Well, we've already kind of started. Body dragging was the first feature that we released that gave you the premise to be able to manipulate dead bodies. But as Chris calls out, death is going to be a really important factor in Star Citizen. Now, there's kind of three deaths along the spectrum. There's what we're calling the downed state. So that's when your health has gone to zero and you're there. And when you're in that scenario, you'll be able to choose to stay there and be like, "OK, I need my buddies to come and rescue me. I need the law enforcement to come and help me," or maybe I pay for some insurance that rescues my body or something like that. Then there is the kind of you've died in terms of you've given up the ghost. Nobody's coming. You're like, "OK, that's it. I'm leaving that body there and I'm going to go back to a hospital and be revived." But that's kind of part of your DNA. That DNA is going to be re-impregnated into essentially a clone of you. And then you'll be able to go back to your location and you'll be able to see your dead body there. And as long as nobody's been there, you'll be able to retrieve your gear and so on and so forth. And then the third aspect, in terms of you passing on to your next of kin and that kind of thing. So what we're actually evaluating now is how this is integrated into the core healing gameplay and the actor status. So we already did some of the actor status with temperature, in terms of hypothermia and hyperthermia, and things like starvation. And what we want to do now in terms of the next iteration of this is what we call the healing and actor status T1. And what that will do is introduce drugs. So you'll have a blood drug level and you'll be able to manipulate things, but it will also introduce all the different statuses that are surrounding you as a character. So for example, when you're in battle and you take a really bad wound to the arm, you might say, okay, I've got a fracture, so my arm, I've got a permanent fracture. I'd have to go back to the hospital to get that repaired. Otherwise I'm going to start to suffer some status effects surrounding that. But if you keep taking damage and you keep taking more damage, that fracture might turn into an actual break. And then it might turn into actually coming out of your arm kind of thing. And the level of that status will dictate the level of care and level of healing that you need to go and basically get that healed. So you can go to a med bay and get them repaired. But it also allows other people to act as support roles and come and help you. Let's say you've got a really bad broken leg, which means that you can't walk anymore, because you haven't just fallen over and taken a little scratch. You've repeatedly taken damage in your leg and you've not gone to heal it, because MediPens, for example, will no longer just be like, "Oh, I'm a MediPen, I'm full health." You will have these permanent statuses like hypothermia and hyperthermia. And those will only be able to be removed when you go to these locations, either a medical bay in a ship or a medical bay at these hospital locations. So when essentially you go into that downed state, that's where body dragging will come in, so that people can come in and drag your body back to the medical facility. We're going to have obviously the medical gun in terms of the multi-tool attachment; we'll be able to inject essentially the material that's inside the MediPens, but a stronger version of that. So the MediPens will basically turn into something that is stabilizing you in the moment. You'll still be able to replenish your health, but if you've got a bleed or something like that, it'd be like a clotting agent that stops that bleed. And that allows you to get back to safety. And at that moment in time, you can then go, "Okay, do I want to go on and push on? But I've got this status effect." If I go back to the fractured arm, my weapon's now swaying more, similar to how we have the eyeball effects with the other things. And that progression of the actor status T1, in terms of the different limb statuses that you're going to have, in terms of whether you've got a traumatic brain injury, whether you've got leg injuries, whether you've got arm injuries, whether you've got internal bleeding in terms of your organs, the level of those statuses will basically go up and up and up to the point where you're like, "I can no longer function now and I need somebody to come out." And you'll have plenty of opportunity to back out. So it's not going to be something that's going to be like, "Oh, hello, you've broken your legs and that's it." It's going to be something like the other actor statuses, where you're going to have junction points where you can make a decision: should I go on? And it's that moment like in the Arctic: I'm close to the edge, but I might lose my toes. So essentially what we're working on right now is that healing circle and that healing gameplay. And it also allows that cooperative gameplay, that when you do go into this downed state, which covers the first of the three death states, that's the state where you really don't want to go to the next stage. Because as soon as you go to the next stage, that is what Chris touched on in terms of, it's almost like the DNA integrity, because you're going to go to the hospitals. When we release this, hospitals will be live in the locations. You'll be able to go to these hospitals and almost download your DNA matrix into the hospital database and say, "OK, if my body is unrecoverable or my friends can't get to me, then I'm going to die and have to be recloned into this body. My DNA is going to have to be re-imprinted into this shell." And during that process, that's the process where your DNA can kind of fracture or lose some of its integrity. And that is what Chris touched on in terms of you're losing a life in gameplay terms. That is what's happening as it's being imprinted into you. And depending on the manner of your death, and depending on, "Oh, if you've just been ignoring all of these statuses and all of your arms don't work and your legs don't work and you've got a brain bleed," some of that DNA integrity, as it's being injected back into your body, can be re-inherited from those systemic statuses that you've had. And that means that you might come back in your body with a prosthetic arm, or you might come back and your eye color has changed, or you're not as tall as you used to be, because there's something that's gone wrong with that DNA imprinting. That's kind of what we're working towards now in terms of that hospital healing gameplay loop, actor status, the extension of the actor status system that we went live with before, and obviously body dragging and all of that, setting your spawn point in game terms and the lives. That's the stuff that we're working on right now. And to be honest, that's going to be a significant change in how people play the game, because when you go to the third stage, where you're shedding your tear... I'm not shedding my tear at the character I've lost, I'm shedding my tear at the inheritance tax that I've just been levied. And it's at that stage, that permanent death where you're having to pass on to a next of kin, where it is the sins of the father. You're still going to have some of your reputational statuses, but they may not be as high as they were, because it's like, "Oh, your dad was part of X, Y, Z, but you're going to have to prove yourself." And that kind of loop is a really unique aspect in terms of an MMO. And that really ties into death having a real meaningful consequence. Like in Demon's Souls, the amount of times you get to the boss and you get to that 1%, and your palms are sweaty and you're moving the mouse and you're like, "No." That all of a sudden changes when you get to the edge of that cave and you're like, "Yeah, I'm just going to go in there, and if I find something in there that's not friendly to me, then I'll just respawn." Now it's going to be like, "Well, if I respawn, what happens to my ship? Am I going to lose my gear? I'm going to have to come back to it," because obviously physical inventory ties into it. "And then, oh, will I lose some of my DNA integrity?" And all of a sudden, it changes the choices you make along the journey that you're going on. And that is critical.