Brian, since you've joined the project a bit later -- do you think the alpha was launched prematurely? Given your current issues with the RV engine, do you think netcode and engine requirements should have been considered more carefully before going into early access, so as to prevent having to re-do a lot of work (such as code related to animation) you've already put into the game? Or do you think that the only way to make SA truly shine was to go ahead with releasing this really early alpha? Apart from securing funds via sales, what do you consider are the other advantages of this bold approach? Also, I'm interested in how useful gameplay metrics are in this alpha stage. Given that gameplay will obviously change with introduction of new weapons, fatigue mechanics, vehicles and most importantly, things like the new animation system and polished netcode which will allow less clunky gameplay -- are you guys taking into account what occurs now gameplay-wise? Is it even a good idea to spend effort balancing a very incomplete game? And another question if you don't mind -- are you guys at all worried about the community splintering into too many exclusive parts? There are various ARMA 2/3 survival mods, all segragated between public/private and 1pp/3pp. SA right now is already similarly divided and with modding on the horizon, the playerbase will divide even further. Are you at all worried that the total playerbase will be spread too thin? I ask because while the 3pp players have a lot of places they can enjoy themselves, those who prefer 1pp exclusive gameplay have traditionally had (and still have) issue with finding populated servers. Are you worried that the same might happen with SA when the modding community "takes over", so to say?