Hello, people =) I've been taking a look at many threads in the forums and I'll try to both summarize some of the keypoints players would like to see as well as personal suggestions to the game. Please keep in mind the following are just opinions so let's all discuss this in a civilized fashion. I'll try to be as brief as possible. 1 - General Game Progression Since the main quest has not yet been fully developed, some of the elements are in standby, too. The main aspects tied to it are: - Tech; - Equipment; - Exploration; In short, we are able to upgrade our ships and characters, to some degree. However, when that is over (and it happens fast) players are left with little more to do than creating collonies and having fun going dungeon diving. The sense of purpose quickly dissipates as we have no more quests or challenges to complete. That could be fixed, possibly, by: 1.1 - Randomly Generated Bosses Starbound lacks a real, big boss fight. The bosses in the main storyline are really cool, but except for the first one, they lack strategy. The devs already have one incredibly powerful feature in the game: galaxy exploring. I think implementing gigantic, tough bosses which require some thinking and wits to defeat (as well as numbers) in the adequate biomes would be very interesting. Difficulty could scale related to solar system/planet/biome/daytime/temperature etc. 1.2 - Hybridization of Tech System Tech should be found as a reward from challenge doors or even craftable, besides quests. It should also have deeper interaction with the environment (for instance, some sort of mechanism that could only be ativated by tech, metroid much). I personnaly feel that widening the variety of tech is needed. 1.3 - Loot drops Even though SB has got such an incredible diversity to monsters, they usually drop the same items, over and over. I think loot tables should be updated to be more fitting of the creature we defeat, and more items should be created to make use of these resources. Also, maybe make monsters drop unique weapons. That goes without saying for bosses. 1.4 - Equipment Revamp Since the main plot is short, so are our possibilities when it comes to equipment. Even though there's somewhat a fair variety of weapons and armour, it all feels preety much repetitive. With the recent updates, we can craft staves based off the races and almost all of them have preety interesting powers. I think the devs should follow in that direction to create more equipment. Also, special abilities for one handed weapons would be neat. For example: since Grenade launchers don't really pay off with very slow fire rate and somewhat high damage, maybe we could cycle between ammo type (proximity mines, bouncing, sticky, timed grenades, etc), it would add some versatilty. Shortswords could employ series of quick slashes, long range attacks, etc. Remembering, these are just suggestions. 1.5 - Racial bonuses and skills; Preety much what is written. Maybe passive abilities, or even active, but something to further distinguish races apart from appearance and dialogues. Florans could go berserk, Glitches could have extra armor, Novakids could generate light, etc. 1.6 - Leveling System Honestly, I don't intend for Starbound to be RPG orientated. As such, when I say "leveling system", I mean for the game to have a way to somehow track youre rewards and punishments. It could also be via armor quality. But that way, we wouldn't be rellying only on planet risk level to grab the good stuff. It could work through both methods, honestly. 2 - Collonization System The last, big change I think should be made, for now, is related to tenant managing and rewards. 2.1 - Managing I think it would be interesting if tenants could be "employed" to relief some time consuming activities for the action orientated players. For instance, in exchange for a place to stay, instead of paying rent the tenant could be, via a Colony Deed interface option, commanded to work on crops, mine, hunt, etc. After gathering/crafting resources, the player would need only click the gift icon to receive them. Maybe their efficiency could be tied to the leveling system aforementioned, or the amount/quality of furniture. 2.2 - Rewards There is a huge discrepancy between the gifts offered by tenants and the actual point the player is situated in the game. For example, even though I have huge farms and highest tier armor, tenants still give me early game seeds/food (pearlpeas) and low dps weapons. This would be another good tandem with the leveling system. By using player level as a reference, tenants would give increasingly better gifts. As it stands to be a auxiliary reward system, not core, it could be capped (tenants oferring pixels up to 2000, high level cooked food, or decent weapons). Also, as to not make it entirely random, players would be able to set, via Colony Deed, the type of reward they'd want from each tenant: ingredients, money, equipment, etc. But then, the gift itself would be randomly choosen from the set category. Those are all the main points from what I could see in the forums and that I think should be noted. Once again, these are only suggestions keeping in mind the fun and depth of the game. I am sorry for any mistakes, I'm brazilian and my english is not very good. Please comment!