Guillermo · EU PU Feature TeamSo, I mean, I guess the fuses for the relays are part of the subcomponents we have. The life support system also has a set of subcomponents, the scrubbers, for example. Not only the scrubbers, but yeah. Well, we're also thinking maybe some components we were thinking about the other day may need to be subcomponents of maybe the CPU or of the avionics system or of the power plant. So yes, the way to say it would be like, yes, we have some components that are still going to exist in some form, but only if it really makes sense, if it's adding some functionality, because that's where just modeling health with...
Jared Huckaby · Host, CommunityYou don't need to drill down on every single thing just because we need to drill down on every single thing.
Thorsten Leimann · EU PU Feature TeamYeah, that's like our credo, or it started to be our credo, which is we really want to have meaningful gameplay rather than complex gameplay for complexity's sake. So this is something that is starting to be very, very important for us. But also to answer concretely on that question: we have them on our plan. They are not currently planned for the initial release, because there are several reasons, but especially content would just kill us if we would just say, by the way, we want to have subcomponents for every item, and then, yeah.
Thorsten Leimann · EU PU Feature TeamAnd especially, something that we always have to consider: every bit that we add adds to the time it actually takes to get to the gameplay that you actually want to consume.
Guillermo · EU PU Feature TeamNo, I think actually one subcomponent that you may see, since the resource network doesn't apply only to ships, it also applies to locations. And one example is for puzzles, for repairing a sub-network in a particular location as part of a mission, you may need to swap out these parts, which may be bespoke or may also be the same kind of parts we use in ships. So it really depends on the level of complexity we want to add to a particular area of gameplay.