There’s a TL;DR at the End if this post looks a bit too long. For a 5 century old essentially combat-peacekeeping force in the Universe, the Protectorate was rather easily and totally dismantled by a single attack on Earth. There is absolutely no reference to them whatsoever past their initial demise and Esther mentioning that you're essentially the last of the Protectorate (besides her being the former Grand-master of course). You would think that somewhere out there would be a planet-side outpost, or perhaps another ship which managed to escape Earth that was carrying a Protectorate or two. On another note, I know that Starbound isn't realistic, but it's rather funny how every random Joe who couldn't muster the courage to go talk to another colonist they want to be friends with is suddenly a full-fledged professional. They even had a Protectorate suit hidden in their closet for just such an occasion. The outpost also feels rather bland. I was excited when the devs said that the outpost would expand as you completed the story, and I was rather disappointed that the extent of this was just shops that had no reason to be closed would only open after completing certain missions. What I propose is setting aside a new area on the outpost (or potentially creating a new mission instance on a “hospitable planet” accessible through SAIL) dedicated to the construction of a new HQ. The mission could be started after fixing your FTL drive, where SAIL will randomly pick up a distress beacon from a prominent Protectorate commander stranded just as you were on a planet when his ship crashed. SAIL could mark out a nearby Star System and Planet, where you will have to explore the surface until you find him and assist him (maybe defending him, offering him a certain item, or helping him repair his ship with tungsten or what not). After collecting him, he would appear at the outpost and contact two veteran (maybe retired) Protectorate Engineers to assist in the construction of a new HQ. I’d love to see an actual sense of progression, that my actions are actually helping to create and rebuild something bigger than myself. I want to see this building go from a ram-shack military tent and a pile of construction materials surrounded by hired penguin workers to a full fledged HQ complete with a dormitory, a command center, training ground for all those new colonists who wanted to join your crew, etc. I feel as though this expansion would help that sense of progression, and serve as an area to send that extra crew you want to have on your ship but don’t have the space for right away. The amount of recruits you find OR certain missions such as constructing a mining facility on a planet with cerain ores (something or somehow establishing that the Protectorate still EXISTS) will most likely be the milestones for when the HQ expands, and these milestones will serve the player by giving him additional benefits. Say finding 2 recruits results in constructing the Training Grounds, which will allow the player to choose what profession they want a new recruit to be (rather than random choice). Reaching a milestone or doing a quest to build an Armory will give a selection of Bonuses you can swap out at will, such as X% damage boost, X% more HP/defense, or X% more energy to the player and crew member, things like that. There could even be an incentive reward at the end. If each Protectorate gets a matter manipulator, why wouldn’t the commander’s manipulator be a special upgraded variant of the default one? Maybe completing a certain percentage of the HQ would result in him awarding his special upgrade, boosting your Manipulator’s destructive power by a further 50%. Maybe a fully operation HQ could allow for special Protectorate events to occur. As for Radiant Quests the commander could contact your ship via SAIL and inform you of planets and colonies in need of assistance from bandit raids or such matters. You are meant to be a peacekeeping force after all. This would give both the added benefit of something to do (as long as its not taken to Preston Garvey levels) and getting the planetary locations of racial colonies that might help out in the main story when scanning for clues. As for the crew themselves, I think it would be nice to have three different ranks of crew members. Recruits would be the majority of people that want to join your crew from colony quests. They have basic training and will get the job done, but they don’t have much experience and offer no benefit. As an added representation of their Recruit statuses, they are not randomly assigned a job. You instead, as a Protectorate captain, see fit to which role they should serve. Protectorate-Qualified / Experienced Crew would be a small minority of colonists, those that have prior experience in a certain field. Say someone used to be a Doctor. As a colonist you can train them to be a medic, and they would then have X% better healing to you or X% faster HP regeneration for you. if you really want a different class of crewmate you could ignore their specialty and simply train them to be a Recruit in any other class and give up that potential bonus in favor of an extra Engineer. These experienced colonists would have to be relatively rare. The majority of these Experienced Crew members however would come from your exploration of planets, where you can run across Protectorate Outposts (allowing you to find those Protectorate blocks and furniture out in the wild) or distress beacon missions similar to how you found the Commander. These would be your main source of experienced crew, however unlike Colonists, their jobs would have to be randomized as they are already official Protectorates. The final class would be Veterans, and again they would be a minority only found the same way as the Experienced Protectorates are. These are the long-serving members of the Protectorate, few and far between, but they have the best buffs available to you for you and your ship. It would also be nice for the standard crew outfits to reflect their profession beyond just the color. A combat peacekeeping force has a standard uniform but not standard combat gear? Soldiers should have relatively heavy armor, bulky with armor plating, and access to the best weaponry (perhaps tie this in to the Armory milestone on the Protectorate HQ). Medics and Chemists are support classes. They should have lighter looking armor and pouches to store their medkits and stims. Outlaws would probably fit in as Soldiers except with the lighter looking armor, meaning they’re slightly worse than soldiers at combat but better than Medics and Chemists, or they would serve as a source Experienced Soldiers besides what’s stated above. Engineers, Mechanics, and Janitors are not meant to be combat focused at all, they can stay with the default uniforms, with utility belts added for aesthetics. This is my suggestion, sorry for the long post, but I would love to see something of this sort added in as something to be run alongside the main quest or modified a bit and run as a post-ending questline. tl;dr: 1. Protectorate HQ that builds itself (prerendered of course) as you recruit more people, gives benefits as it builds. 2. This HQ would allow you to swap out crew / send new recruits to the HQ when your ship is full to add them to your crew when you upgrade. 3. Official Protectorate members can be found, give better buffs than colonist recruited crew members. (Protectorate Outposts could be a rare spawn on the surface of planets) 4. Would result in radiant quests fitting to Protectorate lore (as peacekeepers). Respond to distress beacons / defend colonies. 5. Crew members would have different aesthetics to fit their role besides colors.