EDIT: It seems the feedback was heard and CIG is in the process of giving the reclaimer a boost in different ways. SO that's very good, I appreciate that they are recognizing the problem. :+1: Let me start on a positive note. I like Hull scrapping. I think the devs have done a very good job with it, considering it's a TO version. I can see this becoming a fun gameplay loop. The core mechanic is great. Nothing bad to say here. However, the reclaimer showcases once again that "Multi-crew" is but a gimmick. The usual culprit is back yet again: While multi-crew ships have higher crew requirements, there is no reward scaling compared to their single seater/smaller counter parts. (In short, if you want efficiency? Multi crew loses. Every time) - A couple of fighters will outshine a turret boat. - 3 prospectors are more effective than a fully crewed mole. - You are better off solo mining with a ROC rather than playing co-op on a ROC DS I was hoping for the reclaimer to not fall under this issue. Specially after the hopeful announcement in a monthly report that CIG finally acknowledged that 3 prospectors out performing a mole does not make any sense and that they would work a solution to change that. But sadly, after testing both the Vulture and the Reclaimer. I can say with little doubt that the vulture outshines the reclaimer in pretty much ANY scenario. Just like the mole, the lasers on the reclaimer offer no significant advantage. Neither does the boxing machines. It's only real advantage? it has more cargo capacity, but that isn't enough to compensate for its many drawbacks. Here are the issues: - To achieve the same level of effectiveness to a Vulture (solo player), you need at least 3 to 4 players in the reclaimer. (The exact same mistake as the mole, the ROCK DS, etc... Higher crew requirements for the same results). This is by far, the BIGGEST issue in ANY multi crew ship currently. Multi Crew requirements are there, but for no benefit. - The reclaimer can only shine if it could take full advantage of it's extra cargo capacity. But for that, it has to focus on larger wreck sites (Like a 890J). Which is fine, that's how it should be. However... - The reclaimer is much slower, sluggish (which again, is fine. It's a big ship). But without any superior scanners, which means that it will struggle a LOT more to find the very few optimal wrecks it needs. You could hire "scouts" to find these. But this would only further inflate an already LARGE crew requirement for something ONE vulture can do. - The Cargo advantage will easily be negated by adding ONE player with even ONE small to medium cargo ship for logistics (Which is great gameplay, but again... Negates the ONE advantage the Reclaimer had). - Docking collar still not operational, but alright, I'll give that one a pass. Since it will eventually get addressed. Apparently the argument from the devs has been "The reclaimer won't perform hull scrapping better, but it will have an advantage over the vulture once munching is in" (not the exact quote, but that's the jist of it). This reasoning doesn't solve the core issue. It seems CIG's answer to create "multi-crew" has always been (and still is) to simply take ONE task performed by a single seater. Then FRACTION that task into different crew positions, but with no added benefits. I don't mind them, "splitting" things this way, but it's their obsession with NOT giving more efficiency as a trade for the Extra crew requirement I STILL struggle to understand to this day. (Even if it's not to make it MORE efficient than their solo counter parts, but at LEAST on equal footing. More crew means a smaller cut for everyone. What's the point?) This has been pointed out and criticized for years. Let me be clear. This is not a matter of "If a ship is more expensive, it should be better." It is matter of "an increased crew requirement not yielding better results and thus not being justified as anything but a severe design flaw on the ship." which effectively leave multi crew to those desperate to do it for roleplay purposes. Not actual benefit or effectiveness. It's simple logic. In an MMO, if a boss requires 20 players to beat. Than the rewards should be scaled to that high requirement. Reward TEAM effort. If a solo player can obtain the exact same rewards easily on their own, than why bother? It's the same problem here. I understand that this is TO salvage. But after what we've seen with the Mole, the Roc DOS etc... It's not unreasonable to be skeptical about the design choices made here. Is this truly "lack of tech?". Or is this stubbornness to reject the tried and true "More people should = Higher effectiveness" approach? Once again, Star Citizen heavily rewards lone wolfs. The reclaimer could have been a opportunity of changing that trend. But sadly. It's the mole 2.0. Hopefully, one day Multi Crew will eventually make sense outside of the "play with friends" incentive which is the ONLY factor at the moment. Sorry for the long post, but I will not shut up about this issue until we finally see positive change in this regard. Let's imagine we DO get munching. What is even the point of the hull scrapping on the reclaimer? It is SO Ineffective that you might as well ignore it and go straight to the munching right away.