Dear ChrisR, dear CIG-Dev's, The latest information about work on Radar and Scanning actually pushed me a little to make this thread.. so.. These are my little ideas for modding Star Citizen, or game mechanics. Of course, i do not know details about your future plans, nor how much work my ideas would involve, but still i wanted to express my thoughts here for concideration.. 1) Radar and Scanning Due to the recent informations about work being done on Radar and Scanning to finally move on from Tier0, i wanted to point out the following. Since the introduction with Tier0, i was always bothered by (but got used to) the fact, that man-made structures on the surface or in space are not being detected as a target location. This is being e.g. Outposts and Emergency Shelters which naturally should produce EM and IR signature just like a space ship, space station, skimmer, etc. These structures should be detected by Radar/Scanner just like any other and (at least upon a Ping) being marked as a target location. Only recently with the introduction of Underground Infamy it was, that the cave entrances and Platinum Bay platforms have been added a rather unnatural and permanent hovering marker with no use so far. Same goes for ship wrecks on surface and in space. Even though it's a wreck and probably has near-zero EM and IR emission, it should be able to be detected as kind of anomaly upon a Ping and being marked as a target location. The idea here is, that a local anomaly highly differs from the general environment - e.g. in case of a ship wreck the strong metal concentration, in case of a cave entrance it would be the void, etc... Same goes for whatever is to come in the future which highly differs from natural environment. Edit: finally had time and watched the latest SCL.. :slightly_smiling_face: Plans go much further than i dreamed! Honors to the Dev's - makes me proud to be a StarCitizen! 2) Emergency Shelters With the first structures on surface years ago, we also got Emergency Shelters. For all this time, these have merely been not more than a QT-Landmark, and only recently there have been delivery missions to shelters introduced... These structures would be of much more use if made as a Logout and Spawn Location (which i at latest would have expected with the introduction of the Bed-Logout due to ShipSpawn). A player can land ship at location, enter a bed in the shelter and log-out, especially, if PlayerShip has no bed! Upon spawn, his ship spawns outside on ground, just alike the implemented bed-logout on surface. I can see a lot of sense in that, which would be my kind of modding for Emergency Shelters. 3)Climbing definitions Since we actually can climb, it is only possible at preset points in the environment. E.g. in caves the rocks overgrown with yellow lichen as visual marking for the player. I am a little disappointed, that we started to go down this road, just like many other video games - that's why i really like to see a change of the path on that topic in the future. To be more acurate considering videlity/physics, i'd like to see a change in that system towards an algorithm which enables the player to climb anywhere and takes several variables into accout: a) (hand-)reach of hight : hH [m] b) gravitational force of environment : g c) jump hight : jH [m] d) stamina : S e) (jump)training : T f) (equipment(slots)+load(inventory)) weight : W A possible and simplyfied formula for 'maximum reachable hight to climb' could look something like this: Hmax = hH + jH x ( (1/g) x S x T - W x 0,8 ) Quick Examples with numbers (see pic below): Player 1 : Suit+Helmet, fresh, no training, standart gravity (earth) Player 2 : Suit+Helmet, fresh, no training, low gravity environment Player 3 : Suit+Helmet, fresh, no training, high gravity environment Player 4 : Suit+Helmet, fresh, slightly trained, standart gravity (earth) Player 5 : full set of heavy armor fully equipped and loaded, fresh, no training, standart gravity (earth) Thank you very much for your time reading, concidering and evaluating, and all my Love to you and your work for builing this awesome BDSSE!