I disagree, of course. Skill still plays a huge part. I can play with my beefed terrier and I still die more often than not to good players. The time investment just gives you an edge. Players think that they want easy money, but in reality they don't know what they want. Building up the perfect ship, and then playing with it is what makes the zone fun. I don't want to take them halfway there, because that lessens the fun. This idea makes no sense. Why would anyone buy a ship if this were possible? Everything was changed. And will be again. I'm aware of the problems with the shredder (and the other gun items) and I'm working on new settings that will make it more reasonable. Prox is a part of the item now, mook. And only two bombs have it. I'm looking in to the problem, but what I'll probably do is decrease the prox radius and increase the blast radius and damage. I've seen no problem with the prox on TacNuke, but Harpies are maybe a little too good. I've never wanted antiwarp to travel between the sectors. I've never really wanted position packets to travel between them either. Currently, however, I don't have much of a choice. I do plan on digging out the old antiwarp prevention module. It needs quite a bit of updating, though. The second part about not being able to buy certain items if you already have other items is interesting. I don't like the one-time purchase items, especially in the case of thors and repels, since this would severely limit poorer players, giving them almost no chance to stand up against richer players in a flagging match even if they do have more skilled pilots. One time items are always more expensive to a player than the permanent items, not the other way around. So yah, I agree with mook. As for the other part, without one times, it makes no sense.