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
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Salvage node value | 20–120 | range | Scales with depth |
| Tide escalation rate | +1 tier / 90s | rate | — |
| Extraction window | 12s | float | After tide reaches critical |
| Carry penalty | -4% boost / 100 units | percent | — |
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.