★ SUPER EARTH COMMUNITY DISPATCH TERMINAL ★ MANAGED DEMOCRACY PREVAILS ★
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🔒 SEALED RECORDCARRIED FORWARD PREVIOUSLY, TEXT LOCKED — VOTES DROPPED BELOW THE CUT. STILL VOTABLE.
CARRIED 2×

◼ CLOSED — NOT PURSUED

RaisedJun 13, 2026

Carried2 citizen votes

ClosedAug 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

▸ PROBLEM STATEMENT

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.

▸ PROPOSED CHANGE🔒 SEALED TEXT

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.

▸ AMENDMENTS

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.

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