[quote=@System] Well... *Increases my rate of speech* If you look at your chips, each has a specific chip code that you can use to execute combos with other battlechips. You can only load chips with the same code into memory at any given moment, meaning that you'll need to flush their data before using chips with any other code. Alternatively, you may load as many chip duplicates at a time as you would like, irrespective of their chip code. However, chips without a code can be used in conjunction with any other code, [i]except[/i] in the situation that you're using duplicate chips at once with different codes—that requires you to flush the current chips out of memory before using the codeless chip. Even with the previous stipulations in place, you are still bound by your memory limits when it comes to loading chips, meaning that you can reach a maximum, even when additional chips are still available to you. You also likely only have access to a select window of chips at a time, which is a product of differing speeds of memory access different functions. As a result, if you don't get the chip you're looking for, you may need to shuffle through memory until you discover it. But if you do that, you need to clear the chips available to you, possibly removing your potential to use them in combos. Reloading your entire chip deck takes a non-negligible amount of processing power as well. In addition, you are limited to a number of chips at a time due to the data structures in place capping out once the total number of chips has become too large. You can store alternative chip folders in slower memory, but they cannot be swapped in and out at will. You may also assign a subset of your memory to a "regular chip," which will always be loaded first in combat. However, some chips require too much memory to store and cannot be assigned as regular chips as a result. [/quote] *my eyes turn into swirls* I-uhhh....