Let’s be real about component bricking: it feels like a heavy-handed band-aid thrown together to stop infinite insurance duping, but it’s completely gutting the game's best emergent loops. Think about the thousands of dev hours CIG spent on physicalizing every single component and utility hatch. Universe where finding a soft-dead ship or an abandoned wreck in the black was a payday—a chance to scavenge hard-to-find Grade A parts or jury-rig a broken ship on the fly. Now? The minute someone hits the insurance claim button on an ASOP terminal, every component left on that previous hull turns into useless, unpowered dead weight. Why this anti-dupe fix is terrible for the sandbox: It Nukes Scavenging & Salvage: Finding a derelict isn't exciting anymore. Pulling off a high-tier quantum drive or shield generator just yields red "bricked". It turns physicalized loot into instant garbage. It Ruined Organic Field Repairs: The best sci-fi moments come from improvising—stripping a working part off an abandoned ship to fix your own ship's fried power plant just to leap out of a hot zone. Bricking deletes those clutch moments entirely. It’s Lazy Game Design: Solving an economy/duping exploit by disabling the actual game mechanics you spent years building is bad design. The anti-dupe system shouldn't punish legitimate scavengers and engineers. We need actual mechanical solutions—like serial-number hacking, illegal chop-shop re-flashing, or dynamic component degradation—not an aggressive remote-shutdown switch that breaks the illusion of a living, physical world. Why spend years giving us physicalized components if we aren't allowed to actually use the ones we find? Target the exploiters sitting at the insurance terminals, not the legitimate scavengers in space. Let us actually use the physicalized universe CIG spent years building.