History Main / NoRecycling

17th Jan '16 5:04:03 PM nombretomado
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* ''StarControl 2'' justified [[MoneySpider getting money from combat]] by explaining that the resulting wrecks of enemy ships could be salvaged for raw materials. It also allowed ships and flagship parts to be removed at your starbase (even things like fuel and crew) for a full refund.
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* ''StarControl 2'' ''VideoGame/StarControlII'' justified [[MoneySpider getting money from combat]] by explaining that the resulting wrecks of enemy ships could be salvaged for raw materials. It also allowed ships and flagship parts to be removed at your starbase (even things like fuel and crew) for a full refund.
26th Dec '15 9:44:15 AM billybobfred
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* Averted in ''VideoGame/DwarfFortress''. Building materials for buildings are always returned upon deconstruction and metallic items can be melted for 10-50% of the materials used. Decorations however are not returned.
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* Averted in ''VideoGame/DwarfFortress''. Building materials for buildings are always returned upon deconstruction and metallic items can be melted for 10-50% of a fixed return, though this ignores decorations. In fact, depending on the materials used. Decorations however item being melted, [[GoodBadBugs the return from melting might be more than it took to make the item in the first place]]. A full stack of 500 coins, for example, takes one bar of metal to make, yet for some reason produces 1.1 bars of metal when melted. And a single coin logically ought to produce 1/500th that amount, but yields for any given melt job are not returned.rounded up to the nearest 1/10th of a bar -- so separating that stack of 500 coins and melting them one at a time will (''very'' slowly) produce a total of '''''50''''' bars.
21st Jun '15 9:39:55 PM nombretomado
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* A single exception in ''KingdomOfLoathing'': while normally you can't get back non-food ingredients of craftable consumables (casserole dishes, for example), anything cocktail crafted with a Tiny Plastic Sword will give it back when you drink it. Of course, it was originally a limited holiday item and is no longer obtainable except from another player, so this is understandable.
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* A single exception in ''KingdomOfLoathing'': ''VideoGame/KingdomOfLoathing'': while normally you can't get back non-food ingredients of craftable consumables (casserole dishes, for example), anything cocktail crafted with a Tiny Plastic Sword will give it back when you drink it. Of course, it was originally a limited holiday item and is no longer obtainable except from another player, so this is understandable.
31st May '15 10:56:20 AM Prfnoff
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Namespaces
* Exception: In the 1998 remake of the arcade game ''Battlezone'', quite a bit of the game's resource management is based on recycling, since the unusual "bio-metal" that makes up most of the game's vehicles and structures is a rare commodity. Thus it can be salvaged from enemy forces as well as your own. One can even scrap an existing unit to transform it into something else. Since the bio-metal reserves in any level are finite, this gives a whole new sense to [[http://spring.clan-sy.com/wiki/Porcing porcing]] (aka {{Turtling}}). Make enough defensive turrets, arm them with cannons and guard your base tightly, and any attacking enemy unit you destroy will take precious resources away from the enemy and into your own reserves (after harvesting). Keep it up and you'll have a huge army while the enemy has too few resources to build anything much. Then smash his base to pieces. * Another exception: In the RTS game ''TotalAnnihilation'', destroyed (and even active) units can be harvested for metal, one of the game's resources. Its spiritual successor ''VideoGame/SupremeCommander'' retains this mechanic.
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* Exception: In the 1998 remake of the arcade game ''Battlezone'', ''VideoGame/{{Battlezone 1998}}'', quite a bit of the game's resource management is based on recycling, since the unusual "bio-metal" that makes up most of the game's vehicles and structures is a rare commodity. Thus it can be salvaged from enemy forces as well as your own. One can even scrap an existing unit to transform it into something else. Since the bio-metal reserves in any level are finite, this gives a whole new sense to [[http://spring.clan-sy.com/wiki/Porcing porcing]] (aka {{Turtling}}). Make enough defensive turrets, arm them with cannons and guard your base tightly, and any attacking enemy unit you destroy will take precious resources away from the enemy and into your own reserves (after harvesting). Keep it up and you'll have a huge army while the enemy has too few resources to build anything much. Then smash his base to pieces. * Another exception: In the RTS game ''TotalAnnihilation'', ''VideoGame/TotalAnnihilation'', destroyed (and even active) units can be harvested for metal, one of the game's resources. Its spiritual successor ''VideoGame/SupremeCommander'' retains this mechanic.

** In one of the WoL missions, you can collect scrap metal from crashed ships to convert them into ressources. * In Activision's ''Franchise/StarTrek'' [[RealTimeStrategy RTS]] series, ''Franchise/StarTrek: Armada'', ships and stations alike could be decommissioned, returning their entire worth in resources and any surviving crew to the player's resource pools.
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** In one of the WoL [=WoL=] missions, you can collect scrap metal from crashed ships to convert them into ressources. * In Activision's ''Franchise/StarTrek'' [[RealTimeStrategy RTS]] the ''VideoGame/StarTrekArmada'' series, ''Franchise/StarTrek: Armada'', ships and stations alike could be decommissioned, returning their entire worth in resources and any surviving crew to the player's resource pools.

* Averted in the [[RealTimeStrategy RTS]] ''CompanyOfHeroes'', in which the Germans may salvage the wrecks of destroyed tanks and deceased gun crews may be replaced.
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* Averted in the [[RealTimeStrategy RTS]] ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', in which the Germans may salvage the wrecks of destroyed tanks and deceased gun crews may be replaced.

* In ''HostileWaters'', salvaging debris from destroyed enemies is often your primary source of income. Your own units can also be recycled, but oddly enough, do not leave debris if destroyed.
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* In ''HostileWaters'', ''VideoGame/HostileWaters'', salvaging debris from destroyed enemies is often your primary source of income. Your own units can also be recycled, but oddly enough, do not leave debris if destroyed.

* ''SinsOfASolarEmpire'' averts this, with a scuttle option that allows you to demolish a building for about 1/3rd the resources that it cost to make. In addition, there are some Vasari abilities that allow them to take debris and convert it to health or resources. An Advent Capital Ship can recycle dead CREWS (In effect, raising the level of a new capital ship to the level of a previous one). * In the ''Army Men'' RTS all units, and much of the terrain, are made of plastic. When destroyed, almost everything left a smear of plastic on the ground, which could be retrieved and returned to your base to be turned into new soldiers, buildings and weapons. * Obvious aversion: ''SuperEnergyApocalypse''. Not only was it partially possible (necessary, in fact) to retrieve wreckage from destroyed structures, you could also do the same thing with enemies. In fact, [[GreenAesop recycling and efficient resource extraction]] was kind of the point of the whole game...
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* ''SinsOfASolarEmpire'' ''VideoGame/SinsOfASolarEmpire'' averts this, with a scuttle option that allows you to demolish a building for about 1/3rd the resources that it cost to make. In addition, there are some Vasari abilities that allow them to take debris and convert it to health or resources. An Advent Capital Ship can recycle dead CREWS (In effect, raising the level of a new capital ship to the level of a previous one). * In the ''Army Men'' ''VideoGame/ArmyMen'' RTS all units, and much of the terrain, are made of plastic. When destroyed, almost everything left a smear of plastic on the ground, which could be retrieved and returned to your base to be turned into new soldiers, buildings and weapons. * Obvious aversion: ''SuperEnergyApocalypse''.''Super Energy Apocalypse''. Not only was it partially possible (necessary, in fact) to retrieve wreckage from destroyed structures, you could also do the same thing with enemies. In fact, [[GreenAesop recycling and efficient resource extraction]] was kind of the point of the whole game...

* Exception in ''MachinesWiredForWar'': you can deconstruct buildings and recycle machines to regain part of their cost. Destroyed units leave behind debris that can be picked up by a special scavenger machine, although the debris disappears if not picked up within a short time.
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* Exception in ''MachinesWiredForWar'': ''VideoGame/MachinesWiredForWar'': you can deconstruct buildings and recycle machines to regain part of their cost. Destroyed units leave behind debris that can be picked up by a special scavenger machine, although the debris disappears if not picked up within a short time.

* AnnoDomini: 2070 lets you regain some of the building materials when you demolish an unused structure, as long as there is room for it on the island. The percentage seems to vary by difficulty. Oddly enough, you can't sell ships, though. Any resources still in the building and the materials used to upgrade houses are lost though.
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* AnnoDomini: 2070 ''VideoGame/AnnoDomini: 2070'' lets you regain some of the building materials when you demolish an unused structure, as long as there is room for it on the island. The percentage seems to vary by difficulty. Oddly enough, you can't sell ships, though. Any resources still in the building and the materials used to upgrade houses are lost though.

* Averted in ''UniverseAtWar'' where the Novus and Hierarchy fractions would use damaged war machines as resources. Played straight for the humans though.
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* Averted in ''UniverseAtWar'' ''VideoGame/UniverseAtWar'' where the Novus and Hierarchy fractions would use damaged war machines as resources. Played straight for the humans though.

* In ''FTLFasterThanLight'', when you destroy a ship, you can pick it apart for fuel, missiles, and the ship-materials itself, which takes the form as "Scrap", the game's currency. As a rule, you get much better rewards if you take the ship intact by killing all the enemy crew. Pretty much everything can be sold (that is, turned into more Scrap). However, deploying a Drone is played straight: If you deploy a Drone, and it's still intact at the end of a battle, you can't "un-deploy" it and bring it back inside. However, the "Drone Retrieval Arm" augment lets you do that.
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* In ''FTLFasterThanLight'', ''VideoGame/FTLFasterThanLight'', when you destroy a ship, you can pick it apart for fuel, missiles, and the ship-materials itself, which takes the form as "Scrap", the game's currency. As a rule, you get much better rewards if you take the ship intact by killing all the enemy crew. Pretty much everything can be sold (that is, turned into more Scrap). However, deploying a Drone is played straight: If you deploy a Drone, and it's still intact at the end of a battle, you can't "un-deploy" it and bring it back inside. However, the "Drone Retrieval Arm" augment lets you do that.
31st May '15 8:58:35 AM LentilSandEater
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I believe the argument is you can't un-alloy something.
** Bronze is a metal alloy consisting primarily of copper, [[http://en.wikipedia.org/wiki/Bronze usually with tin as the main additive, but sometimes with other elements such as phosphorus, manganese, aluminum, or silicon.]]
2nd May '15 5:36:34 PM nombretomado
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* Not quite a "building", but the Scavenger perk in the CallOfDuty games allows the player to recover expended ammo and grenades from the supplies of fallen soldiers, and anyone can pick up a dead soldier's weapon if theirs is running low.
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* Not quite a "building", but the Scavenger perk in the CallOfDuty ''VideoGame/CallOfDuty'' games allows the player to recover expended ammo and grenades from the supplies of fallen soldiers, and anyone can pick up a dead soldier's weapon if theirs is running low.
13th Apr '15 9:53:10 PM nombretomado
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* ''TabletopGame/{{Warhammer 40000}}: DawnOfWar'' also had partial refunds on your own buildings that you disassembled.
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* ''TabletopGame/{{Warhammer 40000}}: DawnOfWar'' VideoGame/DawnOfWar'' also had partial refunds on your own buildings that you disassembled.
18th Feb '15 8:34:29 PM jormis29
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* Rule of thumb in ''CommandAndConquer'' (yes, this is an aversion): All refunds are half the original production cost of the object in question. Buildings can be disassembled and sold for half of the original construction costs. If the game features a repair pad of some sort, vehicles can be sent there for a refund. ** ''Tiberian Dawn'' had [[GoodBadBugs an exploitable bug]] with a little bit of work involving sandbagging and infantry placement, you could sell ''them'' off, too, especially when you find your footmen too injured to carry on fighting. ** ''Red Alert 2'': Infantry can be sent to a Cloning Vats , refunding half of their original training cost. [[FateWorseThanDeath Best not think]] [[FridgeHorror about it too much]]. The mechanic for the refund wasn't foolproof, though: The Cloning Vats can be exploited to grant completely free infantry (you get a full refund for a freshly-trained soldier that you can't place, but the Cloning Vats still gives you a free clone of them), this can also be used to make infinite money. ** ''Red Alert 2: [[ColonCancer Yuri's]] [[ExpansionPack Revenge]]'': The Grinder is an independent break-off of the Cloning Vat's recycling feature, but this time, vehicles are also permitted for recycling. Electronic Arts had rectified the exploitable Cloning Vats bug at this point.
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* Rule of thumb in ''CommandAndConquer'' ''VideoGame/CommandAndConquer'' (yes, this is an aversion): All refunds are half the original production cost of the object in question. Buildings can be disassembled and sold for half of the original construction costs. If the game features a repair pad of some sort, vehicles can be sent there for a refund. ** ''Tiberian Dawn'' ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' had [[GoodBadBugs an exploitable bug]] with a little bit of work involving sandbagging and infantry placement, you could sell ''them'' off, too, especially when you find your footmen too injured to carry on fighting. ** ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'': 2]]'': Infantry can be sent to a Cloning Vats , refunding half of their original training cost. [[FateWorseThanDeath Best not think]] [[FridgeHorror about it too much]]. The mechanic for the refund wasn't foolproof, though: The Cloning Vats can be exploited to grant completely free infantry (you get a full refund for a freshly-trained soldier that you can't place, but the Cloning Vats still gives you a free clone of them), this can also be used to make infinite money. ** ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2: 2]]: [[ColonCancer Yuri's]] [[ExpansionPack Revenge]]'': The Grinder is an independent break-off of the Cloning Vat's recycling feature, but this time, vehicles are also permitted for recycling. Electronic Arts had rectified the exploitable Cloning Vats bug at this point.

** ''Red Alert 3'': the Grinder Crane can, yes, grind units to refund a fraction of the price. ** ''Generals'': The Global Liberation Army has the innate ability to scavenge derelict land vehicles for cash or weapons.
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** ''Red ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3'': 3]]'': the Grinder Crane can, yes, grind units to refund a fraction of the price. ** ''Generals'': ''[[VideoGame/CommandAndConquerGenerals Generals]]'': The Global Liberation Army has the innate ability to scavenge derelict land vehicles for cash or weapons.
26th Dec '14 11:16:43 AM TheUnsquished
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* ''Battletech'': The Crescent Hawk's Inception had you salvaging weapons and armour (as well as credits) from vanquished foes, and in the case of defeated mechas, you sometimes had the choice of taking the entire unit, if you had someone who could actually pilot one and wasn't already using such a unit. This was almost always a bad idea, since any unit that you defeated was invariably damaged in either the engine, gyros or sensors, none of which could be fixed by any mechanic in the game.
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* ''Battletech'': ''TabletopGame/BattleTech'': The Crescent Hawk's Inception had you salvaging weapons and armour (as well as credits) from vanquished foes, and in the case of defeated mechas, you sometimes had the choice of taking the entire unit, if you had someone who could actually pilot one and wasn't already using such a unit. This was almost always a bad idea, since any unit that you defeated was invariably damaged in either the engine, gyros or sensors, none of which could be fixed by any mechanic in the game.

** Likewise, in the original ''{{Mechwarrior}}'' game, one of the things that determined your salary from any given mission was dependent upon what percentage of the wreckage you wanted to claim for yourselves. The first ''{{Battletech}}'' game was similar, with wrecked mechs granting crucial materials for repairing your own, and otherwise giving parts to be sold (which translated into instantaneous money)
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** Likewise, in the original ''{{Mechwarrior}}'' game, one of the things that determined your salary from any given mission was dependent upon what percentage of the wreckage you wanted to claim for yourselves. The first ''{{Battletech}}'' ''TabletopGame/BattleTech'' game was similar, with wrecked mechs granting crucial materials for repairing your own, and otherwise giving parts to be sold (which translated into instantaneous money)

* Played straight in the ''TabletopGame/{{BattleTech}}'' core rules, which concern themselves solely with resolving one scenario at a time, but averted in campaign play, where repairs and battlefield salvage tend to play a major part in keeping a player's force functional. (This reflects the same common practices in-universe.)
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* Played straight in the ''TabletopGame/{{BattleTech}}'' ''TabletopGame/BattleTech'' core rules, which concern themselves solely with resolving one scenario at a time, but averted in campaign play, where repairs and battlefield salvage tend to play a major part in keeping a player's force functional. (This reflects the same common practices in-universe.)
26th Sep '14 6:35:53 AM CaptainSpam
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* A single exception in ''KingdomOfLoathing'': while normally you can't get back non-food ingredients of craftable consumables (casserole dishes, for example), anything cocktail crafted with a Tiny Plastic Sword will give it back when you drink it. Of course, it was originally a limited holiday item is no longer obtainable except from another player, so this is understandable.
to:
* A single exception in ''KingdomOfLoathing'': while normally you can't get back non-food ingredients of craftable consumables (casserole dishes, for example), anything cocktail crafted with a Tiny Plastic Sword will give it back when you drink it. Of course, it was originally a limited holiday item and is no longer obtainable except from another player, so this is understandable.
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