Is anyone else wondering if we are going about the player projects backwards/sideways? I've been trying to work on these this week, and I wonder if a different strategy might work better. I'm seeing multiple very similar projects where the designer of the project hasn't designed any molecules to test. What is the intent here? I was thinking that it might be more informative and more interesting to let players design only limited numbers of projects per run of 1000, say 3, but remove or increase substantially the limits on how many designs can be submitted by an individual per project. It seems to me that it might be more informative to look at only a couple, say, of the possible designs with 3 legs, and a neck with a loop between them (not trying to pick on anyone specifically, just an example) more exhaustively, then try to predict how the answers we get will work in other similar designs, rather than to try a bunch of different designs at once. I could think of a number of things I'd like to test in simple designs to greater completion than 3 options. I am having a harder time thinking of things to test completely with only 3 options per design. BTW, one of the things I thought of to test is how differences that make no difference to dot plot, melt plot and free energy change the design score. This is why I've been doing mods of other people's designs in many of the projects, so I can get at least 3 of these variants, which there frequently are.