Ian Leyland · Environment Art DirectorWell, let's see. Probably the biggest one is movement. See, I always wanted this feeling like it's an evolving landscape, and we always talked about the idea that it'd be cool to, sometimes you go to Orison and you're just in a cloud, right? Or other times it's nice and open. Obviously, the focus was on the core version of that tech. Movement is obviously an adaptation of that tech. So it's a shame it didn't make the first release, but it's something we're looking forward to in the future. Performance is going to be ongoing, but also that, combined with quality. With crazy drops of tech like this, obviously, it takes years, right? It usually takes years. It's very rare that people get to see tech so early in development. So quality and performance, seeing those two increase, obviously will be coming in soon. Also lighting and player interaction, more complexity there. So like I said, the analogy I gave for the gas giant: it's the first one. We're going to have many more gas giants in the game, but we'll see this improve. So it's going to hopefully follow a similar sort of evolution format to what we've been doing with our planets.
Todd Papy · Live Game DirectorRegarding the Crusader aspect as well, right now, as Ian had talked about before, we have kind of a no-fly zone. Now, eventually, the idea would be that there's not necessarily a hard deck. It's really kind of what your ship allows, how much atmospheric pressure is associated with it. And so that's one of the things that I know Dan's team is currently looking at and starting on. So eventually, that will be released with basically the gas giants.