need the mass faster from your own buildings you can self-destruct them.
Well, the fabber does need energy to suck the metal in, I suppose. It makes sense and I like it. Reclaiming is still viable, especially when you are very low on metal. Reclaiming should be faster though, yes. And you shouldn't be able to reclaim alive buildings without having them stop functioning or something.
It does mean there's actually a point to metal storage. It's how TA worked with wrecks (reclaiming giant structures in city maps meant having an eco configured for large sporadic mass injections). SupCom just had reclaim as a weapon against living targets and streamed wrecks.
IIRC in TA it wasn't a lump sum. It was a steam of metal. You then either increased production to match, or halt reclaiming when your storage was full. Saying "you should build metal storage so that my idea works" isn't great.