A lot of recent noise in the forums has focused on CPU for obvious reasons. Maybe some of the concerns could be mitigated if players understood why CPU is being implemented in greater detail. I understand the idea behind CPU to be ultimately a replacement for 'hard-coded' limits on devices/weapons that also incentivizes diversity. So its like a ship design 'currency' that you mostly spend on what you want your ship to be good at - rocket turrets, gattling guns, cargo transport, production, etc, or some watered down combination of several. Ships are very different from one-another, because they had to choose between lots of rockets or lots of cargo, or a bit of both. I assume this means Eleon would remove all the hard-coded limits, so you can have as many rocket turrets or thrusters as you like, but within CPU limits. I'm not really sure if this is what Eleon is doing, despite a bit of time searching. You can't please everyone when making a game, and an elegant vision beats a compromising attempt to do so every time. Also, time/money/labour should generally focus on improving the game not on marketing/explaining. But, if you can make transition periods smoother (avoiding losing supporters), and get better feedback from players (feedback posts might be more often useful), perhaps just a little extra explaining could be a worthwhile time investment, perhaps in the form of a short video or detailed blog post? Or perhaps I just didn't search properly? Is there a detailed explanation of where CPU is going available? I already read the front page posts, looked on forum, watched 90% of the recent developer interview by xcaliber. Can anyone point me in the right direction?