Physical damage is a big undertaking. It's not just about ships, this is about everything in the game, and generally the top level intent that chris has had for this system is broad. And the reason I say that is every material in the game should be a real material, has, you know, tensile strength and all all the things you would expect of a real material. So, you know, it's not a very gamified implementation where there's just some penetration value or whatnot. He wants to go through and have every one of those materials, whether it's a box, whether it's a character, whether it's a ship, uh, whether it's a space station, all be respected. That's mass, everything that comes with it, so you can imagine how many teams that affects.
And then on top of that because of the way our surface types work with physics, and where they're actually stored, is very art centric. So our physics type, and what the impact of that given surface will do, is defined actually by an artist when they do the the physical proxy. So it's also stored in the material, so anything that we do within here is not only going to affect all the the gameplay balance of of the ships again, it's not just health any more, or not just parts, but it's actual density and thickness and those kind of things that'll affect, uh. But it's also going to affect the art setup itself, um, because all of that stuff comes into play. Because obviously we don't want to have an aluminum on the ship, well maybe that's a bad example, but let's say aluminum on a ship, um, we don't want to have that aluminum act differently or read differently on a box, on a character, and do something different. So anyways long story short it affects a lot of teams.