- Redistribution of PoB production resources to ensure all regions provide at least one production-essential commodity/item
- Redistribution of PoB production resources to ensure items require trading, mining, NPC-farming and Anomaly-Scanning
- Adding remote, high risk systems that provide high risk NPCs that drop those items (similar to Nomad Battleship Remains, which made the Core player faction capitalize on them)
- Removing all codenames/sci-data-weapons from drop pools, instead adding rare commodities to ship wrecks required to construct codenames/sci-data-weapons at PoBs
- Streamlining system connections:
- - - > a lot more snub-only jump holes for impatient snub players (alternatively snub jump drives, so snub players have a reason to buy jump coordinates that aren't outdated by months)
- - - > Trade Lane/Gate connections reworked to lead trading ships through unavoidable hub/home systems; each lane serves a specific purpose instead of connecting randomly placed stations (Lane A leads to House Mining System, Lane B leads to House Trading System A, Lane C leads to House Trading System B, Lane D leads to PoB Essential Commodity Providing System, Lane E leads to neighbouring house A, etc.)
- Ask Felsvar/Aerelm/etc. to provide more big asteroid models with different skins (lava, ice, ore, alien, etc) to add more unique system decorations and prop constellations (remember playing vanilla and flying through the Barrera passage?)
- Restore the Omicrons to look actually represent the green Edge Nebula (Omicron Delta had a regular Omicron star sphere and green nebulae in 2016 and it was extremely pretty, unlike the current version of Delta - it's almost as if there was a reason why the anomaly tunnel as backdrop was replaced)
- Adding safe/interaction zones around house capital planets with heavy NPC presence (I rather have people stay in space than insta-dock at the sight of Mr. funni PvP dude)
- Every system has a specific function (Hub/interaction system (usually capitals and crossroads), Mining system, Anomaly systems, Trading systems, Exploration systems, Connector/Transit/Buffer/Contestable systems)
- PvE combat areas should look like combat areas (debris, wrecks for loot in dangerous areas)
- Adding an optional heal zone (negative environmental damage) to Conn to repair Conn-damaged weapons
- Removing timers on regular "spoiling" commodities (they literally serve no purpose other than being inconvenient)
- Adding spoiling timers on special loot items in remote systems (to make sure ships don't just stay there but actually fly both ways)
- Adding systems that can only be accessed by jump drives that aren't just placeholders with one sun
- Re-adding public Player Faction Reports so that 1iCs can openly and publicly communicate their demands to the Devs/Admins while in return providing an absolute minimum of representative work (other than inheriting their 1iC rank from a friend and then adding "1iC of faction x here, I am going to say something that has more value than that of anyone else because I am 1iC and I claim NPC stations as my player faction assets, I should be in total control of the NPC faction)
- Replacing time requirement for official factions with requirement to file Player Faction Reports to list their valuable contributions they provided
- Smaller development steps in case of Battlegroup movements and NPC station changes to indicate that things have been thought through, planned ahead and don't just happen from one patch to the next. I like that New Berlin now has a torus, but I think it is a missed opportunity to switch from The Ring to the finished kilostructure in one step while we have enough props to show the process being done over the course of multiple patches (something for players to process, partake and hype for)
- Dev Checklist on whether a subjectively motivated change is absolutely necessary
- Stop cutting away/merging systems that people liked and instead checking whether there are better ideas to repurpose them without altering the looks of a system - this game thrives on nostalgia, people don't like changes and people like their little systems of preference
- Possibly patch-dynamic warzone developments that can be pushed back and forth by players (in-system dynamic of task forces of two factions with a permanent war (like a Liberty Navy cruiser with two gunboats and a Rogue destroyer with gunboats playing cat and mouse (micro-level-environmental storytelling that involves player factions to a degree, like chess (basically a low risk/reward story thing (I added a fifth pair of brackets)))))
- Turning Omicron Lost and other remote systems into unsettling places and off-map locations
- Generally making more use of local light sources and deployable effects (smoke, electricity, sun-wind indicators, pimpship-alike upgrades to specific stationary ships at stations or Battlegroup Battleships to make them optically stand out - we have all the means for that)
- Trade Lane maintenance ship solars to make long trade lanes look less boring
- Adding weaponized ship solars to a few mission spheres to add some "support" or "difficulty" to them (could be combined with the push/pull chess dynamic of small task forces)
- Reskin Battleship Harmony to wear a latex/maid outfit, blushing cheeks and an ahegao front to represent Battleship-chan
- Add something like a "Screenshot of the Week" to the forum main page
- Place some props on smuggling routes (aka the line from one jump hole to the next) to make them look more entertaining while adding little things to explore (vanilla did that exceptionally well, Discovery almost never does this)
- Nebula systems could use some big asteroid structures to spicen up the experience of flying through some dense areas with reduced vision
- Adding alternative skins of popular snubs and transports (either as separate ship entries or by ship-specific modules (like cargo pods) with ingame models (like an armor))
- Artwork contests (we have a lot of artistically talented people here and could really capitalize on that more)