Yes yes, aside from the "oh god no, otherwise it will add another 3 years on to development" half-joke replies I hope you realize that there is so much low hanging fruit that could relatively easily be added to the PU with Pyro soon now that the majority of devs have been moved off of SQ42. SC has the ability to make such an amazing (and uniquely SC-based) experience for PvE AND PVP players. Most of the systems are already in place (it is absolutely developer low-hanging fruit) so lets see what we have an what we still need: What we have already: Fully physicalized planets/moons (any of Pyros many planets/moons would be perfect for this) Planetary resources (mining nodes like Janalite) Caves (rock and sand variety) Hand-mining Spawn closets (these could have a generic "bug hole" which can infinitely spawn enemies when players are nearby) AI logic for pushing/rushing players (NPCs have been able to rush players and get right up in their face) Planetary pathfinding/navigation (as seen with NPCs on the planet surface at ghost hollow) Ground vehicles Rastar tool for placement of PoIs on planetary surface Outposts (especially colonial style) Faction reputation (start with easier mission and getting harder ones as you progress) Day/night cycles Weather/storms What we still need: Models, animations and rigging for fauna (already underway but could be expanded to add a "crawler bug") Specific game logic around how things spawn Optional: Bespoke AI behaviors (this is optional but would definitely add great flavor but could be added as a T1 or 2 addition) Destructible Spawn Closets (throw a grenade down the bug hole to destroy and stop it from spawning) New weapons like flamethrowers (and possible portable items like small sentry guns) Vehicle affecting inclement Weather conditions (storms and weather effects which cause ships thrusters to fail after a short time) What does gameplay look like: At any time, Take any QT-capable ship and some multitools + mining attachments (and/or mining vehicles) and guns + ammo (lots and lots of ammo) Go to "infested" Pyro planet/moon. Scan for ground rocks (hand or vehicle mining) on the surface or in a cave. Land (clear out any visible bugs nearby) and start mining. As soon as players are in the vicinity of minables (or even close to the surface) nearby spawn closest have a high chance to appear in the form of destroyable burrows/sand holes (bug spawn closets) Bug NPCs start pouring out of these and attack anything (player, ground vehicle or ship) at regular intervals. After a swarm/group of bugs have been destroyed, another group will spawn in a randomized time The most rare/valuable minerals (Janalite) will be deep inside caves which will be filled with holes/burrows permanently and will have a higher spawn rate of NPCs. Later, after the T0 version is complete, CIG could add rep-locked missions to assist security or UEE forces cleaning out bunkers (outside in the surrounding exterior area as well as inside the bunkers themselves) as well as caves or large open exterior locations of infestation. Rep could be gained and harder missions given progressively. They could also eventually add more diversity to the bugs with bigger/stronger types or those which have more range attacks (spit/venom) and those which can threaten smaller/medium ships. Additionally, bugs could be more/less common (spawn more or less) during the night or day (making it more dangerous to harvest at certain times) Finally, devs could also add NPC "harvester" ground vehicles which could be defended/helped or attacked (by criminal players looking for physicalized loot which must be transferred into their own ships and leaves them vulnerable while loading) This creates very lucrative PvE missions (as well as "any time" gameplay even without a mission) with a non-stop threat (bugs never stop spawning and can only be temporarily paused (by destroying bug holes but new ones will appear) This also creates opportunities for combined arms play: pilot/gunship crew must remain vigilant and provide intel on spotting new bug holes + watch out for possible hostile players coming to kill you and steal your gems. pilot/gunship crew can provide air support and directly destroy bugs or bug holes that are on the surface or cut a path for players to escape through. if a dedicated mining tools are added (perhaps new larger 2handed mining tool) then while some players are defending against bugs others will mine (not everyone can do everything otherwise you'll either die OR not get any gems/resources extracted) ground troops will need various types of weapons for different types of bugs (some will be majorly resistant to lasers and ballistics but will be vulnerable to flamerthrowers) Of course it would also create an opportunity for PvP as well as the crews down on the planet/moon will be gathering gems/resources and can be attacked by other players (to take the valuables) at any point (on the ground or after leaving) This creates an entirely self-contained combined-arms gameplay loop which is always available for (brave, foolish or very well prepared) solo players as well as groups. The gameplay has a great risk and reward balance (time to prep an expedition with the right gear and tools and/or players) It will allow players to always have dynamic gameplay available no matter what at any time. It can be built upon and expanded very easily (new missions to clear outpost of bug infestations, provide support to harvesters, create beacons of various types) Please CIG start on this low-hanging fruit ASAP if you aren't already busy on this. Feel free to add your own suggestions and ideas below too.