Richard Tyrer · Vehicle Technical DesignerYeah, that's a fair comment. So we basically moved the game as far as we could at the time, with the resources we had, to a point where we could move forward with the game. So it meant bringing all the light fighters in sync and all the items in sync and the weapon balance, and doing a complete pass on almost every single item, every single weapon in the game; almost every single ship was retuned. And that's put us in a really good place to move forward. And since then, we've been working out how we do our next steps. And we're working on a couple of features in the background that will enable us to bring the combat speeds down. And this is where the next step comes, which is the combat speed. So once we get the combat speeds down to a reasonable amount, we're going to be able to really push forward on making ships more unique. So even ships that are similar in size, there are still unique properties to those ships that make them what they are. And we're going to be able to move those ships much more accurately and precisely within the bubble that those ships operate in. But we just decided to work on these features first, because there's no point doing small iterations, because that will stop us from doing the big iteration, which will keep delaying the combat speeds from being moved down to the right speeds. So this is the quickest way for us to move forward and get the combat speeds down.