That's actually... it's kind of a sequel to this question here on a lot of times we do have to limit those ideas. A good example of that would be... the Vanguard that Calix... It was a variant that Calix was working on. And he had this idea of a certain role that he wanted the variant to have. It was a great idea but once the ship team and the designers and the production sat down and looked at how does that variant fit with the rest of the functionality of that ship realized it wasn't one that fit with its role. So we had to kind of cut that variant out and then just start building the rest of the variants from there. Or at least I'd design and document the design briefs on how we wanted the rest of the variants to go. So to kind of echo what Eric was saying last question, we do have some blue sky ideas. So we sit down, we look at what we want to have in each fixed version that we're releasing, each patch. So for example right now we're getting ready to work on 1.1.5 and then after that we've got the next version after that, next version after that, next version after that. We have what features we want listed for those versions and that pretty much helps us plan out what tech we need to have ready by when. What ships do we have to have ready and flyable by a certain date. And that dictates what tasks we give to our designs, our programmers, our artists. So by having those ideas roadmapped out, roadmapping those actually is a skillset in itself. Because we can't just say you know, "This month we want one ship that does this. Next month we want a hundred people to be able to fly all these ships around the planet at the same time." That's not very realistic. So we have to have at least realistic expectations when we put these plans together. But this is where a lot of communication for production comes from, talking with designers, talking with artists. And you kind of come to a consensus on what's possible, can we do this, is this a good idea and the direction we want to take the game. And ultimately Chris is the ultimate authority on whether something.. on whether we want to take the game a certain direction or not.EKD: Yeah. And I think to part of the question about the feature as well. There's the planning and the ideas and then there's the work time. And that's kind of the magic, that's the magic fingers part. We get these really talented people together, they construct a plan for how to get this done, we help track it, we help keep them on pace to make sure we hit those deadlines. We work together, things fluidly move around as quickly as humanly possible to get it done. And then magically it's done. We test it with QA, we make sure it works, and then we get it out to you guys. So without going into taking a feature and then saying this artist did this, and this developer did that, and this programer did that, it is kind of magic. It's just you get a bunch of very good people who know exactly what they're doing with their job and they take pieces and they are really proactive with it and get it done. Cause we're all super passionate about what we're doing.DV: And a lot of things that go on behind the scenes that you don't see is someone staying here till one o'clock in the morning just waiting for someone in the UK office to get in just because they have to ask them a question regarding something that needs to be fixed right away.EKD: That's right.DV: So there's a lot of challenging things that go on behind the scenes. It's not as easy as you know Mark having magic fingers. As much as we wish him to have magic fingers to be able to just fix things on a whim, he just waves his keyboard wand and everything just gets fixed.EKD: [laughing] Yeah that's right.DV: There's a lot of difficulty that goes into that.EKD: That's right.