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What is the difference between persistent hangars and the personal hangars that citizens are familiar with?
Rob Reininger · Assistant Director, Systemic Gameplay Services

The idea was, at least to my knowledge, that these personal hangars were actually meant to be someplace that was in the game. Asteroid hangars were supposed to be at someplace like Grim HEX or wherever. The Revel & York was supposed to be a microTech hangar, right? So I would not necessarily look at them as different places, but what we're going to provide is a place that you can customize, you can leave stuff on the floor, and when you come back, it will be there. It is your place, kind of like the habs, where you can go and dump stuff in your hab. But on a much larger scale, these will be things that you can buy. They'll be yours; you can rent them, maybe. Things of that nature, right? It'll allow players to manage larger scales of cargo, things like that. Those hangars are pretty big, right? So you can line some cargo up down one side and then spawn a different ship and then, whoop, put it on that one. So in a nutshell, it's taking that personal hangar and really just transplanting that into the game and allowing the game to persist it in whatever state you leave it.

Chad McKinney · Lead Gameplay Engineer, US PU Gameplay team

Yeah, I mean, if I could just add, I would say that persistent hangars are kind of a superset of hangars, where they include the personal hangars, which are now persistent, but also will include other hangars that you could potentially interact with for other reasons. Because we're now going to make them something that you own, that means that there's going to be some locality tied to them. And there are going to be situations in the game where you may not have access to a hangar that you actually own at a given location. And there are going to be a set of processes in place that still allow you to facilitate certain gameplay loops. So that might mean maybe renting a hangar or having a temporary hangar for a certain transaction. And it even opens the door potentially for things like hangars associated with characters or missions and things like that. But yeah, Rob's exactly right. Effectively what we're doing is, I mentioned before that cargo was being turned into entities, and then that allows us to have a certain amount of persistent gameplay associated with them. Same thing is true with the hangars. We're now going to have the ability to simulate them as entities, very similar to ships actually. So right now in the game, you can already drop things in your ship, put ships inside of ships, and store and restore them, et cetera, et cetera. Hangars are going to start acting a lot more like that. And players are hopefully going to start thinking of them as an important part of their fleet, their gameplay set.

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Published on this date.2021-08-06
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