Take the trading market device. Remove most of the functionality. Leave the ability to list items for sale but with no expiry/time limit, combined with a 10 slot inventory. You now have a vending machine. Whilst appearing to be more limited than the market, this would add far more to the game play: Vending machines provide a real economic contribution and reason for visitors to call to your base to see what is stocked. Combining several vending machines, would make a shop. Having a refrigerated version give you a snack fridge. Combining several and you have a snack bar. (This allows real world work/reward options for example you could make money from being a farmer or provider of medical supplies, with a whole cycle of production, distribution and retail) Credit collection is tied to the unit so the base private or faction owner collect the "pending" credits when they return to restock the vending machine. Having code locks work on the unit, means you can have a private shop/supply station with real multi player commercial value. Not being a trade station means you cannot see what is on offer until you are in front of the machine. The government can still take a 10% sales tax - to remove credits from the game. - mainly helps the MP game, but in single player you could have a vending machine that sells high value expensive items in Admin protected structures or vast quantities of low value product. Giving you a real use for your single player credits! If the items are set to not deplete in SP (say on admin core structures) you have a working snack machine. The functionality is pretty much already in existence in the trade market, so I imagine this would be a simple but high impact development to the game.