What's next?

Since Counterpoint suggested he’s thinking of the future beyond ignition (and a potential politics update after), I’ve been wondering what might be next. It also might be interesting for the devs to see the communities thoughts!

I’m really curious as to what new feature will be next. Combat? Satellites? Exploring?
Personally I suspect Exploring and Asteroid mining would be next, but i’m curious what others think!


Things I would like to see:

  • Corporate improvements -> Functionality from the added corporate buildings; Ability for more complex contract schemes between corporate partners; Ability for the corporation to do something with its money

  • Contract improvements -> Contracts that allow for multiple deliveries of items, e.g. 250 DW per week for 4 weeks ; Pre-Provisioned sell contracts (e.g. emergency fuel ad on a gas giant that can be immediately accepted by a buyer)

  • Player built “Micro Exchanges” -> Idea taken from others here, but an exchange that can only sell like 5 or 10 commodities set by governor. Needs to be significantly inferior to the main exchanges to not kill trading volume on the primary exchanges, but would be nice to run a more open trading system for things like consumables and resource tap products.

  • Company knowledge / expert system -> Again, have had lots of discussions about this previously, and ideas here taken from a lot of people. We need something that stops a single company from being good at “everything”. I think simplest way to do this is company wide experts that impact all of a players bases. Another way to do it would be some sort of a research tree.


Part of me wonders if Corporate buildings (Shared warehouses etc.) will be part of the politics update. I feel they’ll fit well with the scope of it as I imagine it to be.

Contract improvements would be great. Wonder if the fuel ad issue would be solved by one below.

“Micro Exchanges” or Limited CXs as I think of them, would be great. I hope they can be a really heavily ramping but flat fee to build a “line”. So adding one or two lines, for say RAT and DW, is similar cost to a LM, but adding the 10th line is calling on Rfabs, and 15th needs Afabs and beyond. Of course hopefully governors could charge taxes on transactions for this, especially if there is a small upkeep fee.

Not so sure about a research tree myself (would seem to just help big players). But I could get onboard with company wide experts… But I wonder if a ‘Company Culture’ might be more interesting? Perhaps its chosen from start package stage or has to be actively unlocked. Could be kind of your own company COGC bonus, less powerful but noteworthy when across all bases. I wonder if some rather specific ones might be the most interesting: “Shipsmiths - This company has a unique understanding that all of its work is destined for the stars: +2.5% worker happiness to all ship construction” or “Desert Farmers - Many of this company’s founders were original from earths driest areas so have an innate understanding of modern irrigation: +5% worker happiness to all low water agriculture production”. Of course, +2% Chemistry would be easy, but perhaps not as interesting?


I like your corporate culture idea. That seems really spectacular. And maybe we can tie the faction lore into it and have different cultures between the factions.

Let me expand a little on what I mean by the research tree concept:

When you start your company, you only have the ability to build the habitat buildings (including STO), the resource extraction buildings, and the first tier building(s) that is(are) part of your selected specialty.

Examples: A Refiner can only build Refineries. A Farmer can only build Farmsteads and FPs. A Manufacturer can only build the BMP. Etc.

In order to unlock additional buildings, you have to “Buy” the blueprint for that building. And obviously the blueprint for a Pioneer class building is cheaper than the blueprint for a Technician class building.

But once you have purchased that blueprint, you can build an unlimited number of those buildings. On as many planets as you want to build them. That becomes your company knowledge to use over and over.

What does this accomplish — It encourages you to have a lot of buildings in your specialty, and to stay out of specialties that you won’t have a lot of. If I invest 250K to buy the blueprint for a Laboratory and only build 1 Laboratory, then I will probably never get payback for that building. But if I spend 250K to buy a Laboratory blueprint and then build 5 or 10 of them, then that cost pays back pretty fast.

With the Blueprints being for sale…anyone can choose to get into another business at any time. So it isn’t limiting and blocking. It just adds financial cost to encourage people to leverage the market rather than trying to be entirely self contained. Today it is simply too easy to throw up one of a building (say a PP3), run it for a few weeks to get a handful of the product (e.g. HSE), and then tear it back down. I would like to discourage that behavior.

And if you couple it with some of the corporate changes that both of us mentioned, I think it will really encourage people to be a part of a corporation with diverse capabilities that work together to build out a complex supply chain.


As soon as I saw the faction culture idea I thought: “YES!”. Either perhaps there’s a small faction bonus everyone gets particularly designed for startup. Then they can choose another more general bonus.

  • Insitor: Genetic Diversity; Your crops benefit greatly from the gigantic seed banks on the Insitor ship and the diversity encourages resilience. +2.5% fertility on all fertile worlds.
    *NEO: Mineral Wealth; The NEO Charter have always been decades ahead of the competition in Mining Lasers. +1 Mineral extracted per cycle.

Or perhaps they give you access to a few faction specific bonuses to choose from. Patagonian Cattle: +2% PPA production, Incan Steppes: +1% hypdroponic output. For Insitor for example.
Or maybe the general bonuses are unlocked through time like experts. Perhaps experts are put towards bonuses in certain fields.
I’d be really interested in these specific flavour ones, even though not hugely powerful and dwarfed by other factors from planet concentration and experts I think they could add nicely for both flavour seekers and the large amount of min-maxers. (a 1% bonus makes a big difference across 5 bases with 20 production lines, but also doesn’t traintrack anyone).

Ah yes, I quite like this blueprint idea. Also helps beef up and further guide starter packs, as well as, as you say say, stops the throw away buildings. I’m highly skeptical of any research to make something better though as I feel that’s just handing a pass for large players to out compete new ones. If blueprints could then be produced by players, or perhaps the University building (and other education buildings) could passively produce these? Maybe as well, or maybe it is needed to make high level blueprints.
Either you need Techs to make Settler level schematics, Engineers to make Tech, etc. or maybe they’re all same Building Blueprints and you just need 1 for Pio level, 10 for Settlers, etc. with Scientist level buildings producing far more Blueprints in same time as a Tech building.

(Interesting ideas, I’ll try and drum some more players here to get their thoughts)


I’ve also thought that extending the blueprint functionality from Ignition to buildings could be desirable, though hadn’t thought about developing or purchasing or unlocking these blueprints. My thought was to have variations in the buildings, so that purchasing them might make the building faster at building certain items, or capable of making an additional item. Or a POPI building, for example, could add or upgrade wings instead of a generic “upgrade”.

I’ve also heard some discussion of power generation for bases? Is there any intent to add anything like this?

For exploration, I would envision some sort of fog-of-war for an individual player, so that people don’t get overwhelmed at first comparing and researching planets to put their second base on, and give advantage to exchanging maps at some point. I heard a suggestion of having the benefit of a Corporate map to make this organization more interesting and beneficial. It would also implement a sort of trade secret.

As for military, I see the upcoming Blueprint feature as a possible introduction, seeing how you can add some different types of shields and other features. I wouldn’t want to see a tactical military featureset develop that would allow overnight ambushes as in some games I’ve seen, but perhaps some sort of blockade ability or something would be appropriate, allowing for some ships to pass based on features of the blocking and passing ships as well as Corp and Faction affiliation.


This is an extension of Tex’s thoughts, specifically around “to encourage people to leverage the market rather than trying to be entirely self contained”. Although my idea doesn’t necessarily add value to the platform as a whole, or maybe it does, it does augment Tex’s example, and I think it leans into PrUn’s targeted audience and overall gameplay, being a space economy MMO.

I would like to see Price Charts with increased functionality. Having the ability to manipulate charts, with there being hundreds of variations, whether you are looking for a short term market play, or evaluating a specific market from the perspective of being a potential supplier, a fully modular charting platform would be an essential tool, particularly when PrUn goes live, and the financial markets slowly mature over time. I don’t think I need to list all of the variations I’d like to see added, as most here probably know where I’m coming from, but being able to have different technical indicators(overlays) for example, like Divergence, Moving Averages, Bollinger Bands and Stochastic Oscillators, would be very useful additions. In conjunction with adding technical indicators, the end result being technical analysis, obvious I know, would be having the ability to create your own channels, which can help identify entry and exit point, but maybe more importantly, allows you to evaluate risk associated with the trade in question. It’s less relevant for long term plays and suppliers, maybe irrelevant, but for those who enjoy looking for those short and medium term market plays, it’s probably the most important pattern analysis you can use.