Rob Reininger · Assistant Director, Systemic Gameplay ServicesAbsolutely, yeah, and could be damaged, right? So we want to be able to damage a container, which might devalue what's in it. It opens the door for a lot of the things that we've said we've wanted to do with cargo over the last couple of years, and sets us up for being able to put a volatility system on it, or it's like, yeah, cool, it reacts to this other thing just because it's near it, right? Degradation, but because it's physically an item, we can start to calculate those things independently of each other, which is really nice.