Luke Pressley · Lead Designer, Mission Feature TeamI'll refer back to my previous answers. Basically, we want to do them, but you can imagine that putting all that effort into a mission that only a small portion of the player base can play is not right at this moment. We could be making missions for everyone, and we are making missions for everyone. But they're definitely things we want to do. I'll give you a few for instances. Right now we are actually making missions that are, hopefully, by the time we're done, completable by ships, or teams that have a ship, that can fire torpedoes, do some real damage. And in future we want to do the cargo running missions and stuff. Strangely, all that kind of hinges on the screens that we have, like the trading consoles, the mining consoles and even the shop consoles, being converted into building blocks, so we have much more freedom as designers to get in there. Because right now they're Flash and we can't get involved. So the moment they are set up as a style, then we're allowed to go in there, and we can't not make it pretty because it's got the style set on it. We would add a new page, a new tab to all of these, which is jobs. So you could go to one of the shops and see, oh, they'd like this transferred, delivered to here. They have a courier kind of thing. On the trading consoles, you'd be able to see 'we need this much moving in this amount of time', to which you can decide, oh, my ship's not big enough to do that, or I think I can make it in two runs. But basically go around all these screens and get an array of jobs from them. Same with mining. You'd be able to, 'I will give you this long to find me this much weight of this.' No guidance. You have to be good. You have to have gone out there and done your research and know where these things are, the seams of this stuff, to be able to then fulfill these in the time granted. But even balancing that is quite difficult.