Strange goods and goods mechanics... in Gameplay Discussion Posted May 5, 2018 But at the moment, wonder: if ships needed a host of materials, making them would be inordinately challenging or get cumbersome, and the starting probe-ship would need a big enough cargo hold, or would need to be upgraded to a full-blown "starter ship". Or there would be "ship class requirements": the player's ship volume would be limited until certain things are added to the ship. (It'd get weird as, for big ship blueprints, there would be "ship eggs", floating cargo holds to hold the upgrade materials before "upgrading" ship class and evolving into the desired ship.) My thinking is more of the reverse of this. If the devs think making a ship should be easy because otherwise it would make the game too hard to get into. Then why is trading and turret production so obtuse and completely different from how ships are made. Even though those elements don't really seem to fit with the logic the rest of the game works on? That, and you can't even make ship systems. You can only upgrade them at a research lab. Which can also do with turrets. Also, this it doesn't cost anything. The labs just freely combine items together and reroll the stats. That means there are three totally different ways of making ship parts, if you include the ship itself as just a part. Three methods of creation that have no logical connection to each other.