So far, it's clear that "immersive gameplay" comes with a wait/idle timer almost every step of the way. Not all waiting is bad but cumulatively there is simply too much of it. Off the top of my head, wait for an elevator wait in a train wait for a ship claim wait to leave atmosphere wait for a QT jump wait for a QT cool down wait for energy weapons to reload (I'd have left this off if not for the fact that reloading usually last longer than the time spent firing) wait as a big ship pilot with no guns while your crew has all the fun firing wait as a MOLE or ROC DS pilot while your crew has all the fun mining wait while in prison (the gameplay is not clear at all so I tend to shut the game off and wait) walk slowly while injured (the wait is in how overly long it will take to get anywhere) and now wait 1h+ for a pickup from death or risk losing all your possessions followed by wait to be healed and back to the top of this list, repeat Seriously, there is niche gameplay and then there is this. You will not get the hundreds of millions of players you want if your solution to all gameplay conundrums is to add a wait timer. Waiting does not equal immersion, and just because real life is full of annoying wait times doesn't mean we should have that reflected in a game, which should be our FUN release from the tedium of the day. I challenge you guys to abandon waiting as a solution to all future mechanics, and take a few of the ones above back to the drawing board. I won't tell you what exactly to change (there's no point) but if even a single dev reads this and next time says to themselves "how can I make this next gameplay meaningful without relying on waiting?" this thread will have been a success. EDIT: while I said I would not tackle how to deal with this @Beekay did, and he nailed it. Devs, please coonsider these suggestons https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/cig-devs-i-challenge-you-to-create-meaningful-game/4321720