I am not the slightest bit unsatisfied with my Dropship and never said anything to that tune. I knew its properties in advance and went on the mission because I wanted it, and not least because the effort required was foreseeable. Not going to repeat the discussion about tradability; remember it's a bonus reward in a mission already giving skills in amounts well in line with other pursuits. You don't pay one pec extra for it, plus they were said to have a purpose later. If this purpose has changed since inception, then I'm looking forward to what's in store. Bad instance returns are an issue in the Vaults and elsewhere, too, but the Warehouses have the interesting stuff yet to be discovered--theoretically. Are they already going the way of the Golden Door or is the threshold just not made yet? Not knowing this is the part I find discouraging, as said above. Let's say I could pour in X amount of dollars grinding them and end up with maybe one part only to find myself at the end of the rope, that's as good as having nothing. What I tried to point out was that already existing designs aren't completely "sold" to the community, and if there is another reward of the same magnitude thrown out before the previous one is known history, a constellation of in-house competition is created. May sound like fun for a game, in business terms this is not ideal. For the Smuggler Plates it has been answered recently, thanks for sharing. Someone just had to have the fortitude to be the first. The higher summit of gathering an armour set is far from being reached and this is a measure of the community's spending power and willingness. I'm all for great new stuff (and someone knows I like filing suggestions), but if it means falling into MA's habit of abandoning all their lose ends once announced with great fanfare because the next idea is the thing now, then the spending on development resources might not be as effective as it could. Unless there is a clean resolution that something didn't work. Above expressed ideas of exploring-type missions, storylines, puzzles and riddles, new and creative ways of teamwork -- that's the way to go this time, is my opinion. Grinding for extra big rewards can be added in time as seen fit. There still is an unsolved mystery down on the planet, maybe there is a connection or continuation on the moon already planned...? The straw fire effect of creative effort getting spoiled when after initial discovery everybody else just follows published information is something to think about, maybe. Lua is the game engine's scripting language, correct? Depending on what input variables are available to the game script, waypoints to visit or any kind of multiple choice could be crypto-mathematically tied to an avatar's birthday, hash of the name string or whatever.