So if Ben's flying his Constellation around, I could run around behind and start pulling components out, and his engines would just stop?
TL;DRYes, pulling components from a ship would disable its systems, and on bigger ships damage is meant to propagate inward, hopefully giving crew interior repair gameplay like swapping fuses or rerouting power.
Yeah, totally. And in fact, one of the things we want to do on the bigger ships is to actually give a lot of roles for people to do besides just being the helmsman or manning a turret, right? Or being the weapons officer and figuring out we're going to fire missiles. And so on the bigger ships, as they take damage, what's really going to happen is we're not going to have this big explosion anymore. Parts of the outside get damaged, and they propagate damage to the interior, and there may be a subsystem [that] explodes, and that damage would now damage another system inside. And so there actually will be, hopefully, a fair amount of gameplay when you're damaged, where players can run around. It'll be like an old sub movie where they're sealing off the leaks or whatever. So you'd go and say a power node's gone down on the right side of the ship, and so the turret in the back's not working, and you go there and see how it's blown. You take the fuse out, put another fuse in, power is now restored. Or perhaps if you're the engineer, you'll look at your node layout and reroute the power through another node. So we're building the big ships with this power plant and then kind of nodes, where the various systems come off the nodes, and think of each node as a router box or a fuse box. And maybe some of those nodes could have a battery in them to store power. So if they lose power from the power plant, they've got like an hour's charge or whatever. Some may not have, but these are also the systems that get blown or damaged. And so there's gameplay that would involve, as your ship's taking damage, you're going, quick, go back there, fix the fuse, or work on the engine. So we want to have gameplay on the bigger ships where players are moving around and interacting, and the ship itself functions correctly. So it's not just about the items attached on the outside of it, it's also the items inside. So the avionics module is really kind of like a computer motherboard. You put cards into it that give you this different functionality. You plug them in. And that's that whole idea of the modular item system, where you can plug items into other items and you can just extend out functionality and behavior. And each item brings its own rules and functionality of what it does.