One of the most common complaints about Starbound is that combat is very same-y, with little room to choose an unique strategy. A probable cause, at least to me, seems to be the inability to customize weaponry. Every other game in the pixelated survival game genre allows for this to a lesser or greater extent. Even the crotchety granddad of the genre, Dwarf Fortress, allows you to add decorations to weapons. This is rather strange, since Starbound already has a system for customization integrated into it: augments. Implementation Simply put, weapons would get one, preferably two (since that changes the effect they have on gameplay from a mere curiosity to tactically useful) augment slots, and special augments for weapons would have a rare chance of spawning in chests. They'd range from such simple changes as "increased knockback" to "more attacks per click". A full suggested list is noted below. What they'd add to the game experience Simply put, they'd add combat variety and make it far more enjoyable, even allowing for a bit of a metagame. Players who prefer a defensive, keep-enemies-away-from-me sort of strategy could augment an Alien Worm Gun to have increased knockback and longer reach, while those would want raw damage could increase the attack speed and damage of their Protector's Broadsword. It'd give players a lot more to do if they had to search around the universe for the perfect augments to complete their strategy. Prefer one-hit KOs to more chances to shoot an enemy? Apply a damage augment rather than a fire rate augment. Not to put all too fine a point on it, it'd simultaneously give the hardcore gamers the complex combat they've been clamoring for, while making the game more accessible for casual players. Potential variety Standard augments (simple stat upgrades, range from strength I to III, applicable to all weapon types, perhaps slightly less rare than normal augments currently) - Increased damage per hit - Increased fire rate - Increased knockback - Decreased energy cost (lowers the cost of all energy-requiring weapon abilities, whether it'd be lowering the energy cost of a sword's special to making a staff's attack ability and its zone cheaper to use) Weapon class specific augments (modify weapon functionality slightly in ways only applicable to some weapon types, one version, slightly rarer than normal augments currently) - Homing projectiles (applicable to guns, makes their main fire automatically home in on enemies. Only one version. This one compensates for the multiattack augment (see below) being useless on shotguns by making them significantly less situational) - Increased zone duration (applicable to staffs, makes their zones last 10 seconds longer. Particularly useful for the Kluex staff, since the rage zone usually dissipates by the time you've charged up a full barrage of projectiles) - Attack protection (applicable to swords, gives a 5% chance that attacking will block incoming damage for two seconds, compensating for melee characters suffering far more damage than staff/gun users and having to expend far more healing items as a result.) Legendary augments (extra weird/useful capabilities, one version, applicable to all weapon types, super rare) - Multiattack (for melee weapons, this causes a glowing version of your weapon to rotate around your character for each attack, dealing 0.5x damage. For guns, this causes each second shot to fire an extra bullet, making it useful for pistols and the like, but downright underwhelming for shotguns. Staffs have a 50% chance to generate extra projectiles for each projectile they attack with. Throwables have a 50% chance per throw of another projectile being thrown at a random angle in a 15 degree radius). - Increased range (for melee weapons, this magnifies your weapon's hitbox (and possibly its sprite, if that wouldn't cause problems with weapons looking extremely awkward. For guns, it simply increases the distance your weapons can move. For staffs, it allows them to cast at a far greater distance) - [Status effect] (adds the status effect specified in the name to the weapon's attack. For example, the elemental status effects or the slowing status effect) How they could be added without making pre-update weapons useless Given that weapons from games pre-update would lack augment slots, this would be a concern. As far as I can see, there are three ways to fix this: Make the only one-time-only weapon, the Protector's Broadsword/the Broken Broadsword, less so, in that it would have an extremely rare spawn chance in certain chests. To get augmentable versions of their outdated weapons, players would simply have to explore for them. Potentially very frustrating for players who have already collected all the uniques. Give every pre-update character another broken broadsword, and make them search for new versions of the other uniques. Same issue as above. Add a no-augment-slot-to-augmentable conversion station. Avoids issue noted above, requires no messing around with giving players broken broadswords.