As I put in the other thread... I would propose this to solve the problem seen here:
- scrapped metal is the square root value of the metal cost. Cubic root if it's not enough. This solves the problem of exos giving too much metal.
- recycling needs to be removed from stations completely. A new "recycling" building, which is capped at 1/planet and 10/game will give 100% salvage value. You can unlock another salvager which gives 200% more recycling, capped at 1 per planet and 2/game. The last one cannot be built at homeworld.
- salvage is then divided by the difficulty level squared, then multiplied by 1000.
A MK1 fighter would give:
- 400 cost => 20 metal, then * 1000/64 = 310 metal on diff 8, 200 on diff10.
A wave of 1000 fighter would then give 310 000 / 200 000 metal.
A wave of 4 MKII flagship would give
- 200 000 * 4 = 447 * 4 = 1788 metal, which in turn would do 27950 metal on diff 8, 17880 metal on diff 10.
A "standard" late 8/8 wave would give about 400 - 500k metal. Sounds fair to me given the low danger of those waves.
To get further, a golem would give :
- 40 000 000 => 6324 base metal, then 98820 metal on diff 8, 63240 on diff 10.
I have not done the math, but I estimate that exos in the last 8/8 game I played, with around 200 AIP usually came with about 4 dozen starships, 4 golems / dire guardians and hundreds of small ships, would net around 1 - 1.5 million metal. Instead of the current around 8-10 million or more.
Also, assuming you direct those to the planets which your salvagers are on, you can get triple this amount with the proposal I'm making.
Salvage at lower diff level would be insane, but it's supposed to be easy. So, who cares ?
PS: Maybe I've got errors in the math. Feel free to correct / improve if you feel like it