It would be rad to have something simple that also, on the surface, can seem complex. For instance, it would be nice to know how projectiles look so smooth, even though projectiles with replicated movement seem to jiggle around instead of interp in a smooth fashion. I suspect this is because dummy projectiles are being created for clients, while the server handles the “real” one that simulates damage. This would be a SUPER handy lesson, as it really accentuates the strengths, weaknesses, as well as the ins and outs of replication. It really drives home the client-server relationship IMO. Anyway, thanks for all the high quality content!