◼ CLOSED — NOT PURSUED
▸ Raised — Jun 13, 2026
▸ Carried — 2 citizen votes
▸ Closed — Aug 13, 2026 · auto
REASON
Auto-closed: 2 votes after 61 days — below this board's current engagement floor.
★ PRIORITY-2 · QUALITY ISSUE · CLASSIFIED TACTICAL BRIEF ★
REPORT CLASSIFICATION: QUALITY ISSUE
Give samples and requisition slips a purpose after ship modules and level cap are maxed
FILED: Jun 13, 2026
2
VOICES CAST
Once a player maxes ship modules and hits the level cap, samples and requisition slips become worthless — they keep accumulating with nothing to spend them on. End-game players lose any meaningful reason to keep collecting, draining motivation from the highest-engagement segment of the player base.
THIS TEXT WAS SEALED WHEN CARRIED FORWARD FROM A PRIOR CYCLE. PROPOSE AN AMENDMENT BELOW TO REFINE IT.
▸ ON RECORD IN THE SEASON 1 PETITION →Add an end-game resource sink. Tie new upgrades — for example mech and Exosuit customisation — directly to surplus samples and requisition slips, so capped players have a continuous, meaningful loop to spend stored resources on.
Carried forward from a prior cycle — the text above is the sealed record. Proposals become candidates the community votes up or down — the highest net one is merged into the proposed change when voting closes. Buried suggestions drop off.