One of the biggest problems I have with this game is that there is no real variety in spaceships. Of course you can create ships in an infinite number of different shapes, but when it comes to their capabilities they have a tendency to all be pretty much the same. The issue is that it's possible to build something that can do it all in Empyrion . There is never a reason to build a spaceship that is slow, because you can simply add more engines to make it go fast. There is no reason to ever build a spaceship that is poorly armed, because you can simply add more weapons. There is no reason to ever build a spaceship that doesn't have every single system you find useful. By the time you hit Tier 3 or 4 you simply have so much CPU that you never have to make any hard choices about what you should or shouldn't add to the ship. A game full of perfect spaceships is unfortunately kind of boring. So here is an idea to shake things up a bit. Rather than reducing the capabilities of ships that currently exist in the game add a number of new modules that can be added to ships, however, ships can only support a small number of these, so you can never have them all. These would be called Mission Modules. They are fairly large blocks that provide a spaceship with a unique capability. Mission Modules can have active abilities that need to be activated by pushing a button. They don't have a CPU cost, instead you are simply restricted to your ship's tier in mission modules. Some ideas for mission modules: Major Caliber Turret - A full blown battleship turret with three guns in it. Offers significant firepower over other turrets. Coaxial Railgun - A massive railgun that is laid into the ship's hull. Huge firepower and range, very long reload. Drone Hangar - A hangar that can automatically construct drones from spare components on board, and launches them on command. Drones will attack nearby enemies. Promethium Torpedo - A slow moving torpedo that can be detonated with a second activation of the ability. Blows up in a large radius dealing damage to any nearby object. Bomb Bay - Drops bombs from the ship. Works inside of atmosphere. Siege Module - Anchors the ship, increases the range of all weapons. Repair Field - Slowly repairs the ship and nearby friendly ships using materials from an attached storage container while active. Shield Transfer Module - Drains the ship's shield while filling the shields of nearby friendly ships while active. Can not affect ships with an active Shield Transfer Module. (no groups of ships cross healing each other) Hard Shield - Erects an indestructible shield for a few seconds, has a long cooldown afterward. Cloaking Device - Turns the ship invisible for a short time, has a cooldown afterward. ECM Array - Confuses enemy AI turrets within range, making them attack random blocks on random targets or not shoot at all, has a cooldown afterward. Micro Warpdrive - Lets the ship teleport 10km ahead, has a cooldown afterward. Sprint Engine - A massive thruster that can up the ship's speed significantly for a short time, has a cooldown afterward. Furnace - It's the same furnace you can put into a base, but on a spaceship, and it costs a mission module slot. Mass Cancelling Cargo Bay - Attaches to a modular cargo bay, reduces the weight of items inside to zero. Stellar Collector - Can be deployed while directly over a star. Anchors the ship. Slowly harvests fuel and oxygen. Long Range Teleporter - A teleporter that functions at interstellar distances, like a base teleporter. Survey Array - Generates a cash payment for every new POI discovered while piloting the ship. These are just a few ideas. Basically for every Tier of your CPU you can install one of these modules on your ship. You can install multiple versions of the same module. The thing is, no ship can ever have all of them, and depending on which four you pick the ship will have a very different mission profile. Everything from industrial vessels to exploration ships to long range snipers, support tenders and drone carriers is possible with mission modules. A similar system could be applied to bases, allowing them to have functions like deep core mines to generate minerals, luxury guest accommodations to earn an income, dome shields for fortified outposts, etc. The game needs more variety in ships. Building should not always just boil down to putting everything possible on a single vessel because you can. Giving people hard choices and allowing them to explore combinations of different mission modules to create ships that work together as a team and actually reward you for having a whole fleet would make the game a lot more interesting.