PlayBlueprint
EconomyCore

Salvage Loop

The risk/reward decision of how much to collect before extracting from a collapsing derelict.

Risk/rewardResourceDecision

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Player intent

The player wants to leave with maximum salvage value while surviving the rising aether tide.

Role in the core loop

The salvage loop is the tension engine. It converts traversal skill into the meta economy and frames every "one more room" decision.

Usage conditions

  • Player is inside an active derelict run.
  • At least one salvage node remains uncollected.

Parameters

ParameterValue
Salvage node value20–120
Tide escalation rate+1 tier / 90s
Extraction window12s
Carry penalty-4% boost / 100 units

Rules & logic

  • Carried salvage reduces boost impulse, increasing extraction risk.
  • Salvage is only banked once the player reaches an extraction point.
  • A failed extraction forfeits all salvage from the current run.

Scenarios

Greed pays off

Given
The player is heavy with salvage and the tide is at tier 3.
When
They time a single boost into the extraction window.
Then
All carried salvage is banked into the meta economy.

Edge cases

  • Player reaches extraction with exactly zero oxygen — extraction completes if input registered first.
  • Two salvage nodes share a collision volume — only the nearest is collected per interact.

Dependencies

  • Momentum traversal
  • Oxygen system
  • Aether tide controller

QA notes

  • Confirm carry penalty stacks linearly and is communicated on the HUD.
  • Validate that forfeited salvage does not leak into meta currency on failure.

Related materials