# Community Project | New Feature: EGS Recycle!

**URL:** https://forum.empyrion-homeworld.net/t/community-project-new-feature-egs-recycle/5314
**Category:** 📰 HWS Announcements
**Tags:** feature, salvage, automatism, egs, hws6
**Created:** [April 14, 2017, 12:56pm UTC](https://forum.empyrion-homeworld.net/t/community-project-new-feature-egs-recycle/5314 "2017-04-14T12:56:05Z")
**Posts on this page:** 1
**Showing post:** 49

<div class="post-metadata">

### Author: ![UnagiKing](https://forum.empyrion-homeworld.net/letter_avatar/unagiking/32/5_5575768a8748004e209b776fc1b2916d.png) [@UnagiKing](https://forum.empyrion-homeworld.net/u/UnagiKing)
#### Post date: [May 23, 2017, 11:23am UTC](https://forum.empyrion-homeworld.net/t/community-project-new-feature-egs-recycle/5314/49 "2017-05-23T11:23:24Z")

</div>

## **Warning: Long post ahead!**

Really excited to see the possibility of the scrapping service coming to HWS and the excitement level from everyone on it!  
I dropped an opinionated suggestion on another thread:

> [@Suggestion Tool for "selling / deconstructing" Ships](https://forum.empyrion-homeworld.net/t/suggestion-tool-for-selling-deconstructing-ships/4636/54):
>
> Disclaimer: Im pretty new to the game and have not fully read/understood the APIs available for EMP on structures. This structure will be referred to as “shipyard” in this suggestion. Forgive me if it all sounds outlandish! This shipyard/scrapyard sounds like a a sizable undertaking for the running team (if it green lights) seeing as how it might actually require multiple pre requisite mods to make a fully functional shipyard mod. I’m a little late into this suggestion thread but here goes: A.…

After reading through this thread, i find myself starting to sway towards having it as a EGS server command over having a physical Scrapyard/Shipyard.

The drawback I feel however would be that the service inevitably be much harder for the newer / smaller factions if terms of use is set specifically in a currency only usage case (only RP/only CR/combination of both). Therefore part of me still feels like a set physical location/structure is the only way to cater to our younger and smaller factions.

I am also really loving the level breakdown systems into tiers.

The following suggestions will be slightly outlandish opinions and also based on having 2 options:  
 **1. EGS SaaS (Player Command)**  
 **2. EGS SaaS (Server owned Location/Structure)**  
  
Basing some suggestions off @TheRaven 's point 5# where there is a difference in returns using EGS Player (Scrappers) vs using EGS Server SaaS. Although my opinions are somwhat flipped from his where there is a balance on Risk:

 
 - Player scrap SaaS has lesser returns but based off their EGSR levels but safer.
 - Server scrap SaaS has higher returns and speed but Dangerous due to being ambushed and Mugged at transit locations.  
With these considerations, it is actually also viable if it is flipped either way.   
_—Some duplicate opinions from my other post—_

## **1. EGS recycle brief breakdown**

Some suggestions based off @RexXxuS & @Kogami

| | EGS Recycle SaaS (Player Command) | EGS Recycle SaaS (server/location/structure) |
| --- | --- | --- |
| Existence | Anywhere the player is | EGS structures or locations in certain locations |
| Usage | EGS service command to be used anywhere. (Cross-hair on said structure) | EGS server command to be used when ship is parked within Admin scrapyard structure |
| Cost of Use | Based on 1st release feature set by Rex or pay per use suggestion by Kogami | 1. X Credits per use |
| | Based on 1st release feature set by Rex or pay per use suggestion by Kogami | 2. X Credits for time used |
| | Based on 1st release feature set by Rex or pay per use suggestion by Kogami | 3. Drill charges/ MT charges per use |
| | Based on 1st release feature set by Rex or pay per use suggestion by Kogamil | 4. General "take off your pants" servitude to the server. |
| Deconstruction Time | HV Class 1 1min | HV Class 1 1min / Diff times for diff structures |
| | Ref Below for suggested breakdown | Ref Below for suggested breakdown |
| | SV Class 1 3min | SV Class 1 2min / Diff times for diff structures |
| | Ref Below for suggested breakdown | Ref Below for suggested breakdown |
| | CV Class 1 12min | CV Class 1 10min / Diff times for diff structures |
| | Ref Below for suggested breakdown | Ref Below for suggested breakdown |
| Resource reimbursement | 1. Player inventory ONLY (keep your inventory EMPTY!) | 1. Server depositing into player inventory (if its full, you lose the excess!) |
| | 2. OCD Only (your responsibility for space in OCD) | 2. Server creating a shipyard package which players retrieve akin to fa:supply or am:getall |
| | 3. --- out of ideas --- | 3. Orbital Shipyard Account which has to be retrieved in 7 days of first usage. Does not survive wipes. |
| Resource reimbursement Calculation | 1. A flat X% of each resource (based on EGSR level) | 1. A flat X% of each resource (based on Scrapyard/EGSR level) |
| | 2. X% of each resource based on pre determined % for each ore. (Eg: 50% returns on FE, 10% returns on Sath) | 2. X% of each resource based on pre determined % for each ore. (based on EGSR level/Scrapyard) |
| | 3. Credits. (Awesome but a headache because it encompasses the above pointers and HWS team needs to have another % table created and maintained for each ingot type for this. ahem economics). | 3. Credits. (Same issue for calculations. Based on EGSR level/Scrapyard). |
| | 4. 0 reimbursement for on-board fuel, ammo and any other non ship parts. | 4. 0 reimbursement for on-board fuel, ammo and any other non ship parts. |

## **2. EGS Deconstruction Time**

_(suggestion to up to class 4)_  
 _–Suggested for players to BE ONLINE–_  
**Do note that I have not thought about the deconstruction times for EGSR levels.**

| | EGS Recycle SaaS (Player Command) | EGS Recycle SaaS (server/location/structure) |
| --- | --- | --- |
|
| |
| HV Class 1 | 2mins | 1min |
| HV Class 2 | 8mins | 5mins |
| HV Class 3 | 15mins | 10mins |
| HV Class 4 | 28mins | 20mins |
| SV Class 1 | 2mins | 1min |
| SV Class 2 | 8mins | 5mins |
| SV Class 3 | 18mins | 14mins |
| SV Class 4 | 29mins | 24mins |
| CV Class 1 | 15mins | 10mins |
| CV Class 2 | 25mins | 21mins |
| CV Class 3 | 35mins | 30mins |
| CV Class 4 | 50mins | 40mins |

## **3. Resource reimbursement calculation**

Opinion: I am in favor of @The_Godchild 's opinion on resource returns in form of Ingots  
Opinion: I am in favor of @Stunner666 's opinion on resource returns and usage not using RP  
Opinion: As per previous pointer @TheRaven on resource returns player VS server, it is viable to be flipped either way.

**Option 1:** Flat X% for each Ingot Type and/or Flat XCR for each Ingot Type (choosing allowed if it can be added to the EGS recycle command) For example: egs♻resingot or egs♻rescr.  
 _Maybe even to the extent of giving +1 RP per CV recycle. (Maybe not just kidding here)_

| | Ingot % EGSR(1) | Ingot % EGSR(2) | Ingot % EGSR(3) | Ingot % Server EGSR | CR EGSR(1) | CR EGSR(2) | CR EGSR(3) | CR Server EGSR |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
| |
| Iron | 50% | 60% | 75% | 60% | 0.1 | 0.25 | 0.5 | 0.2 |
| Copper | 55% | 65% | 85% | 65% | 0.3 | 0.25 | 0.5 | 0.3 |
| Cobalt | 55% | 65% | 85% | 65% | 0.3 | 0.25 | 0.5 | 0.3 |
| Silicon | 55% | 65% | 85% | 65% | 0.3 | 0.25 | 0.5 | 0.3 |
| Neodymium | 45% | 55% | 70% | 55% | 0.5 | 0.6 | 0.7 | 0.55 |
| Sathium | 45% | 55% | 70% | 55% | 0.5 | 0.6 | 0.7 | 0.55 |
| Erestrum | 40% | 50% | 70% | 55% | 0.5 | 0.7 | 1 | 0.6 |
| Zascosium | 40% | 50% | 70% | 55% | 0.5 | 0.7 | 1 | 0.6 |
| Plastic Raw Mat | 60% | 70% | 80% | 70% | 0.1 | 0.3 | 0.5 | 0.4 |
| Cement | 60% | 70% | 80% | 70% | 0.1 | 0.3 | 0.5 | 0.4 |

**Option 2:** X% of each resource based on pre determined % for each ore. With fluctuations on a global resource table available via HWS Connect (aka fake economy). Table can exist if further down the road there is a “SELL BACK to Server” Function.  
_“Mother Earth & The Universe created Humans because they couldn’t create plastic by themselves. She’ll wipe them off when there is enough.”_ - UnagiKing

| | Ingot % EGSR(1) | Ingot % EGSR(2) | Ingot % EGSR(3) | Ingot % Server EGSR | CR EGSR(1) | CR EGSR(2) | CR EGSR(3) | CR Server EGSR |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
|
| |
| Iron | 50% | 60% | 75% | 60% + ≤20% | 0.1 | 0.25 | 0.5 | 0.2 + ≤0.3 |
| Copper | 55% | 65% | 85% | 65% + ≤20% | 0.3 | 0.25 | 0.5 | 0.3 + ≤0.4 |
| Cobalt | 55% | 65% | 85% | 65% + ≤20% | 0.3 | 0.25 | 0.5 | 0.3 + ≤0.4 |
| Silicon | 65% | 75% | 95% | 75% + ≤20% | 0.3 | 0.25 | 0.5 | 0.3 + ≤0.5 |
| Neodymium | 45% | 55% | 70% | 55% + ≤30% | 0.5 | 0.6 | 0.7 | 0.55 + ≤0.45 |
| Sathium | 45% | 55% | 70% | 55% + ≤30% | 0.5 | 0.6 | 0.7 | 0.55 + ≤0.45 |
| Erestrum | 40% | 50% | 70% | 55% + ≤40% | 0.5 | 0.7 | 1 | 0.6 + ≤0.4 |
| Zascosium | 40% | 50% | 70% | 55% + ≤40% | 0.5 | 0.7 | 1 | 0.6 + ≤0.4 |
| Plastic Raw Mat | 60% | 70% | 100% | 70% + ≤30% | 0.1 | 0.3 | 0.5 | 0.4 + ≤0.3 |
| Cement | 60% | 70% | 100% | 70% + ≤30% | 0.1 | 0.3 | 0.5 | 0.4 + ≤0.3 |

## **4. Others**

Shipyard should also hopefully aid in helping create a start point for the creation of Player Ship Auctions (with web function to upload images/desc via HWS Connect. Ouch), Player Ship Sell-back (GG $ table in point E3) or even a Player Ship Insurance (this one’s probably too silly) system!

## **5. Shipyard/Scrapyard Existence (My wishful thinking)**

> [@Suggestion Tool for "selling / deconstructing" Ships](https://forum.empyrion-homeworld.net/t/suggestion-tool-for-selling-deconstructing-ships/4636/54):
>
> A. Shipyard Existence  
> Admin/Server (one can only hope a player is allowed to build one) only structure which is either
> 
> 1. Bought at X credits and spawned in by admin
> 2. Server only ownership of X number of Shipyards in EM
> 3. Player Licencing scheme where player pays X for X amount of rental time or X uses.

> [@Suggestion Tool for "selling / deconstructing" Ships](https://forum.empyrion-homeworld.net/t/suggestion-tool-for-selling-deconstructing-ships/4636/54):
>
> B. Shipyard Makeup I  
> Shipyard contains 8 marker blocks on a BA structure which designates a rectangular cuboid space in which to park the ship in question. (Pre Req Mod)
> 
> C. Shipyard Makeup II  
> Deconstruction block (using pre existing models such as the repair blocks or a deco block) which is part of the same BA structure that does either:
> 
> 1. Shoots 1 or multitude of multitool beams (visible or invisible with X extended range within markers) which deconstructs the blocks within the 8 marker blocks. This method will create a physical de-con of the ship on a X min timeframe.  
> or
> 2. Scans/targets ship within the 8 marker block space and saves it as a BP to a temp folder on server, calculates the resources of the BP multiplied by % to return. Server empties the temp BP folder immediately. This method might allow a more instant de-con when it fires the instant delete function after resource calculation.

_Notes:_  
 _SaaS = Service as a Solution_  
 _EGSR = Elemental Galactic Service Recycle_

---

_[View the full topic](https://forum.empyrion-homeworld.net/t/community-project-new-feature-egs-recycle/5314)._
