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* Yet another exception: In ''VideoGame/{{Sacrifice}}'', not only can destroyed units be salvaged for the key resource required to build more units, but it is the ''only'' way to increase the stockpile with which one starts each round. Enemy units can also be salvaged (although they require processing, during which the enemy may stage a retrieval) and gaining a partial or complete monopoly is a useful way of limiting an opponent's effectiveness.

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* Yet another exception: In ''VideoGame/{{Sacrifice}}'', not only can destroyed units be salvaged for the key resource required to build more units, but it is the ''only'' only way to increase the stockpile with which one starts each round. Enemy units can also be salvaged (although they require processing, during which the enemy may stage a retrieval) and gaining a partial or complete monopoly is a useful way of limiting an opponent's effectiveness.



* The browser-based multiplayer space [[RealTimeStrategy RTS]] game ''OGame'' is a notable exception to this trope. From a moderate rank onward, the best way to gain resources is often to attack another player when their fleet is present, in order to destroy as much of it as possible and then send in ships specifically designed to harvest the debris.

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* The browser-based multiplayer space [[RealTimeStrategy RTS]] game ''OGame'' ''VideoGame/OGame'' is a notable exception to this trope. From a moderate rank onward, the best way to gain resources is often to attack another player when their fleet is present, in order to destroy as much of it as possible and then send in ships specifically designed to harvest the debris.

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Team Fortress 2 hasn't had dropped weapons replenish ammo for years


* Engineers in ''VideoGame/TeamFortress2'' can pick up the pieces of destroyed buildings for metal.
** And other classes can pick up fallen weapons and pieces of metal to replenish ammo.
** Though this trope goes the other way--for example, wooden bats can be recycled for metallic ammo.

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* Engineers in ''VideoGame/TeamFortress2'' can pick up the pieces of destroyed buildings for metal.
** And other
metal. Other classes can pick up fallen weapons and pieces of metal to replenish ammo.
** Though this trope goes the other way--for example, wooden bats can be recycled for metallic
ammo.
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* In ''VideoGame/{{Stellaris}}'', you can use science ships to analyze debris for extra research points or collect materials from destroyed ships, depending on the policy of the empire. Empires with "Scavengers" Civic (or the identical in function Refurbishment Division if they're a MegaCorp) can do both at once.
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Crosswiking.

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* VideoGame/{{Ixion}} averts this trope as every time you deconstruct a building or ship, you get all of the resources back that were used to originally create it. Also, a major part of the interconnected industries is taking waste products from factories, farms and homes and recycling them into something else.
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In RealTimeStrategy games that feature ResourceGathering and unit building, it is often impossible to regain resources through the retrieval of wrecks, debris or the remains of buildings. This is particularily unrealistic when the ResourceGathering technique involves breaking the raw material up into component molecules by some high-tech device.

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In RealTimeStrategy games that feature ResourceGathering and unit building, it is often impossible to regain resources through the [[ScavengerWorld retrieval or scavenging of wrecks, debris or the remains of buildings.buildings]]. This is particularily unrealistic when the ResourceGathering technique involves breaking the raw material up into component molecules by some high-tech device.
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[[AC:WideOpenSandbox]]
* In ''VideoGame/{{Minecraft}}'', iron and golden equipment can be smelted in a furnace to obtain an iron nugget and gold nugget, respectively. It's a lot less than what you need to craft such equipment, but it can be a helpful source of iron and gold if you can get the equipment without crafting it (e.g. by buying it from villagers).
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** ''[[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.

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** ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' had [[GoodBadBugs an exploitable bug]] with a little bit of work involving sandbagging and infantry placement, you could sell ''them'' ''[[HumanResources them]]'' off, too, especially when you find your footmen too injured to carry on fighting.
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Link to full title as there's another game called Hostile Waters without the subtitle that I'll probably make a page on.


* In ''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.
* Exception: Structures in ''VideoGame/{{Outpost 2}}'' (though not vehicles) are reduced to rubble upon destruction, which can then be collected by cargo trucks and turned back into usable materials at the Garbage and Ore Recycling Facility ([[FunWithAcronyms GORF]]). Also, structure kits you were planning to build but decide against can be sent to the GORF.

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* In ''VideoGame/HostileWaters'', ''VideoGame/HostileWatersAntaeusRising'', 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.
* Exception: Structures in ''VideoGame/{{Outpost 2}}'' ''VideoGame/Outpost2'' (though not vehicles) are reduced to rubble upon destruction, which can then be collected by cargo trucks and turned back into usable materials at the Garbage and Ore Recycling Facility ([[FunWithAcronyms GORF]]). Also, structure kits you were planning to build but decide against can be sent to the GORF.
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*** Technically the geneseed can be harvested from the Space Marine at any time once it has matured (with takes 5-10 years) however most chapters only do this if they are really short of geneseed for new recruits preferring to leave it in the living marines otherwise.

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*** Technically the geneseed can be harvested from the Space Marine at any time once it has matured (with takes 5-10 years) however most chapters only do this if they are really short of geneseed for new recruits preferring to leave it in the living marines otherwise. This is because these Progenoid Glands [[GeneticMemory genetically encode memories,]] so the longer they stay inside a single marine, the better his "son" will be. If it's removed before he dies, that's less of a chance his successor will be able to avoid what killed his progenitor, ergo, less return on investment.

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* ''VideoGame/RuneScape 3'' allows you to avert this once you unlock Invention, which lets you break down items for materials. Whether you get good materials or not is up to RNG, too.
** In all versions of the game, there's the alchemy spell that lets you convert anything to coins. It also acts as a price floor for items, as anything that would go too far below the alch price and cost of the runes to cast the spell would be in high demand for the "free" money.
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[[JustForFun/IThoughtItMeant Not to be confused]] with the aversion of CopyAndPasteEnvironments.

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[[JustForFun/IThoughtItMeant Not to be confused]] with the aversion of CopyAndPasteEnvironments.CopyAndPasteEnvironments, or with NeverRecycleABuilding.
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* Virtually all RPGs and action games with a crafting system (ie. [[FollowTheLeader virtually all of them]] these days), have recycling as the basis of the entire system. Crafting parts are either taken from the corpses of defeated enemies, or produced by dismantling unwanted equipment.

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* Virtually all RPGs [=RPGs=] and action games with a crafting system (ie. [[FollowTheLeader virtually all of them]] these days), have recycling as the basis of the entire system. Crafting parts are either taken from the corpses of defeated enemies, or produced by dismantling unwanted equipment.

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* Virtually all RPGs and action games with a crafting system (ie. [[FollowTheLeader virtually all of them]] these days), have recycling as the basis of the entire system. Crafting parts are either taken from the corpses of defeated enemies, or produced by dismantling unwanted equipment.



** Likewise, in the original ''VideoGame/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 ''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)

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** * Likewise, in the original ''VideoGame/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 ''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)money).
** Similarly in the video game adaptation of ''VideoGame/BattleTech'', in which pretty much the only way to get new mechs is to recycle destroyed ones - even buying mechs from a shop only gives you parts rather than the whole thing.
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[[IThoughtItMeant Not to be confused]] with the aversion of CopyAndPasteEnvironments.

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[[IThoughtItMeant [[JustForFun/IThoughtItMeant Not to be confused]] with the aversion of CopyAndPasteEnvironments.
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** The Allies can also get the War Machine ability, which gives resources for any destroyed vehicles to represent the overwhelming ability of the Allies to field reinforcements quickly. And, similar to the ''TotalAnnihilation'' example above, destroyed vehicles, especially tanks, are extremely useful as cover for infantry, making ''strategic loss'' of assets a concern.

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** The Allies can also get the War Machine ability, which gives resources for any destroyed vehicles to represent the overwhelming ability of the Allies to field reinforcements quickly. And, similar to the ''TotalAnnihilation'' ''VideoGame/TotalAnnihilation'' example above, destroyed vehicles, especially tanks, are extremely useful as cover for infantry, making ''strategic loss'' of assets a concern.
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* Averted in ''{{Spore}}'''s Space Phase, sometimes enemy spaceships will leave debris behind, which you can bring into your spaceship for instant money.

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* Averted in ''{{Spore}}'''s ''VideoGame/{{Spore}}'''s Space Phase, sometimes enemy spaceships will leave debris behind, which you can bring into your spaceship for instant 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 ''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)

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** Likewise, in the original ''{{Mechwarrior}}'' ''VideoGame/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 ''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)
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* ''GuildWars'': the main source of crafting materials used in making new weapons and armor is from salvaging the junk that drops off monsters, or from salvaging your existing weapons and armor.

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* ''GuildWars'': ''VideoGame/GuildWars'': the main source of crafting materials used in making new weapons and armor is from salvaging the junk that drops off monsters, or from salvaging your existing weapons and armor.
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* Exception: ''EveOnline'' has the Salvager beam, and the Salvaging skill. This allows you to salvage things from wrecks. The bigger the wreck, the better chance of a good part being found. In fact, these parts are needed to construct ship "Rigs", haphazard improvements to your ship's systems. Also, just about everything you can buy or sell can be Reprocessed into its basic minerals, sometimes for more than what it costs to buy the item(s).

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* Exception: ''EveOnline'' ''VideoGame/EveOnline'' has the Salvager beam, and the Salvaging skill. This allows you to salvage things from wrecks. The bigger the wreck, the better chance of a good part being found. In fact, these parts are needed to construct ship "Rigs", haphazard improvements to your ship's systems. Also, just about everything you can buy or sell can be Reprocessed into its basic minerals, sometimes for more than what it costs to buy the item(s).
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* ''(Conquest of the) Stratosphere'' lets any fort salvage building ore per destroyed/retired structure, but only if someone else doesn't get to it first. Once ore is freed it floats in mid-air for anyone to collect and is slightly attract to nearby forts.

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* ''(Conquest of the) Stratosphere'' ''VideoGame/StratosphereConquestOfTheSkies'' lets any fort salvage building ore per destroyed/retired structure, but only if someone else doesn't get to it first. Once ore is freed it floats in mid-air for anyone to collect and is slightly attract to nearby forts.
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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.
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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.

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