This post is in reference to CIG seemingly backing down over the armour changes with the launch of the wave 1 PTU. From the moment I first experienced the PU in an Aurora a little over ten years ago and did the insurance investigation contract in the ruined space station, I was fully on board with the vision of Chris Roberts for Star Citizen. But it's been an incredibly long ten years. Spending 3 years in an org late in 2.x and early 3.x patches watching each patch on the roadmap get gutted to the point we saw miniscule progression and so many ships implemented without a use. Having to make our own content and events to tie us over each week due to the fact that quite frankly, Star Citizen resembled a tech demo more than a game. When the org I had joined collapsed, I took a step back from Star Citizen until late last year following the updates here and there till it was at a point that it resembled a game and was finally at a point that it was stable enough and had enough content for me to play. Alas, during those years of hiatus, and all the improvements made to the game, the flight model was still not finalised and most ships are still functionally useless when it comes to combat due to what we all know by now, a severe lack of armour and the fighter meta. So this brings me to the point, what exactly is the aim with combat? When I talk to people about the game, when I have recruited people to the game, they are far more interested in the medium, large and capital ships than the light and medium fighters. People want to help fly the large ships and be part of a crew in my experience rather than fly a fighter Yet, since the first large ship was implemented into the game, it could be destroyed in mere seconds by a fighter. I had my own sobering realisation of how bad the system was early on when I was refuelling/repairing at Cry-Astro in a reclaimer and was vapourised in seconds by a hornet. The Reclaimer which is now classified as a capital ship destroyed in seconds by a medium fighter? But after ten years at least, you'd hope things would be different now? But here we are still with fighters reigning supreme all because CIG's reluctance to make large and capital ships functionally immune to fighters. You'd think what with seeing Star Wars and various other sci fi and war films, the fighters are the ones that go in close to target critical components and land lucky hits against targets. And I very much thought that would have been the vision. With all the physicalised components, light and medium fighter's role should be to help disable the ship by targeting engines, turrets and any of the other vulnerable parts of a ship. The fighter can be the main character of a battle if you have a great pilot, but it should be no more than a support ship in a fleet with the large and capital ships being the focus. Why is there so much hesitation @CIG to make the game what it should be then? The vast majority of us want fleet battles with large and capital ships, that's even the vision that has been stated multiple times and it's all over your marketing material, the very marketing material that you use to entice people like myself to the game. Yet when you were on the cusp of making that actually happen for the first time ever in Star Citizen's existence, you have seemingly backed down, for what purpose? You certainly aren't afraid of dropping unfinished and experimental things onto the PU for those of us that remember hover mode. And most recently, I lost 1/3rd of the commodities to the freight elevator when doing the AA collection missions, so you have no issue with players spending weeks mining, refining and transporting cargo and losing a third of it to bugs for a FOMO event. But you won't proceed with rendering light fighters useless against large and capital ships? Do the right thing and release the proper armour changes to the PTU and ultimately the PU so we the players can actually test the changes in a "real world" environment rather than the highly sterile testing environment of Evocati.