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TLDR: In a game about building ships/stations the mid- and endgame should be about stressing the build with quests / battles

The core mechanics are quite nice and survival is a constant thought in the early game. But it should remain dangerous regardless how big the stockpile is.
Well, what have I thought about redundant power and oxygen generators, but I never met the necessity for emergency repairs or something to challenge what I've build.

Here are some thoughts on this:
- Faction specific quests to steal, raid, escort, defend, imprison, rescue, build, repair, transport, enslave ...
- Anything to retask the same hull on a fly, e.g. rescue 30 colonists from a dying space station and transport them to a distant star, provide medical care, keep them fed. Would you sacrifice turrets for beds? Would you kill for food or let them starve?
- Make power management an issue in a fight: Do a lengthy repair/replace of a damaged/destroyed coupling vs. quickly reroute power (if you are prepared). 'Objects in space' has a really great repair mechanic which got me thrilled under pressure.

And a scenario about running a shipyard would be nice, for all of us who just want to build. Maybe we can meet our builds again back in space?
Exporting blueprints to share with the community and optimize would also be nice.