I applaud the devs for adding CPU - creating a kind of limited 'currency' like this you get to 'spend' on the parts you most want on your ship, rather than setting boring arbitrary limits, is a great way to go. It means we can move towards ships that are specialised missile ships, or lightly armed transports, or scouts etc. (edit - in current form, CPU is doing this really badly, I hope its changed eventually) While I think a lot of the backlash that seems to be going on around it is from people who don't really understand the design principle behind CPU (although I get just not feeling its needed when the game is so much fun), there is some ways it could be improved to fix a couple of serious flaws and make it shine. ISSUE - TIERS AND LIMITS The biggest problem IMHO are the tiers and limits on CPU blocks. This still sets arbitrary level of CPU that any good ship will always maximise (ie. most ships flying around will have the exact same CPU). While that's not the end of the world in itself, it does mean that CPU-linked items do not scale smoothly with ship size. So you still have two fairly boring optimal designs (the theoretical 'best' ship) : the minimum ship size needed to fit the full set of CPU and weapons, and just an arbitrarily large sath-brick. Ship size optimums are REALLY important in a free-building game like this. You want the game mechanics to create many 'best' ship designs of different sizes, so you have a wonderful ecosystem of ships both flying around and also in fleet battles (either PvE or PvP). It's also an obvious problem that the "minimum sized ship that gets full CPU" and a ship 10 or 100 times the size get the same number of guns and other stuff. A nice ship 'ecosystem' to aim has very diverse ship sizes, each useful, but specialised for specific tasks. This is more fun than just a 'good' 'better' 'best' progression, and also feels much more authentically sci-fi. FIX STEP 1 - CREATE AN INTUITIVE AND ELEGANT SYSTEM BY REMOVING CPU TIERS AND HARD CODED LIMITS Consider removing the tiers and hard coded limit on CPU blocks, and instead linking the CPU to the ship size. This means CPU is always appropriately balanced to your ship - bigger ships get more stuff. In order to put some smooth sensible limits on this, make the amount of CPU subject to diminishing returns - doubling ship size gets only 50% more CPU, for example. My preferred option to realistically link CPU to size is to require large amounts of power for CPU, so that huge numbers of generators ("ships engines") are required. Large enough to be a large part of the ships interior. If you want more guns (or other stuff), you need more space (ie bigger ship) for bigger engines. Similar to most science fiction universes. If you didn't want to do the "engines" thing, you could alternatively link CPU more directly, like for example your CPU module outputs an amount based on the number of blocks in your ship. This is less immersive, although it's very simple. FIX STEP 2 - LIMITING BIG SHIPS ADVANTAGES ELEGANTLY Of course, now people will make the biggest ship possible to maximise CPU. So, aside from ensuring diminishing returns on how much CPU the ship receives for greater size, you can also provide a natural advantage for small ships, so that "small ship" is a great design choice in some situations. The obvious trait to link to size is maximum speed. Smaller ships get to move around faster, big ships are slower like they should be. Small ships get a chance to run and evade combat when attacked by a bigger ship they have no chance to beat. Interesting design choices emerge - should my cargo transport be large enough to have weapons in case its attacked, or be unarmed but fast enough to run away? Multiplayer PvE/PvP tactics also emerge where smaller ships can be use to chase and tie up an enemy while a bigger war ship arrives. If the biggest most powerful turrets had slower projectiles, you could even make it possible for a small ship to evade fire from typical big ship turrets. This is the way combat variety is created in EVE Online and a number of other games, where good pilots in small ships surprise and beat bad ones flying super big ships. Small ship, medium ship, big ship are essentially like *rock*, *paper*, *scissors*, so there's never a single 'best' ship to fly and you've got people flying all sorts of crazy stuff even in late-game. SERVER MANAGER COMMUNITY I'd also suggest that the server manager community could provide some free crowd-sourced experimentation with the way CPU works if the tiers and restrictions were removed.