i'm curious about the server options.
        Will we be able to limit the islands loaded?

       Can we switch the resource spawns back to thier initial static points?

i feel like everything in the game is pvp driven atm.

i'd like to see some additions to the story line.

we've invaded another planet and taken territory, where's the counter attack?

i know i'm mostly an alpha carebear as they call it but  the npcs all feel like a surface rash, something uncomfortable and occasionally painful but not really significant.

Could we perhaps add a random reclaimer npc force on beta and/or alpha. something different from the roaming spawns we have, something with an actual purpose or objective.

or some kind of territory missions to invade npc islands that we're locked out of and have to fight from a disadvantage of not being close to replacement bots or ammo. wheres the frontline against the nians?

i think these battlegrounds would need to be the hardest of areas but skill doesnt always triumph over numbers.
i'd like to see something like a deployment boat dispatched from earth's territory to nian territorry which would need to bring everything it needed as the deployment boat would have a limited capacity to avoid the nian firewalls. i'd also think the island we'd be invading have frequent patrols to seekout such invaders and able to summon reinforcements by way of beacons and/or drawing from station spawn points. It could be possible to shut down these spawn points through something similar to active hacking. If the main station is capture the invasion force could get a lucrative reward, the force would then return after being replaced by a government force (quickly defeated after PCs leave).

i was wondering if the devs have thought about a fire linked weapon or an alternating fire weapon

the modual i was envisioning could use anywhere from 2 to 4 of a single weapon type and either activated both weapons at once or alternated the weapons to reduce theor cycle time, a way to increase power at the cost of weight, ammo consumtion, cpu to run the link hardware, and power also to run the link hardware. Power level could also be increased for the higher numbers of linked weapons.

i've been having disconnect issues lately before it was just when moving between the alpha islands but its starting to happen even when i undock from an station or outpost. My normal lag is usually between 135 and 140 ms. Is there a way to increase the wait time to give the server more time to transfer data? to me it feels like the large data transfers when undocking or teleporting are whats causing the disconnects.

4/3 when teleporting or undocking my packet loss at 212.162.26.134 sometimes goes up to 60%

i was thinking of a combiner drive which would link all units in the team to a core unit. The movement of all tied to the core unit. The bonuses of the combination would depend on the units and the form chosen. The form chosen could be dependent on a template loaded into the combiner drive. The combiner drive would most likely be a leg slot item which would increase the mass of a unit by a certain amount and only be active for a short while.
possible forms:
   Bunker: No movement, reduced recharge time, Bonus to Armor
   Turtle: slight movement, lesser bonuses to recharge time & armor than bunker
   Giant Biped: Bonus to weapon, targeting, and signal detection ranges

I also thought being restricted to player teams might be a problem. I thought perhaps the use of subordinate units whose abilities are penalized due to multitasking drawbacks. Targeting would alos be limited to primary targets and not be able to switch ammo types once launched. From what i've seen the npc drones stay relatively close to thier spawn point, could the spawn point be changed to the owner PC? the spawn rate would need to be disabled. The Subordinate Link would likely be a head slot item which would heavily penalize all skill levels.

i was reading over a few posts and wondered if the POS idea and Terraforming ideas could be linked. The POS structures will undoubtly require materials but perhaps they dont all need to be high end materials like those used in bot/module construction. Using a terraforming module to remove dirt or plants could create components in the bot's cargo hold. ie Sand, Rock, soil(could have 2 types), Water, Compost(shreaded plant), mineral powder(ground primocitea)

Basic destructible Walls could be made from sand, rock, soil, and water
  the walls could be thin or thick enough to carry bots (might need falling rules for this one)
Or a moat could be dug, lined with rock, and perhaps filled with water

Buildings would probably require manufacturing at a station or outpost. Perhaps with a destruction timer if left unpowered for a long period of time leaving behind similar ruins to those seen around nia.
-A central commond post able to power adjacent buildings using the energy cyrstals mentioned in the dev blog or perhaps by using an isopropentol generator (HDT is cheap and easy to mine).
-Warehouses with an activation similar to the cargo can or corp storage, cargo limits based on size/quantity of the structures
-Repair facilities using remote repair tech and a target back function
-Refining facilites would be a natural addition to reduce transport bulk & perhaps contridute to fuel supplies
-Manufacturing would need to activate production function and have enough cargo to hold any of its perhaps limited job abilities(factory size could limit to modules, light bots, etc)
  -Defense turrets are a natural addition but some IFF protocol for corp members would need to be added
- land mines could also be added and would most likely be weight triggered, but i'd also like to see player triggered if possible, perhaps linked to a small structure that could transmit mine locations to corp members radar.
             a minesweeper module would become needed
-a Gate would also be an understandable stucture to keep out enemy players, but would require interaction to open not proximity
- Fuel tanks (explosive?) could be used to offset refueling needs
     could be vulnerable to indirect artillery fire, a few volleys and your base could have limited time before shutdown
- Power plants (multiple types?) could be used to provide more power