I just tried a game called "Star Trucker" on steam and it is a very simple game where you fly a space ship that looks like a truck, haul trailers and sell cargo or smuggle stuff. And even tho it is a very simplified space game (no newtonian physics or 6DOF), the important things are spot on and I think SC developers could take some inspiration from this game, at least this is how I imagine interaction in a space game to be like. 1) The cockpit is fully interactable, yet the items and buttons you click on are of a good size & the screens also have easy to hit buttons to swap the menus. 2) Engineering/Energy Management is simple - you have batteries, computer boards and air filters. If they run out of charge, or are damaged, you have to replace them, simply open one hatch, pull out the old one, put in the new one. Of course we have power generators, yet there is no need for lasers to do anything. Just open a hatch, replace a part and that's it. 3) There are hull breaks that you need to fix, and for that you EVA out of an airlock with a space suit, float over and weld a piece of metal onto the spot. SC could make use of this, too. Especially for small ships like the Pisces for example or the starter ships. They have rocks and trash floating through space and if it hits you, they create hull breaks which slowly bleed your oxygen. 4) They have Jump Gates. These gates need you to line up before you can activate the Drive. When lined up, you see lights turn green when your drive is in sync with the gate and then you pull a lever and jump with an acceleration animation. On the other side, you come out of the jump tunnel and fly through multiple rings, which slow your ship down to a normal speed again incrementally. So you don't just pop out on the other side and slow down without anything, you come out and then you can feel how the rings act like some sort of magnetic brakes that slow the truck down as it passes through. I found that really cool and immersive. 5) They have "grabby hands". You can pick up items and put them in your truck (persistence), but if for example you place computer boards and batteries on the shelf and your gravity generator runs out of power, they start floating through the truck. And if you turn gravity back on, they slam on the ground - computer boards are damaged by this. The solution for this is: Put the boards in a box with foam. You can open up the box and then place the boards inside. Close the box and put it in the shelf. The box might float around without gravity, but what's inside is protected. I really liked how easy this was...no holding F, just when you look at the box, it says "left mouse to pick up / right mouse to open" that's it. 7) There's a shield for the sun, if you fly close to a star, you can roll down a shield to protect the inside of your truck and yourself. (I'd make it transparent but dark, especially for mining asteroids in the sunlight this would be useful) :sunglasses: A CB radio is part of the missions, the radio is simply hanging over the top of the player and if you want to take a call or make a call, you just look at the radio & pick it up (which I would make a keybind but the simple menu is great and could be useful for ATC stuff, also having random radio calls go on would make the area around space ports & stations feel more alive) I got to like the game, it captures the "space trucker" atmosphere fully and it keeps all interactions simple and has a fluid gameplay. And that's what SC is missing - it has all these details and complexities, but that mostly is interactions made complicated. We need it to be simple in terms of interactions even tho the systems we have are more complex.