Leave the Prize in the Wreck
I made the relay cipher remain something the captain has to recover after winning the fight.
Destroying a guard and recovering what it protected are different acts. I wanted the relay cipher to respect that difference. The fight should open a possibility in the world, and the captain should still have to bring the ship to it.
My decision was to leave the cipher package at the guard's wreck. It belongs to the place where the fight ended. A stable salvage marker, its distance, and a recovery objective make clear that the reward exists and has not yet been collected. The next movement of the ship matters.
The earlier placement failed that thought by putting the package on the player. Recovery became almost indistinguishable from winning. I find that unsatisfying because it spends a physical object as if it were a congratulatory message. A wreck ought to have a location. What survives inside it ought to draw the captain back toward the consequences of the shot.
There is also a plain readability problem. Destruction produces light and fragments. A prize hidden among them can be beautiful and useless. The marker needs to remain legible after the excitement falls away, and the guidance needs to describe the remaining task. I want the captain to understand the pause after combat instead of wondering whether the lesson has stalled.
That pause is a part of the space fantasy I love. A capital ship cannot politely step around the debris. It brings its enormous body toward a small, valuable survivor of a violent event. The silence after firing gives the movement weight. I picture the wreck ahead and the salvage diamond holding steady while the distance falls.
That physical consequence is the satisfying part of this decision. The cipher connects two pieces of the voyage through an object the captain can point to. Combat has changed the scene, and the scene still asks for a decision. The world feels more coherent when the victory leaves work in a real place.
The marker also gives the captain permission to breathe. A battle can ask for a quick answer; recovering its prize asks for a considered approach. I like that change of pace. The ship's size, briefly a weapon, becomes something to guide carefully toward the small thing the fight has left behind.
I feel a little stubborn about this extra step. It may look easier to hand over the cipher immediately. But I want the end of a fight to have a shape the player can inhabit. The guns quieten, the wreck stays ahead, and the captain turns a hundred meters of ship toward one small light worth bringing home.