Greetings! Structural salvage has undergone major changes in 4.3.2 to prep for future systems. This will affect all salvage mechanics for all ships and will increase complexity, adjust salvaging times and materials collected, and add refining as part of the flow for materials. Below are the highlights of these changes: ► Technical Changes Field Generation System Increased Range: Fields have been increased by up to 60 meters from where they were before Ship-Specific Fields: Each ship now generates differently sized fields matching their visual design Repositioned Sweet Spots: Alignment sweet spots moved from dead center to ship-appropriate positions Fracture Time Rebalancing 5x Speed Differential: Massive performance gap between fastest and slowest ships Speed Rankings (fastest to slowest): Reclaimer (fastest), Vulture (reference baseline) Conversion Rate System SCU per Cubic Meter optimization varies by ship Current Live Rankings: Reclaimer (best available) ► Field Alignment Sweet Spot Overhaul Massive Multiplier Buffs Reclaimer: 7x speed multiplier when properly aligned Additional: Yield multipliers also improved for aligned positioning Visibility & Mechanics Sweet spots display +/- percentages on debris pieces Easier with tractor beam ships, but possible through flight positioning ► Material System Variances Raw Material Types All structural salvage now produces raw materials requiring refinery processing: Construction Rubble (small ships): Highest density, Lowest yield after refining, Fastest refinery processing time. Construction Pieces (medium ships) Medium density, Medium yield and processing time. Construction Salvage (large ships) Lowest density, Highest yield after refining, Longest refinery processing time. Refinery Integration All refinery decks can process these materials Same end product: All materials refine into construction material Workflow: Raw materials → Station inventory via freight elevator → Refinery processing Time Design: Small ships get quick turnaround, large ships have extended processing but higher profits ► Strategic Implications Operational Models Solo Players: Use small ships for immediate gratification and quick profits Group Operations: Use Reclaimer for high-volume operations with delayed but substantial payouts Mixed Operations: On-site salvage production with dedicated transport ships for raw materials Economic Balance Crew Compensation: Reclaimer profits designed to support full crew payments Session-Based vs. Delayed: Small ship profits available immediately, large ship profits require waiting periods Volume vs. Efficiency: Trade-offs between processing speed and total yield ► Future Integration (Crafting System) Stepping Stone Design Current system is not a placeholder but foundation for post-crafting implementation Refinery processing times and quality retention mechanics will remain consistent Quality System: Salvage will retain material quality better than rubble, affecting refining times We look forward to hearing your thoughts, and thanks for taking the time! -Shark Player Experience Team