How to make CPU implementation interesting instead of limiting like now. Ok, cpu how its implemented and thinked now is in a very bad shape, not interesting at all for builders but just something limiting. In a game where you can build huge capitals vessels being limited to small and unefficient ones is not the way to go. So this is my proposal to keep the cpu concept but implemented in a total different way (and more understandable for average users) Cpu Tiers for building ships This concept can be applied for ALL the systems like weapons, thrusters, rcs, and cargo. Just an exemple that can be applied to weapons So if you want to spawn you capitals like now you need to upgrade cpus of every single components. SIZE CPU, WEAPONS CPU, RCS CPU, THRUSTERS CPU, CARGO CPU. I want to spawn a big transporter vehicle? Good i need to find Legendary CPU for size and Legendary Cpu for CARGO. I want to spawn a combat CV? I need to find at least SIZE CPU legendary and WEAPON CPU legendary. And if i want it more powerful i need to add TRHUSTERS CPU AND RCS CPu I want to spawn a maxed out class 1 pvp cv? Ok i need a normal core but a legendary weapons Upgraded cpu and so on... So if i want my huge capital i need to grind for it finding in some special/diffucult pois the cpu upgrades to craft it. Actually is just mine mine mine, spawn it and leave the game because there is nothing else to do. This is interesting for both pve and pvp builders and keep the players interested also after hitting level 25. Instead of size class we can use block count. Like normal core 1000 blocks, rare 2000, very rare 5000, epic 20000, legendary 50000. Every department has his specific cpu with his upgrades. It is modular building.