

If my assumption of procedural generation not being saved and instead being gathered from the seed directly is correct, it'd be interesting to have big unbreakable "dungeons" you can get into, like hollow ships that could be either onion-shaped with a reward on the core, or have a ship-like structure.It gets tiring to have such long distances between recurrently useful tools after spending so much time in a save. I'm guessing stations are tied to the seed and their positions are not stored in save data so this might not be feasible, but moving these kind of big elements+big asteroids with a special huge "terraforming" module would be awesome.I found myself changing a lot between specific parts and general structure when mining/exploring/travelling/scavenging etc, and this would be super useful. As in, instead of storing individual parts like a Warehouse, you can strip all your parts at once and save them as a "preset" of sorts.

A "changing" station, in the cosmetic sense, would be pretty cool.It could even allow crossing different modules (like 2 straight boosters = 1 same-level bidirectional booster). There might be some overlapping, as 2 identical small wings could equal 1 same-level big wing, or 1 next-level small wing, but that could just be a UI option which would fit with the "cumbersome" feel of GUI in the game. They could be limited to a certain level. To go along with storage modules/warehouses, why not add fusing stations for identical parts? A+A=B, and so on.For balancing it would break after being used, though, or maybe the logic could be that the stolen module gets stored into the stealing module itself, and can be reused after retrieving the catched module. A predetermined enemy with only a big booster and a stealing arm would be hilarious, like Minecraft's Endermen in a sense. Also, a module for stealing individual parts (unlike CF:impostor's Clone Drive) would be super neat.Pretty sure your corpse doesn't stay after you die as far as I've tried, which is fine, but maybe it'd be neater if it had a big chance of still being there but with n missing pieces/damaged scattered around and with a bigger chance if it was a oxygen death (it's less likely someone would steal your parts)?.Charmingly unusable GUI (maybe adding WASD/arrows for the map and going to the next/prev screen or scrolling on system options would deter those who might hate it?).I'm aware this project is like 11 years old, but I see so much potential and content that is already here that I feel super excited and want to share some thoughts: This is definitely what I expected from a true extension of the core concept. Such a sick concept, already feels like a huge game. I ran to the alpha branch as soon as I saw it existed on Twitter the other day as I had never played Jameson.
