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From what speculation I've heard, it sounds like Dr. Nose is already changing the minigame to include floppy disks that you'd insert into the servers, rather than having to do the math minigame at all.

Though while I think it'd be cool if they did include some actual coding concepts, being able to do it from the base totally destroys the point of the game - you'd just sit in the base and not have to engage with the outside world at all. Theoretically you can do this with Kerfur and the Omega, but not only does it (at minimum) require an excess of money, it's also something that builds on top of the servers, since there's various little experiences to be had alongside them - sometimes they'll break down or have other issues that require the player's attention, so they're usually reliable, but not always. (Especially when it comes to the base Kerfur models, since they're limited by power and the single wheel.)

With this in mind, however, I would like to see more done with the console/computer in future updates, as I like the idea of being able to influence the outside world in some manner like with the aforementioned Kerfurs, cameras, roomba, and the drone, or at least those of us who've been playing for a long time could have something to do while sitting at the computer. (Of course the primary goal of "go outside and get spooked by stuff" should still be a main focus, but increasing the number of minigames would be neat, IMO.) I'd like to have some kind of hacking minigame that takes inspiration from the Welcome to the Game series, something that might require you to set up things in either the immediate area or the far-reaching area that can be messed up. I'd imagine this would need to be much more basic than what the WttG series does, since that's presumably not Dr. Nose's area of expertise, but something with a "call and response" mechanic could be a neat idea. Maybe toss in a reward of a tiny increase in satellite rotation speed to give players an incentive to want to engage with it.

I imagine that the "hacking minigame" would need to be on a timer in a similar way that the servers within the base are, maybe a little alarm goes off every ~15-30 minutes to let the player know that a 5-10 minute hacking window has opened, and after that ends, the player will have to wait for another window to open later. Again, similar to the servers, but different this time. And this could be something that the player could totally ignore. I'd also say that inclusion of a "hacking minigame alarm" in the modules section of the computer would be wise.

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Adding something with programming and coding to the game will ruin the whole gameplay for many players, since not everyone knows/understands programming even at a basic level. And considering the fact that at least one person complained about simple math problems that he can't solve due to health issues, this could ruin the gaming experience for people with disabilities in a heck of a lot of ways.

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Then it needs to be made simple enough for the average player to be able to grasp it.

Same idea with finding the signals themselves- look at Vinesauce Joel, Criken, or Charborg as examples of the difficulty curve in the main gameplay loop; (I myself did not mess with the signals for about 5-10 hours at first playing because I didn't understand it, but now I can do it in my sleep.) eventually the player's interest in the surrounding game will lead them to learning about it so that they can engage with it sufficiently. The same will happen with any well-designed mini-game, the rules need to be explained sufficiently so that everyone can engage with it.

I'm not suggesting that MDN adds in some high-level minigame that requires 10 years of coding to understand, I'm suggesting that there be some kind of minigame with mechanics that can be easily grasped added. If Dr. Nose really wanted to spell things out for players, what they could do is add the commands to the side of the console with a sentence or two explaining what said command does. Hell, if need be, there could be written explanations in the "help & tips" pop-up on the pause menu in case people need even more guidance. 

There are already ways people can learn about the currently existing tasks in the game.

Also my suggestion would not be a requirement for progression - as I said before, "this could be something that the player could totally ignore."