Hi devs, I’m struggling to understand the current logic behind "bricked" components and salvaged ships. Why go with such an artificial restriction? Here is an alternative approach that feels much more organic: Unique Component IDs: Give every item a unique identifier tracking its origin. Insurance Check: If a component is stripped from a non-destroyed ship, flag it. Claim Consequence: When the owner claims that ship, the stolen component is not replaced. Alternative Penalty: Or, the insurance replaces it, but the stolen one becomes degraded. Destroyed Ships Exception: Components from blown-up ships remain free to loot. Explosion Damage: These salvaged parts automatically drop in quality due to blast damage. This fixes the economy loop without breaking immersion. What stopped you from implementing a tracking system like this instead of the bricking mechanic? EDIT: Updates based on community feedback: After discussing this with many of you, I’d like to expand the idea to address edge cases like despawning and piracy gameplay: Ship Claim & Despawning Logic: If an owner claims a stolen ship, but a pirate is still nearby, the ship shouldn't just vanish. It stays in the world until it enters monitored space (monitored by a Comm-Array or a Station) — at which point it instantly becomes "bricked" (unless it's a lawless/pyro system). If no players are within 100km, the ship safely despawns. Any components that the pirates managed to strip before the owner filed the insurance claim are permanently removed from the original owner's replacement ledger. Exploded Ships: When a ship explodes, all surviving salvageable components automatically get generated with brand-new entity IDs, disconnecting them from the insurance tracking loop. The Core Goal: The point of this proposal isn't to make players' lives harder. It's about two things: A) making piracy meaningful and rewarding, and B) completely eliminating immersion-breaking "magical" mechanics from the game.