Yes, I'm acting like I know what I'm talking about, but maybe this will get somewhere: First off, getting rid of ammo: Good. Ammo system hasn't been very useful and probably confused some players. If anything, it's downright annoying. Second, the "reset" period just before ammo is the one I enjoyed the most. I liked how center had more than just warbirds and a few javelins, but practically every ship (And not lanc, unlike how nowadays a lanc just charges through center spamming bullets to win, which works) could be useful in both the base and center. Allthough turrets were annoying, there were squads piloting those turrets. What I'm getting at is that, in my opinion, it's truly been better at Hyperspace, and maybe it'll be refined - put back in tune - again. Perhaps way better than before, now that various things have been tried and we know what is and what isn't good. Third, a new flag system would most likely tune at least one string for HS. [insert blabbing about semi-related stuff] (Spoilered because it's not all that important to read) Spoiler! --Click here to view--So now, I'm gonna list the magical strings of HS: Usefulness / Balancing Productivity / Rewarding (Is it worth four hours to earn one apple?) "Replay Value" Squads Etc. Usefulness / Balancing - Can any player be useful to the game if they try? Not really development related, but more gameplay related. Can the noob player have a chance to get in pace with the average, or vet, player? Shouldn't the money-earning curve be a bit like: If you're new, you get tons of money, if you're average, you get enough money to keep you playing, and if you're a vet, you still earn enough money to save up for Antideath? Along with usefulness, every ship should be equally useful (to a certain extent), in the base, center, as sniper, rusher, close-combat, or whatever. Who's to say the weasel should only be able to sit way back and lob weak bombs around, also being guaranteed to fail in center? Who's to say the warbird can't rush just as good as it can center? Giving players more choices means choosing to have more players. Productivity / Rewarding - It's not worth it to spend many hours to get some items that don't aid you very much in any way. This reset, I've noticed that the items do very little compared to before. I understand the good attribute "everything being counterable", but not everything should be counterable every time. The amount of time invested to ruin one's cloaking should be double the time invested to earn the cloaking in the first place. Along with rewarding, items should benefit. No more items that give +.1 energy (exaggerating), more items that focus on whether the user would prefer a little of everything, or a lot of something for the cost of little of the other. "Replay Value" - Or, overall stimuli to play the game before or after having a good ship. When you first start the game, the pace of movement should NOT be slow. It should be rapid, this is sort of like a good first impression. The current exp/money system is actually pretty good, kill the people around your level to get an around your level reward. Aside from that, the stimuli to keep on playing would be: Fun. Yeah, that thing where it's actually amusing, not a chore? Squads - Squadding does a lot of good stuff for zones. It keeps a little bit of community together, it gives players reason to perform good to join the good squads, it gives the players reason to play, and it leaves memories (squad wars are pretty epic). Squadding should be a privilege in HS. I hope nobody's going to complain about "squad domination", because stuff like that happens when the good people all group in one. Nothing wrong with domination as long as the game is still enjoyable. And it will be as long as the zone is in tune.