I would like to see: 1) Erestrum and Zascosium nodes to be MUCH smaller. On the order of gold nodes, eg 100-300 ores in size. Make them produce 1-3 ores per hour on a T3 autominer based on size. Oh god, WHY?! Because as the system stands, Zascosium and Erestrum are obnoxious. You go almost instantly from "starved for the GOOD stuff" to "Oh, I've got a stack of this, and next to nothing to use it on, so dump it." Erestrum and Zascosium are solely used to make power coils, and the items that require power coils don't need much of them. I've never actually used a full stack of either in survival, and I usually get enough ore for at least 7 stacks the first time I return to the autominer. It trivializes an end game material and always ends up making me feel just a little cheated. 1a) Alternately, if you don't want to reduce the Z and E nodes, give us uber weapons that require power coils in their ammo/firing mechanisms. Lasers (that actually don't suck, please make them deal useful levels of damage!) would be a good candidate for this. Logically speaking, an item that would almost mandate power coils in its construction would be the Capacitor blocks- Maybe even several tiers of capacitor block. Which brings us to... 2) Please give Capacitors a use- preferably, a system that lets a ship store power for use before tapping into fuel reserves! They've been here forever, they LOOK awesome, make them useful! This is just teasing us. Capacitors with a docking block similar to the repair block that will allow a base to charge a CV, SV, or HV, a similar block for CV that functions for SVs and HVs. It could be an expy of the Repair block, even, although it'd be better if there was a limit of 3 instead of 1 (Or no limit at all, because it's basically a wall plug). And on the topic of energy.... 2a) Energy weapons... These need to be actually ENERGY based. Make them use power. Lasers should be hit scan; as they currently stand they're not lasers they're energy bolts, which ARE cool, but are NOT lasers. Lasers are lightspeed weapons. Hitscan at any ranges that matter in game. Preferably should be energy cost over time and continuous damage while hitting a target. maybe add a heat mechanic to them, or better yet, add an increasingly large energy drain and cool off period, to represent the added power required by the heat sinking devices hooked up to the laser emitters. Oh, also... 2b) Alternate Energy sources! I can't understand why there is NO such thing as a solar panel in game. Or why biofuels are usable solely on hand devices without any sort of ability for a fuel tank to accept biofuels. For simplicity's sake, maybe they could be 2-3 fuel points per biofuel pack, although you might alternately or additionally make a separate generator block in bases that provides power via biofuels. And can we have biofuel recipes for corn as well as seaweed? Because they make REAL biofuels from corn... 3) Vendors who will buy things you produce. Money is obnoxious to acquire; a good enemy drop of money is around 100 credits and by no means do all sophont oppositions even drop credits. It takes visitation to gold nodes on hell planets to be able to afford a decent item from a vendor (And the prices, wtf- 20k credits for a ration pack? Five emergency rations are the same cost as a suit of heavy armor?) meaning the new mechanics of having people to buy stuff from is completely wasted. Balance issues are one thing but right now I look in a menu of things to buy and sigh to myself because it's easier to raid a POI and hope for a drop than it is to grind out the money to afford item X, not to mention that money is supposed to facilitate the movement of goods and services, and I literally find it easier to farm up anything that can be bought than gathering the credits to buy it. Which negates the purpose of HAVING someone to buy it from in the first place. 4) PLASTIC BLOCKS! Plastics have... such limited uses in game, especially considering how genuinely useful they are in real life. Plastics are pretty inexpensive as items, they use a fast growing food and literally mining byproducts to become a material but it seems a terrible shame to have so little actual use for them. A couple ideas I'd like to see are: Ablative plastic armor blocks: Cheap, durable blocks that can't be repaired and return only a portion of the plastic materials cost when hit with a multitool. In fact, this could be a good way to reduce the glut of materials a single, easily destroyed enemy provides. I can see PVs armoring vulnerable sections with this stuff to make them harder to kill. Plastic body armor: No mod slots, no repairs, but a defensive boost and low to moderate durability. Less utility than even light body armor, but completely expendable. Add in T2 and T3 variants for increased armor value and durability, and make it something that can be produced in a mini constructor. These are all suggestions. I don't demand or expect the above, but they all strike me as ways to make an already awesome game even better, and since you guys actually LISTEN to suggestions and requests (THANK YOU FOR THIS! GENUINE THANKS! <3) I figured I'd leave my ideas on the topic in the thread provided. In closing, let me say: You guys are great and made a great game! Edit: THIS! So much this!