Okay, I'll start. I think some of the stuff that Dan just showed is part of that, right? Dan, you've been involved with a lot of those behaviors, not just the engineer; the deck crew is the same, where we have characters that will take care of your ship, help you to land or repair, try to refuel your ship and stuff like this. So all those behaviors are the basics: first you need to do those behaviors and then you're going to hire them to do the behavior, of course. One part is this assignment and the custom assignment work that we were discussing. That is the way in which, let's assume the player hired three guys, first of all, right? So it means that they are assigned to you, they're part of your crew. So when you take the ship, let's say they are there already, first of all, and then you can give them commands. And the way you can give them commands, in essence, despite how the UI, the player-facing feature, works, it will eventually turn into a request for an assignment to the AI. And the request for an assignment to the AI means that basically we have something that we call Master Graph, which is kind of a state machine on top of the regular activities and sub-activities that Subsumption describes. And this is where the API, the custom assignment, comes into play, right? Because we have a custom assignment activity that can take whatever task you want them to do, as custom as you want, and they will just do it. And then there are things that we want the activities to expose. It's like, I'm not an engineer, but if you hire me and ask me to repair something, and I'm a janitor, I can try. Now, I might not be that good. It might take three times longer than what an engineer would take. And possibly I would put in a fuse that is also broken because I cannot understand if the fuse is broken or working. But I think we want basically NPCs to be able to perform jobs very likely, maybe poorly. And that might affect their morale, right? Because maybe if you hire somebody as an engineer and you give them janitor tasks, then maybe their morale will go down in respect to the type of tasks that you give. So all those things are already supported by the systems, right? So some parts are just the way we expose them to the different behaviors. And then a lot of this is polishing, right? Because I think people want to have a good experience on the animation side, making sure, as Dan said, that the usables are set up correctly, props are set up correctly, that you have the different types of fuses and stuff like this. And then I think another part from my perspective that is important is how this crew is managed by you, right? And persistence, so the persistence work we are currently working on as a company, will be a fundamental part, because if I hire somebody, the server goes down, comes back, well, I should have the same crew that I just paid, and it should be more or less where I left it, right? And trying to do the same things that I left them to do. And then possibly the simulation plays a part, because if I leave, let's say, my engineer to do a repair, and I leave the hangar and they're repairing, or my deck crew, let's say, I say, can you repair this ship? And then I go with my second crew on a mission. When I come back, it's not that because they're not active, the ship should not be repaired already, right? The time has passed. I expect that to still happen. So those things are more or less the type of challenges and the core functionality that we need for the full-blown experience, of course. But a lot of the high-fidelity experience, I would say, in terms of the abilities of doing those behaviors, is quite there. Of course, if the gameplay loop, let's say repairing, is not there, then we don't want to fake it on the AI side, right? So we just prepare the stuff so that it will interact with the fuses. As Dan was saying, right now we could tag the fuse to be broken. But once there is the gameplay loop in which, for example, using a fuse a lot might cause it to break, and then the game code behind the scenes already tags it, or maybe there's a health component that we can use, using that data is trivial for us because all the rest is already there. I think this is basically our process right now. If anybody wants to add some more.