Jonny Jacevicius · Lead FPS Systems DesignerSo we're still early. We've got the design stubbed out on paper, which we've been going through with game directors like Rich Tyrer. So we've been working on that with him. We've been trying to come up with what we call a functional design as well, which is essentially a fancy name for working out the numbers in Excel for a first balance pass on the stripping rates and stuff, and how it degrades the health on ships and everything. So we're just working all of the details out at the moment. There are other teams that we're obviously very dependent on to get this working. So we've been talking to the graphics team, the network team, because obviously if I've drilled a hole in my ship with my salvage tool, we want that shown over the network, and that comes with its own problems. So there are a lot of things to factor in. And then it also comes down to things like, we've been in contact with the VFX team. At some point, we're going to need to see what the salvage beam actually looks like in situ, with what it looks like when we're burning away the V2 damage on the ship too. So it is very early stages, tech investigation being done by several teams that link into this. And then also, very similarly to what we do with a lot of our design work, we're kind of working with the teams that work on the concept of the visuals to see what this looks like, whether it be UI or VFX or anything like that.