As I haven't been playing or testing midair recently due to other commitments, I got around to playing a couple maps after the alpha launch and want to comment on a few things that I noticed that may be helpful in regards to new player onboarding. As someone who's pretty intimately familiar with the series and a lot of its quirks, I realized coming back after several changes that there were a few things that were confusing to me, and I figure if they're confusing to me, they're probably really confusing to somebody testing it out for the first time or anybody unfamiliar with the old tribes series. 1) The repair packs can be difficult to locate and interact with. I must have run around for a minute just trying to find the repair pack in the iratus base. Once you do find it, you need to know the bind (it's "g" by default, afaik) to actually interact with it, and that's if you even know that a repair pack exists and what it looks like. I think the entire repairing the base process has to be very clearly explained in the simplest language possible with lots of waypoints and prompts. Maybe have the thing glow on the wall so it's clearly an object that you can interact with, with waypoints that lead you to its location and some text about what button to press to pick it up. Also a label if you put your cursor over it. I really think it's one of those things you can't explain enough, and you can put an option in to get rid of all the extraneous information for experienced players that don't want all the screen clutter (kind of like a "don't show me tips" option that many games have). 2) The location of various base assets and how they interact is not always clear. I was informed after the fact that several maps have self-powered assets that I wasn't aware of. It's really not clear what assets are powered by the gens, and if you're not familiar with the series, you might not even realize that assets don't have to be powered by the gens in the first place. This is a bit trickier than explaining the repair pack, but I still think some sort of text prompt, waypoints, etc. would go a long way to help people realize how each map works. 3) It's not clear that the remote invs are different from the base invs. I saw someone in chat during a pub confused about this one. The remote invs can't change your armor while base invs can, and it could be understandably confusing why that is to someone who's not familiar with the gameplay. In addition to these points, I think a minimap would really go a long way to reinforce a lot of these concepts. Not only does it fit with the series in terms of precedent and make sense in a game with such large maps, but you can also clearly and visually explain a lot of what's going on around the base. You can clearly mark the generator's influence, sensor range, where all the inventories are, the location of the repair pack, which invs are self-powered, etc. I think these kind of explanatory tools are super important to introducing players who are not used to this type of gameplay; a lot of people that have been involved with the series or the game might not even realize how complicated it can seem to outsiders, and a good first impression is always a plus for player retention.