Nah... it's just feels like "square peg, round hole" because we are so early and we haven't figured out ways to do these more interesting things yet. But they will come. I don't understand the beef some devs have with replaceable events. They are awesome for what they are: storing the latest status of a given event. You can have an entire game state that keeps changing every 100ms and still don't overload relays with the complete history of every run through the game.