Salvage and distress
Salvage is help given to a ship or cargo in danger that earns a reward only if it saves something. A distress call is a message that asks nearby ships for that help.
31 numbers, 0 with an outside source
- A0 numbers at grade A
- B0 numbers at grade B
- C0 numbers at grade C
- D0 numbers at grade D
- E31 numbers at grade E
Functionality
3 topics
In brief
- Travel between two stellar bodies takes real in-game days.
- Each travel day rolls for a contact. The odds start at 10% and rise with the route's danger and the value of your cargo.
- A contact is hostile 35% of the time or more. Near a body, a quiet day has a 15% chance of one of six other events.
- At cruise speed nothing can come alongside, so only a distress call or a malfunction happens, at 5% a day.
- Time moves while you are docked as well, so factions, markets and station news all change while you sit still.
Salvage
- HULK: A hulk is a hull too wrecked to fly, sold for scrap at a Belt yard. She flies again once she is spaceworthy.
- SPACEWORTHY: A hulk is spaceworthy once half her structure is renewed. From then she can fly, and her work crew can finish the job under way.
- SALVAGE TITLE: A salvage title marks a hull that was once a wreck, and the salvage yard sells every hull under one. She resells for 30% of her new price instead of 45%.
Condition
- A hull has health, and combat and travel hazards take it down.
- SHIPYARD > REPAIR puts it back, for a fee and the days the yard's gang takes. A bigger station has a bigger gang.
- A job longer than a day offers a day's work instead, because a holed hull still flies but lets more rounds reach what matters.
- Under way, REPAIR HULL has your hands mend hull and drive with hold steel, far slower than a yard.
- STANDING ORDERS > REPAIR PARTIES sets which job the hands work first, the drive or the hull, and shows the steel and days.
- A hulk from a Belt salvage lot is restored by the yard, or by your own hands under RESTORE A HULK.
- Damage is not the same as wear. See RUNNING COSTS for wear.
Values
31 numbers: 31 E
Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.
| Quantity | Value | Grade | Source | Why this value |
|---|---|---|---|---|
| Capture bonus on a boarded wreck, as a share of the kill bounty (a game number, not salvage law) | 0.25 fraction | EAuthored | International Convention on Salvage, 1989, Article 13(1), criteria for the reward | The Salvage Convention sets no rate and treats capture as outside salvage, and the Commander's Handbook gives a captor no share of a prize, so the game chose a bonus for play. The sources are silent on this figure. |
| Share of structure a hulk needs before it can fly | 0.5 fraction | EAuthored | Design notes: salvagework | Authored: the game chose a repair threshold at which a hulk holds together under thrust, and no source gives one. |
| Days of work the steel row offers to load for a work crew | 30 days | EAuthored | No source recorded | Authored: the game offers enough steel that a small work crew is not back at the pad every week. |
| Resale value of a hull with a salvage title, as a share of its new price | 0.3 fraction | EAuthored | Design notes: salvagework, The salvage title and carriers | Authored: coldweld chose a salvage title that resells well under a clean title, with the margin set so a flip pays but is never the best money in the game. |
| Condition range of a hull on the salvage lot | 0.05, 0.25 fraction of full health | EAuthored | No source recorded | Authored: the game stocks hulks far too damaged to fly, so a hulk is a project and not a cheap hull. |
| Days of air and water a stranded crew has | 14, 26 days (low, high) | EAuthored | Design notes: beacons | Authored: long enough that a cutter from the nearest berth usually arrives in time, so that rescue usually works near a berth. |
| Days a bait beacon stays on the band | 5, 11 days (low, high) | EAuthored | No source recorded | Authored: nobody waits a month for one mark, and a long wait gives the register time to catch the bait. |
| Hands aboard a stranded hull | 2, 9 people (low, high) | EAuthored | No source recorded | Authored: the game chose a crew size range for a stranded hull, and no source gives one. |
| Daily chance that a new beacon is born | 0.05 fraction | EAuthored | Design notes: beacons | Authored and tuned: the game set it against how often a captain meets a beacon, so breakdowns stay rare enough for an economy that works. |
| Daily chance traffic overhears a beacon beside a busy berth | 0.42 fraction | EAuthored | Design notes: beacons, BEACON_OVERHEARD_NEAR and BEACON_OVERHEARD_FAR | Authored: a beacon needs a listener nearby, so the game makes the inner system loud and the outer system empty. |
| Daily chance traffic overhears a beacon at the edge of anybody's reach | 0.04 fraction | EAuthored | Design notes: beacons, BEACON_OVERHEARD_NEAR and BEACON_OVERHEARD_FAR | Authored: a beacon needs a listener nearby, so the game makes the inner system loud and the outer system empty. |
| Reach of a rescue cutter from its base | 5 days of flight | EAuthored | Atomic Rockets, rescue, Introduction | Atomic Rockets argues that rescue comes from a base and gives no range figure, so the game chose how far a cutter flies. The sources are silent on this figure. |
| Reach multiplier when you relay the beacon's exact position | 1.7 times | EAuthored | No source recorded | Authored: a relay gives a cutter an exact fix, so the game lets it launch farther than on a bearing alone. |
| Burn of a rescue cutter | 14 m/s^2 | EAuthored | Atomic Rockets, rescue, Introduction | Atomic Rockets gives no acceleration for a rescue craft, so the game chose the burn of its fastest hull. The sources are silent on this figure. |
| Contact chance added each day for the rest of the leg after you relay | 6 percent points | EAuthored | IAMSAR Manual, volumes I and III (2016), with SOLAS V/33, Volume III figures 2-3 and 2-4 | The rescue service manual gives a relay no cost, so the game charges a price for speaking on open voice, which shows raiders where the hull is. The sources are silent on this figure. |
| Lowest chance that a distress call is bait | 0.1 fraction | EAuthored | No source recorded | Authored: bait grows commoner as space grows more lawless, and the game chose the floor of that rise. |
| Highest chance that a distress call is bait | 0.75 fraction | EAuthored | No source recorded | Authored: bait grows commoner as space grows more lawless, and the game chose the ceiling of that rise. |
| Share of your stores capacity a stranded crew asks for | 0.15 fraction | EAuthored | Design notes: travelevents, DISTRESS_STORES_SHARE and DISTRESS_FUEL_SHARE | Authored: the game sizes the request as a share of the captain's own capacity, because a fixed ration would outgrow a small hull's lockers. |
| Share of the drawn reward the stranded crew actually pays | 0.5 fraction | EAuthored | International Convention on Salvage, 1989, Article 16, and Article 13(1) | The Salvage Convention says nothing is due from persons saved and sets no rate, so the game chose to pay a share of a drawn reward. The sources are silent on this figure. |
| Lowest base reward drawn for answering a call, before the body's danger scaling | 200 Cr | EAuthored | International Convention on Salvage, 1989, Article 13(1), criteria for the reward | The Salvage Convention lists criteria for a reward and sets no rate, so the game chose a range for play. The sources are silent on this figure. |
| Highest base reward drawn for answering a call, before the body's danger scaling | 600 Cr | EAuthored | International Convention on Salvage, 1989, Article 13(1), criteria for the reward | The Salvage Convention lists criteria for a reward and sets no rate, so the game chose a range for play. The sources are silent on this figure. |
| Relative weights of what a boarded derelict holds | salvage 38, survivor 14, recorder 14, hazard 12, ambush 10, empty 12 weight | EAuthored | No source recorded | Authored: the game chose the odds of salvage, survivors, a recorder, a hazard, an ambush or nothing, and no source gives odds for a derelict. |
| Most beacons live on the band at one time | 6 beacons | EAuthored | No source recorded | Chosen so that the band stays readable. No source gives a count. |
| Chance that a bait beacon shows a bad sign on one check | 0.8 chance | EAuthored | No source recorded | Chosen so that one sign is a hint and three signs are an answer, which is what makes a sensor array worth buying. A genuine wreck can have a dead transponder and an ambush can fly a clean one. |
| Chance that a genuine beacon shows the same bad sign on one check | 0.25 chance | EAuthored | No source recorded | Chosen with the bait chance so that the gap between the two is the evidence. No source gives how often a real wreck looks like a trap. |
| Fuel margin the captain's own beacon asks for beyond the fuel to reach a berth | 1.25 multiple of fuel needed | EAuthored | No source recorded | Chosen so that the hull drifts with a reserve and not with exactly enough. No source gives a rescue margin. |
| Days a berth takes to hear a fuel beacon and ready a hull | 2 days | EAuthored | IAMSAR Manual, volumes I and III (2016), with SOLAS V/33, Volume III section 1 | Chosen so that the beacon is free to send and the days are the price, and somebody worse can answer first. The IAMSAR page records the rescue steps and no hours. The sources are silent on this figure. |
| Share of your fuel tank that a stranded crew asks for | 0.12 fraction of tank | EAuthored | No source recorded | No code in the game reads it (it appears only where it is defined): the fuel term of a distress ask is always 0, because propellant in a tank stays there. The constant is kept and the ask uses stores and hands only. |
| Days of supplies a stranded crew says it needs | 4, 9 days (low, high) | EAuthored | No source recorded | Said on the screen as the reason for the ask. It is not used in the arithmetic. |
| Hands a stranded crew says it holds | 2, 6 hands (low, high) | EAuthored | No source recorded | Said on the screen as the reason for the ask. It is not used in the arithmetic. |
| Spacers each faction can hold in a rescue | 40 spacers | EAuthored | No source recorded | Chosen so that a rescue needs berths and not hold space, because a hold is not pressurized. Prisoners count in berths for the same reason. |
Real-world basis
8 points
- Salvage law pays for a useful result: an operation that saves nothing earns no reward, which Lloyd's Open Form words as no cure, no pay.
- The reward comes from the owners of the property saved, and it may never exceed the value saved.
- A salvor loses the reward if the salvor's own fault made the danger, or if the owner or master forbade the help.
- A person saved owes nothing, and the convention does not apply to warships with sovereign immunity.
- The master of a ship must go to people in distress with all speed, so far as it does not seriously endanger the ship.
- A master who cannot help, or thinks it unreasonable, writes the reason in the log, and that is the whole penalty.
- A ship that hears an alert tells the rescue service it is coming, or tells the service when it cannot help.
- A false alert is canceled as soon as it is known, and one sent on purpose is a hoax.
Game and reality differences
6 points
- Capture is not salvage: the game used to call the 25% on a boarded wreck a salvage bonus, but the boarding side made the danger and the enemy master resists. It now says capture bonus, and the word salvage stays for a derelict found abandoned and for the hulk work.
- The relay price: relaying adds 6 percentage points of contact chance a day for the rest of the leg. The source gives relaying no cost at all, and the game's reason is that a plain voice call tells raiders where a hull is.
- A bait beacon: the game has a real hazard aimed at the captain alone, and the berth checks the register before it launches a cutter, so relaying bait costs nobody anything.
- Holding your course costs nothing: the source agrees, since V/33.1 asks only for a log entry.
- A distress reward: the game draws a base reward of 200 to 600 Cr, scales it by the body's danger, and pays 50 percent of it, and the game says a stranded crew pays what it has, which is less than a salvage fee. No source sets a figure.
- A beacon's clock and a cutter's reach are authored game numbers, kept so that rescue usually works near a berth and fails far from one.
Source absences
11 points
- The Salvage Convention and Lloyd's Open Form do not provide values for the following:
- Amount of a salvage reward. Article 13 lists criteria. Lloyd's Open Form leaves the sum to an arbitrator in London.
- Payer for a wreck with no owner. Article 13(2) has the owners of the salved property pay.
- Seizure or prize. Capture belongs to the law of naval warfare.
- IAMSAR does not cover the following:
- Search patterns and the on-scene coordinator. They are in IAMSAR Volume II, which is not read.
- Reward for a relay. Salvage law pays for a rescue, not search and rescue.
- SOLAS does not cover the following:
- Penalty for holding course past a distress call. Regulation V/33.1 asks for a log entry only.
- No source on the shelf provides values for the following:
- A ship that cannot stop. The physics reason fits the SOLAS exception for a master who finds help unreasonable.
- Atomic Rockets does not provide values for the following:
- Legal figures for a rescue.
- Rescue burn.
- Not read for this page:
- Articles 20 to 30 of the Salvage Convention.
- The SCOPIC clause of Lloyd's Open Form.
Sources
5 documents
- International Convention on Salvage, 1989, Articles 1(a), 4(1), 12, 13, 16, 18 and 19: Salvage is an act to assist property in danger (1). Only a useful result earns a reward (12). The reward may not exceed the salved value (13(3)). Nothing is due from persons whose lives are saved (16). Fault or fraud by the salvor can cut the reward (18), and a forbidden service earns none (19). Warships with sovereign immunity are outside the convention (4). (all uses)
- Lloyd's Standard Form of Salvage Agreement (Lloyd's Open Form, LOF 2020), Heading and clauses A, G and K: The form is headed no cure, no pay. The contractors promise best endeavours (A). Either side may end the services when no reasonable prospect of a useful result remains (G). The master signs for the owners as their agent (K). (all uses)
- IAMSAR Manual, volumes I and III (2016), with SOLAS V/33, Volume III section 1 and appendix A (SOLAS V/33.1, 33.2), section 2 figures 2-3 and 2-4, and p. 4-7: A master who hears of people in distress and can help must go with all speed and tell them or the rescue service (V/33.1). A ship that cannot help logs the reason. A requisitioned ship must comply (V/33.2). A false alert is canceled quickly, and a deliberate one is a hoax. "whenever they can safely do so" (all uses)
- Atomic Rockets, rescue, Introduction: The page treats rescue as something that comes from a base, since matching the course of a drifting hull costs a great deal of delta-v. Its remark that all vessels must answer distress signals is a line from a fiction excerpt about the 1967 treaty, so it is not used as a legal source. (all uses)
- Design notes: travelevents: The game's own reading: relay is the inform-the-rescue-service step, hold your course is the unable-to-assist branch, and the source prices neither. (all uses)