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* MovingTheGoalposts: If you completely eliminate your debt, a message pops up stating that LYNX needs to recalculate it based on several charges they missed in the initial estimate, and until they do you just have to keep working.

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* MovingTheGoalposts: If you completely eliminate your debt, a message pops up stating that LYNX needs to recalculate it based on several charges they missed in the initial estimate, and until they do you just have to keep working. Weaver also got hit by this when he got moved to MissionControl; LYNX tacked in additional training costs to make sure the debt stayed strong.
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* AbortedArc: The game is still in Early Access, and as of the 0.5.0 build, the plot ends on a cliffhanger, even though the player can continue paying off their debt and levelling up as usual.
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* TheAllegedCar: Or spaceship, as the case may be, but some of the vessels you salvage are clearly past their prime, and some of the design decisions seem just flat-out ''bad''. In particular, the Javelin-class vessels are obsessed with external/exposed fuel tanks in a setting where not only are there no apparent DeflectorShields, but [[FletchetteStorm Kessler Syndrome]] is active and a ''very real risk'', and thus a stray chunk of aluminum like the ones you scatter around during disassembly could blow up the whole damn ship if it so much as glances the fuel lines.

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* TheAllegedCar: Or spaceship, as the case may be, but some of the vessels you salvage are clearly past their prime, and some of the design decisions seem just flat-out ''bad''. In particular, the Javelin-class vessels are obsessed with external/exposed fuel tanks in a setting where not only are there no apparent DeflectorShields, but [[FletchetteStorm [[FlechetteStorm Kessler Syndrome]] is active and a ''very real risk'', and thus a stray chunk of aluminum like the ones you scatter around during disassembly could blow up the whole damn ship if it so much as glances the fuel lines.
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* TheAllegedCar: Or spaceship, as the case may be, but some of the vessels you salvage are clearly past their prime, and some of the design decisions seem just flat-out ''bad''. In particular, the Javelin-class vessels are obsessed with external/exposed fuel tanks in a setting where not only are there no apparent DeflectorShields, but [[FletchetteStorm Kessler Syndrome]] is active and a ''very real risk'', and thus a stray chunk of aluminum like the ones you scatter around during disassembly could blow up the whole damn ship if it so much as glances the fuel lines.
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** The onboard AI for salvaging is noted to have refused to take a Turing Test 400,000 times.
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** Most notably is the cloning clause, which says that if you die and a Spare is made of you, LYNX can execute the Spare for "gross negligence." [[KillAndReplace Obtaining the DNA for your Spare kills you.]]
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* MissionControl: You have two or three; "Weaver", an ex-Cutter who guides you through the tutorial and provides time-based reminders, and Control, who calls out (un)successful material deposits. Your spacesuit will also call out some hazards like decompression or low oxygen.

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* MissionControl: You have two or three; three: "Weaver", an ex-Cutter who guides you through the tutorial and provides time-based reminders, and Control, who calls out (un)successful material deposits. Your spacesuit will also call out some hazards like decompression or low oxygen.



* NothingIsScarier: The Ghosts Ships are devoid of their original crews and passengers with no readily apparent evidence of what happened to them. No skeletons, no bodies, nothing. When you start finding helmets inside of them even Weaver chimes in with just how uncomfortable it makes him.

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* NothingIsScarier: The Ghosts Ghost Ships are devoid of their original crews and passengers with no readily apparent evidence of what happened to them. No skeletons, no bodies, nothing. When you start finding helmets inside of them even Weaver chimes in with just how uncomfortable it makes him.



* OxygenMeter: Aside from the hard time limit on shifts, you also need to watch your O2 supply. Worse, if you take enough physical damage to lose the first 'red' point of suit integrity, your helmet breaches and you start ''rapidly'' losing oxygen.

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* OxygenMeter: Aside from the hard time limit on shifts, you also need to watch your O2 supply. Worse, if you take enough physical damage to lose the first 'red' point of suit integrity, your helmet breaches and you start ''rapidly'' losing oxygen. Lose both and it shatters completely, instantly draining your oxygen.



* SunkCostFallacy: The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you reached all the salvage goals, it may be more profitable to simply abandon the ship and start on a new one. Generally speaking

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* SunkCostFallacy: The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you reached all the salvage goals, it may be more profitable to simply abandon the ship and start on a new one. Generally speaking speaking, a ship ceases to be worth salvaging if you've met the available salvage goals.



* TrialAndErrorGameplay: You are given basic tutorials on the riskier parts of disassembling ships as of the .40 update. But beyond this, you're left to figure out the rest of the shipbreaking process on your own. If you screw up, you learn something new for the next shift.

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* TrialAndErrorGameplay: You are given basic tutorials on the riskier parts of disassembling ships as of the .40 update. But ships, but beyond this, you're left to figure out the rest of the shipbreaking process on your own. If you screw up, you learn something new for the next shift.

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* RecoilBoost: If you simultaneously Grapple and Force Push an object which is too heavy for your Grapple to move, the resulting force will be applied to ''you'', instead. You can move pretty quickly with this method, but it's a lot easier to crash into things when you can't see them coming.



* StandardHumanSpaceship: The Mackereal and Gecko variants have boxy designs with little variation even in the diffierent models. The Javelin looks like something out of near-future science fiction like ''Film/TheMartian''.
* StickyBomb: The demolition charges can be upgraded so that you can throw them and they'll stick to things on impact, assuming you get the angle right. If you get it wrong they'll bounce off instead, and now you have loose explosives tumbling around the bay.

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* StandardHumanSpaceship: The Mackereal and Gecko variants have boxy designs with little variation even in the diffierent different models. The Javelin looks like something out of near-future science fiction like ''Film/TheMartian''.
* StickyBomb: The demolition charges can be upgraded so that you can throw them and they'll stick to things on impact, assuming you get the angle right. If you get it wrong they'll bounce off instead, and now you have loose explosives tumbling around the bay.bay, though they can be grappled.



* SunkCostFallacy: The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you reached all the salvage goals, it may be more profitable to simply abandon the ship and start on a new one.

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* SunkCostFallacy: The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you reached all the salvage goals, it may be more profitable to simply abandon the ship and start on a new one. Generally speaking
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** The Free Play mode lets you practice on all the ship types so you can learn to disassemble them safely.

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** The Free Play mode lets you practice on all the ship types without worrying about suplies or damage so you can learn to disassemble them safely.



** One of the upgrades allows you to draw oxygen from pressurized areas. This sounds nice, except the first thing you'll do in any ship is vent it of atmosphere to prevent decompression events and other bad interactions. What little use you get out of it will maybe save you the need to purchase oxygen once, at best twice if it's a Javelin, and as the hazard level increases you'll be less likely to maintain any pressurized areas for very long.

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** One of the upgrades allows you to draw oxygen from pressurized areas. This sounds nice, except the first thing you'll do in any ship is vent it of atmosphere to prevent decompression events and other bad interactions. What little use you get out of it will maybe save you the need to purchase oxygen once, at best twice if it's a Javelin, and as the hazard level increases you'll be less likely to maintain any pressurized areas for very long.long enough to make the upgrade worth it.

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* OneHundredPercentCompletion: The Mini Me sticker is awarded for a 98% or higher salvage rate on any given vessel. 100% is impossible, due to the material lost when cutting or melting certain salvage.



* ArsonMurderAndJaywalking: One of the pro-union newsletters you get notes some of the ways in which LYNX treat their employees like garbage; things like

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* ArsonMurderAndJaywalking: One of the pro-union newsletters you get notes some of the ways in which LYNX treat their employees like garbage; things likegarbage, such as:



** Not allowing you to get any body modifications (piercings, tattoos, ''contraceptive devices'', etc) without corporate approval.

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** Not allowing you to get any body modifications (piercings, tattoos, ''contraceptive devices'', etc) etc.) without corporate approval.



** The throwing upgrade for the demolitions charges is a lot of fun, but has very little practical benefit. Charges need to be placed carefully to avoid damage to adjacent objects, and throwing the charge in such a way that it lands properly takes almost as much time as placing the charge manually, with the added wrinkle that it's not guaranteed to land correctly even if you make the effort.

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** The throwing upgrade for the demolitions charges is a lot of fun, but has very little practical benefit. Charges need to be placed carefully to avoid damage to adjacent objects, and throwing the charge in such a way that it lands properly takes almost as much time as placing the charge manually, with the added wrinkle that it's not guaranteed to land correctly even if you make the effort. It can come in handy if you're trying to break down an excessively large piece of processor salvage stuck in the chute, but even getting to that point requires counterintuitive behavior.
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* ArsonMurderAndJaywalking: One of the pro-union newsletters you get notes some of the ways in which LYNX treat their employees like garbage; things like
** Forcing you to sign away your rights to any inventions or artistic works created while employed.
** Not allowing you to get any body modifications (piercings, tattoos, ''contraceptive devices'', etc) without corporate approval.
** Having complete, unregulated control over when your current body gets liquidated and a new Spare cooked up.
** A '''28-page''' bathroom break policy.
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* ReducedToRatburgers: One of the tooltips explains that traditional farming on Earth is dead, and food production now comes from algae and insect farming.
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* AbilityRequiredToProceed: Demolition charges are required to disassemble ships above Class 7, as they have reinforced cut points that have to be blown up.

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* AbilityRequiredToProceed: Demolition charges are required to disassemble ships Javelins and Exo-Mackerels above Class 7, as they have reinforced cut points that have to be blown up.
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-->''Warning: your oxygen reserves are dropping below statistically profitable levels.''

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-->''Warning: --->''Warning: your oxygen reserves are dropping below statistically profitable levels.''



** When using the grapple beam to detach objects, the object will rotate slightly to simulate the force being applied to it. This can cause problems when used on long, destructible objects like computer terminals on a table, as the rotational will cause them to rotate into the table and be be destroyed immediately after being freed.

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** When using the grapple beam to detach objects, the object will rotate slightly to simulate the force being applied to it. This can cause problems when used on long, destructible objects like computer terminals on a table, as the rotational rotation will cause them to rotate into the table and be be destroyed immediately after being freed.



** Interior and exterior hull panels are connected not only by the obvious structural connection points, but by any removable objects that happen to be touching one or more of them. This is a big problem on the Gecko, as the placement of certain objects will prevent the removal of large hull sections that are otherwise completely disconnected. For example, the cockpit of a Gecko usually has computer terminals that intersect with the outer hull section encapsulating the cockpit, preventing removal of the outer hull until you fly into the cockpit and detach the terminals. In a particularly weird example, heat sinks mounted on the exterior of the inner hull will prevent the outer hull next to it from being removed, even though the two aren't actually touching one another.
** On the panel that the power generator is mounted to, there is a computer terminal that is nothing but a featureless box. It can't be pulled off; you have to melt the panel off it get it loose. Many a player has been confused when they fail a "Salvage computer terminal" work order because of this little thing, though the elimination of work orders at least solved that issue.

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** Interior and exterior hull panels are connected not only by the obvious structural connection points, but by any removable objects that happen to be touching one or more of them. This is a big problem on the Gecko, as the placement of certain objects will prevent the removal of large hull sections that are otherwise completely disconnected. For example, the cockpit of a Gecko usually has computer terminals and storage bins that intersect with the outer hull section encapsulating the cockpit, preventing removal of the outer hull until you fly into the cockpit and detach the terminals.them. In a particularly weird example, heat sinks mounted on the exterior of the inner hull will prevent the outer hull next to it from being removed, even though the two aren't actually touching one another.
** On the panel that the power generator is mounted to, there is a computer terminal that is nothing but a featureless box. It can't be pulled off; you have to melt the panel off it get it loose. Many a player has been confused when they fail are suddenly berated for the loss of a "Salvage computer terminal" work order terminal because of this little thing, though the elimination of work orders at least solved that issue.thing.



* OminousCrack: Get hit by something moving fast enough and a crack will appear on your helmet, complete with scary noise to get you moving to the Master Jack for repairs.

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* OminousCrack: Get hit by something moving fast enough and a crack will appear on your helmet, complete with scary noise to get you moving to the Master Jack for repairs. It isn't actually threatening unless you damage one of the red health bars, however, at which point oxygen starts to leak out and you ''really'' need to get moving.



* TechnicolorToxin: The Pretty Rad update introduces radiation filters. Stored in a containment unit, the actual filter is extremely fragile once removed. So much as lightly bumping it will cause it to release a small cloud of blue particles that irradiate you if you get too close. If the Stinger beam passes through the cloud, it will excite the particles, turning them orange and making them more dangerous. The particles can be neutralizes with coolant, or by simply waiting a while for them to dissipate on their own.

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* TechnicolorToxin: The Pretty Rad update introduces radiation filters. Stored in a containment unit, the actual filter is extremely fragile once removed. So much as lightly bumping it will cause it to release a small cloud of blue particles that irradiate you if you get too close.close, causing a steady health drain. If the Stinger beam passes through the cloud, it will excite the particles, turning them orange and making them more dangerous. The particles can be neutralizes neutralized with coolant, or by simply waiting a while for them to dissipate on their own.own (roughly half a shift). It is possible for ships to spawn with radiation already in place, which can be a problem given their proximity to the cockpit in some vessels.
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* NoOSHACompliance: LYNX Corporation cuts every corner they can when it comes to employee safety. Your suit is a 50-year-old design, your tools are constantly breaking down and in need of repair, your suit only holds a few minutes of air (and cannot cover a full shift even fully upgraded), and that's not even mentioning all the hazards you'll encounter when disassembling the ships.

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* NoOSHACompliance: LYNX Corporation cuts every corner they can when it comes to employee safety. Your suit is a 50-year-old design, your tools are constantly breaking down and in need of repair, your suit only holds a few minutes of air (and cannot cover a full shift even fully upgraded), and that's not even mentioning all the hazards you'll encounter when disassembling the ships. Some of the documents state that LYNX has managed to circumvent or completely remove regulations that would disable or remove these hazards during initial inspections of recovered ships, thus leaving it to you to deal with all of these dangerous objects yourself.

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* BlackComedy: Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with a space suit design that's almost 50 years old, charges them a daily rental fee for all of their equipment, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit itself;

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* BlackComedy: BlackComedy:
**
Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with a space suit design that's almost 50 years old, charges them a daily rental fee for all of their equipment, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit itself;


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** At the beginning of the game, you're shown the absolutely gigantic billion dollar debt you owe, with itemized individual charges for things like genetic data storage, transport fees, and so on. Then at the very bottom there's a $7.50 charge for showing you the bill.
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* TrialAndErrorGameplay: Beyond a basic tutorial, you're given no instructions on how to properly disassemble ships. If you screw up, you learn something new for the next shift.

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* TrialAndErrorGameplay: Beyond a You are given basic tutorial, tutorials on the riskier parts of disassembling ships as of the .40 update. But beyond this, you're given no instructions left to figure out the rest of the shipbreaking process on how to properly disassemble ships.your own. If you screw up, you learn something new for the next shift.
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The current version of the game says that the gloves use Van der Waals fields instead of magnets.


* HollywoodMagnetism: Your gloves are stated to have powerful magnets in them so that you can use them to move around and hold onto things. Whilst aluminum and titanium ''are'' (para)magnetic, 'nanocarbon' probably isn't. Why these magnets don't mess with things you touch or hold isn't explained either.
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* ExpendableClone: Signing on with LYNX means they extract your DNA so they can clone you and grow replacements as necessary. If that weren't bad enough, the process of extracting your DNA also kills you, after which they clone you so you can get to work.

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* ExpendableClone: Signing on with LYNX means they extract your DNA so they can clone you and grow replacements as necessary. If that weren't bad enough, the process of extracting your DNA also kills you, after which they clone you so you can get to work. According to Weaver's dialogue at the start of the game, the player is literally cloned, put into a spacesuit, and sent out into the yard before they've even regained consciousness.
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* TechnicolorToxin: The Pretty Rad update introduces radiation filters. Stored in a containment unit, the actual filter is extremely fragile once removed. So much as lightly bumping it will cause it to release a small cloud of blue particles that irradiate you if you get too close. If the Stinger beam passes through the cloud, it will excite the particles, turning them orange and making them more dangerous. The particles can be neutralizes with coolant, or by simply waiting a while for them to dissipate on their own.

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* GameBreakingBug: Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's as good as if you were intentionally shooting it.

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* GameBreakingBug: GameBreakingBug:
**
Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's it will explode almost instantly.
** When using the grapple beam to detach objects, the object will rotate slightly to simulate the force being applied to it. This can cause problems when used on long, destructible objects like computer terminals on a table,
as good the rotational will cause them to rotate into the table and be be destroyed immediately after being freed.
** Decompression can cause objects to rocket in the wrong direction with impossible speed, under certain conditions. This is most obvious with the cockpit of a Mackerel. If the cockpit has been detached from the main hull but remains pressurized, it will accelerate in the same direction
as the escaping air if you were intentionally shooting it.breached, rather than opposite as would be expected. The same applies to the forward and rear sections of a Javelin, assuming the central frame has been removed.

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looks like that bug was fixed, now it's just destroyed at shift end


** One of the upgrades allows you to draw oxygen from pressurized areas. This sounds nice, except the first thing you'll do in any ship is vent it of atmosphere to prevent decompression events and other bad interactions, and it has to be fully upgraded to restore oxygen at a respectable rate. It gains a measure of usefulness once you acquire the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a couple minutes inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered you'll be good to go for the rest of your shift. Even so, that's good for one shift on average, maybe three on a Javelin if you're careful.

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** One of the upgrades allows you to draw oxygen from pressurized areas. This sounds nice, except the first thing you'll do in any ship is vent it of atmosphere to prevent decompression events and other bad interactions, and interactions. What little use you get out of it has will maybe save you the need to be fully upgraded to restore purchase oxygen once, at best twice if it's a respectable rate. It gains a measure of usefulness once you acquire Javelin, and as the largest O2 tank, which lasts 13 minutes of your 15 minute shift. Spend a couple minutes inside a ship preemptively detaching some things in a pressurized room and with the highest refill rate offered hazard level increases you'll be good less likely to go maintain any pressurized areas for the rest of your shift. Even so, that's good for one shift on average, maybe three on a Javelin if you're careful.very long.



* BottomlessFuelTanks:
** Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. That said, even a single upgrade is sufficient to last an entire shift, so it becomes a moot point rather quickly.
** For the ships themselves, however, they have effectively limitless fuel until you either drain or ignite it, at which point it's just gone.

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* BottomlessFuelTanks:
**
BottomlessFuelTanks: Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. That said, even a single upgrade is two upgrades will are sufficient to last an entire shift, so it becomes a moot point rather quickly.
** For the ships themselves, however, they have effectively limitless fuel until you either drain or ignite it, at which point it's just gone.
quickly.



* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. This might SOUND like a lot, but the daily fees for your rentals alone total about $500,000 ''per day,'' and you can expect to make that much back just by salvaging a single low-class Reactor part. There's also Limited mode (where you only have 30 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.
* EarthThatUsedToBeBetter: It's still inhabited, but it's resource-poor, suffering from overpopulation issues, and civil unrest/rioting are common; Humanity has spread out across the solar system via the 'rail gate' network, literally catapulting people and supplies to their destination with giant mass drivers. It doesn't sound like they've managed to leave the solar system as a whole though.

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* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. This might SOUND ''sound'' like a lot, but the daily fees for your rentals alone total about $500,000 ''per day,'' and you can expect to make that much back just by salvaging a single low-class Reactor part. There's also Limited mode (where you only have 30 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.
* EarthThatUsedToBeBetter: It's still inhabited, but it's resource-poor, suffering from overpopulation issues, and civil unrest/rioting are common; Humanity humanity has spread out across the solar system via the 'rail gate' network, literally catapulting people and supplies to their destination with giant mass drivers. It doesn't sound like they've managed to leave the solar system as a whole though.



* GameBreakingBug:
** Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's as good as if you were intentionally shooting it.
** The barge clears between shifts, deleting all objects within its boundaries regardless of whether or not they're valid barge salvage. This can be problematic if the barge clears an object you need to complete a work order, because the game doesn't register the deleted items as being destroyed, making the work order impossible to complete. This is most obvious when trying to salvage objects with AI cores attached.

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* GameBreakingBug:
**
GameBreakingBug: Ordinarily, your Stinger will only hit objects you're directly targeting, even if the beam clips through another object. The exception to this is fuel/coolant tanks. If the Stinger beam intersects the tank at any point, it's as good as if you were intentionally shooting it.
** The barge clears between shifts, deleting all objects within its boundaries regardless of whether or not they're valid barge salvage. This can be problematic if the barge clears an object you need to complete a work order, because the game doesn't register the deleted items as being destroyed, making the work order impossible to complete. This is most obvious when trying to salvage objects with AI cores attached.
it.



** On the panel that the power generator is mounted to, there is a computer terminal that is nothing but a featureless box. It can't be pulled off; you have to melt the panel off it get it loose. Many a player has been confused when they fail a "Salvage computer terminal" work order because of this little thing.

to:

** On the panel that the power generator is mounted to, there is a computer terminal that is nothing but a featureless box. It can't be pulled off; you have to melt the panel off it get it loose. Many a player has been confused when they fail a "Salvage computer terminal" work order because of this little thing.thing, though the elimination of work orders at least solved that issue.



** All the time. Your visor can crack (or even breach), your HUD elements can glitch out, and when your scanner unit is worn down it'll frequently glitch out whilst in use.

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** All the time. Your visor can crack (or even breach), with severe impacts, which can obscure your HUD elements can glitch out, vision. In the event of a full breach, the edges of your vision go red and when it gets harder to see clearly, making getting to the HAB for repairs that much harder.
** Reactors passively emit radiation which lightly scrambles the HUD, the degree determined by your proximity.
** When
your scanner unit is worn down down, it'll frequently glitch out whilst in use.



* KillItWithFire: The only way to dispose of the [[spoiler:Machine God's AI Nodes]] is to burn them up with the Stinger/Splitsaw or throw them into the Furnace.
* KillItWithIce: Larger ships may have one or more struts covered by heat-resistant cut guards that cannot be melted by the Stinger. To break them, you have to freeze them using coolant. Force pushing an object into them also works, but you have to be careful about what else that object might hit. If you've unlocked the Charged Push upgrade, a charged shot will break it instantly.

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* KillItWithFire: KillItWithFire:
** Damaged fuel lines and thrusters unleash streams of superheated plasma that can melt through anything, assuming they don't set off other things that can explode and start a chain reaction.
**
The only way to dispose of the [[spoiler:Machine God's AI Nodes]] is to burn them up with the Stinger/Splitsaw or throw them into the Furnace.
* KillItWithIce: Larger ships may have one or more struts covered by heat-resistant cut guards that cannot be melted by Coolant canisters and pipes flash-freeze anything nearby if damaged. Depending on how tough the Stinger. To break them, you have to freeze them using coolant. Force pushing an object into them also works, but you have to is, it may be careful about what else that object might hit. If you've unlocked the Charged Push upgrade, a charged shot destroyed, and if not will break it instantly.be incredibly brittle and even more vulnerable to damage.



* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]] and it returns to normal. One of the data logs notes that LYNX psych-profiles their workers to determine what type of music they'd like best and forcibly pipes it into their helmets at all times.

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* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - -- typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]] and it returns to normal. One of the data logs notes that LYNX psych-profiles their workers to determine what type of music they'd like best and forcibly pipes it into their helmets at all times.



* SunkCostFallacy:
** The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you finished the work order, it may be more profitable to simply abandon the ship and start on a new one.
** By the same token, it may not always be cost effective to correctly sort every bit of salvage. The crew area, for example, is largely furnace scrap with some processor and barge salvage that is not easy to separate in a timely manner. When you're running against the clock, it can be worth it to simply tether the whole thing into the furnace and take the loss on the other components.

to:

* SunkCostFallacy:
**
SunkCostFallacy: The game actually warns you about this. In a standard game, you have 15 minutes per shift to salvage whatever you can of a vessel, after which your daily fees and profits are calculated. The next day, you can choose to continue salvaging whatever you didn't finish the first time, but the game will first give you a prompt warning about efficient use of your time. Depending on how much of the ship you salvaged the first time and whether or not you finished reached all the work order, salvage goals, it may be more profitable to simply abandon the ship and start on a new one.
** By the same token, it may not always be cost effective to correctly sort every bit of salvage. The crew area, for example, is largely furnace scrap with some processor and barge salvage that is not easy to separate in a timely manner. When you're running against the clock, it can be worth it to simply tether the whole thing into the furnace and take the loss on the other components.
one.



* TrialAndErrorGameplay: Beyond a pretty barebones tutorial, you're given no instructions on how to properly disassemble ships. If you screw up, you learn something new for the next shift.

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* TrialAndErrorGameplay: Beyond a pretty barebones basic tutorial, you're given no instructions on how to properly disassemble ships. If you screw up, you learn something new for the next shift.
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* AbilityRequiredToProceed: Demolition charges are required to disassemble ships above Class 7, as they have reinforced cut points that have to be blown up.
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* LaResistance: Many of the LYNX workers are discreetly trying to organize a union to fight back against their employer's tyrannical business practices. [[spoiler:LYNX catching wind of this is what kick starts the major plot of the game.]]
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* BigBad: Calyssia Rai-Paulsen, [[CorruptCorporateExecutive the CEO of LYNX]]. With LYNX being the original force behind the dissolving of unions the moment she learns that there's a secret movement trying to get the workers to unionize she sends out administrators across the solar system to weed them out.
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[[caption-width-right:350:''Current Debt: $1,000,000,000'']]

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[[caption-width-right:350:''Current Debt: $1,000,000,000'']]
$1,252,594,441.92'']]



* WorkOffTheDebt: To the tune of $1,000,000,000. It's going to take a ''while''.

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* WorkOffTheDebt: To the tune of $1,000,000,000.$1,252,594,441.92. It's going to take a ''while''.
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* ExpendableClone: Signing on with LYNX means they extract your DNA so they can clone you and grow replacements as necessary. If that weren't bad enough, the process of extracting your DNA also kills you, after which they clone you so you can get to work.
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The two removed tropes no longer apply to the game after the 0.40 update.


* TwentyBearAsses: Each certification level requires you to complete a certain number of tasks -- work orders, amounts of a certain type of salvage, etc. -- to unlock the next. As a practical matter, finishing work orders will be the most time consuming of these, as the number is set much higher than the other goals, especially in the higher certification levels.



* InterchangeableAntimatterKeys: Utility Keys are used to cut the flow of power from a ship's reactor to its thrusters, allowing you to detach the latter safely. These keys can occasionally be found in ships themselves or bought at a moderate fee at the Hab's terminal if not. They can appear even if a ship has nothing to use it on. In this case, you'll just put them in your pocket and hold onto them until you're working on a ship that does, at which point any of your keys will work in the terminal and you're unable to retrieve them once used.
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** There is also an option to play with a more relaxed mode that removed fuel, oxygen, and shift time limits. You'll still have to worry about explosives and other hazards, and oxygen leaks if your suit is damaged.

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** There is also an option to play with a more relaxed mode that removed removes fuel, oxygen, and shift time limits. You'll still have to worry about explosives and other hazards, and oxygen leaks if your suit is damaged.
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** There is also an option to play with a more relaxed mode that removed fuel, oxygen, and shift time limits. You'll still have to worry about explosives and other hazards, and oxygen leaks if your suit is damaged.

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