Norby wrote:The cash will be adjusted if many user say it is too much. This is the initial release, some additions are already in my todo list, suggestions are welcomed.

It does seem very high: the player's getting Cr216 for undamaged fuel scoops, for example: that's slightly over 40% of the price for brand-new fuel scoops. It's hard to see where the profit is for the person you're selling this to: he's got to strip down the Moray, isolate and remove all the fittings; he's got to pay for equipment, space, time and personnel to do this. Then he's got to store all the stuff he's taken out that he can't instantly re-sell (and, undamaged or not, is he going to get the same price for a second-hand Fuel Scoop as he would for a brand-new one?), and find a customer for it, and then fit the thing to the new customer's ship, all within the selling price of Cr525, and make a profit.
There's not much of a sliding scale for the single biggest item, the ship's hull. An Adder gives Cr300, and an Anaconda gives Cr3300 - and in between you've got a Cobra III, which also gives Cr3300. A wider range, shifted down, would be better, I think. Obviously, in-game, the important thing is to balance the reward against the player's risk/time/effort invested - if it's really difficult and time-consuming to do, if the player has to face problems, if e.g. the injectors won't work while towing, as well as the Torus, and the ship becomes much harder to fly, then a larger reward could be justified (and if it didn't seem economically justifiable, then an extra bonus could be disguised by dropping the "You get X credits for Y alloys salvaged" and replacing it with "You get X credits for the salvaged hull of the ship", and hiding the actual workings). I wouldn't use in-game scales to set the values, as they're pretty screwy anyway: use things like how hard it is to find (or "find"

) the derelicts, and bring them in safely, and assign value accordingly.
Off the cuff, I'm thinking it might be an idea to divide all these amounts of money by 10 - so the player would get Cr400 for a salvaged Moray, and maybe only get close to Cr4000 for something like a top-of-the line Boa.
Basically, the aim would be to avoid giving the player easy money. There's nothing wrong with an occasional bonanza, but this shouldn't be something you could get on pretty much every trip. Making the towbar a one-shot item - you use it, and you lose it, at the very least until you dock again - might help balance things out, too, so the player can't just grab the first thing he finds, then dump it and get a better one, and then dump that when something even better comes along.