So, i'm making some guesses here, because: no dev input. but, the SCU, it's packing and unpacking ability, auto repair, etc, have all changed the game forever. And in truth rendered a few existing gameplay elements utterly irrelevant. So, the following suggestions are based on the assumption that the gameplay style we have had, with one or more bases and us travelling around is what is wanted. The SCU: Good features. Things we want or need to keep: cleans up piles of wreckage. Warps in existing designs, meaning, we don't have to rebuilt brick by brick. Warps out tech, making cleanup somewhat easier. allows base relocation. Bad features: Things that render game elements meaningless or irrelevant. removes all need to transport nearly anything. Just throw [whatever] in the SCU, and unpack it at the other end. No need to even go there, just beam it in. As a result, it also removes all reason for escort missions, delivery missions, most if not all defence missions, materials deliveries, and any mission involving something needing to avoid destruction. Removes most need to defend. Just pack up and run. even with the power up time, it is still usually better to drop a SCU to clear up wreckage, and pack it away, that to drag scrap home with a magnet. suggestions to remove or reduce the bad things, while keeping the good things: Have the SCU draw power like shield generators. Large cost to power up, long power up time, small running cost, medium cost for doing stuff with it. This encourages building it into a base, and prevents the slapping of one down to clear up messes. We have magnets for a reason. It also encourages you to build up your infrastructure a bit for max convenience. Make it a lot heavier, so that carrying it around is more of an issue than it is now. Only have beam in/out and block painting work in the area near an active SCU. al;so make beaming in/out items be very vulnerable. Like, double or triple damage. Add a Teleport Beacon™ to allow beaming in a limited area, after a long power up. This allows you to pack up your base, move to a new area, wait while the beacon powers up, and beam your base back in. Make this beacon expensive, and fragile to prevent spam. also have it need to be anchored to unpack/work. you can also use this beacon in combat to try to beam stuff in in combat. It's not likely to work, but you can try, if you're desperate. Block painting only works in an active SCU field, like it used to. this makes the Venture mobile SCU far more valuable. Add a SCU dispenser. This simply dispenses blocks from inventory, quickly. This allows dispensing of blocks in the field, without needing the whole SCU set up. Also handy to pump 385 Trekker Wheels into a scrapper. Make the Venture mobile SCU more fragile, and more expensive. get rid of the magic 'enemies are too close' function. don't need it, if we can only beam inside a powered Teleport Beacon™ field. Write some fluff to explain why everyone doesn't have access to the SCU and or why SCU's interfere with each other. Also possibly something about people using SCU's to steal stuff, or SCU's damaging things that aren't specially made for SCU storage. To explain why we can't just throw everything into the SCU. also to explain why we still need to deliver stuff, rather than just beaming stuff everywhere. Add a small per-block assembly cost for beaming in techs. After all, in the real world, you pay for convenience. This should 'fix' most of the potential issues with the SCU, as it now is, and restore the theoretically ideal gameplay loop. along with restoring some logic to delivery missions, escort missions, raids etc. add any additional ideas or arguments below.