Rob Reininger · Assistant Director, Systemic Gameplay ServicesSure. I mean, that's the plan, right? We want you to be able to sell your ships back, basically anything in the game, if you don't want it anymore. We want to give the players a way to manage their inventory and cull it down to the things that they care about. I could even see, as we re-envision the ASOP, because the ASOP is going to need to change a little bit when we do some persistent hangar work, maybe even just, hey, hide this, give you the ability to hide certain entries, but they're still there, right? All the way to selling them and doing other stuff. We want to eventually be able to take ships to junk sites and scrap them. And if you're a pirate, right, that's a big question in the game. It's like, how do I steal something and sell this big ship? Well, that's got to be a pretty complicated and dangerous thing, but that's stuff that CR's talked about in the past. So it's all in an effort to build up towards that level of ability to buy and sell legal goods, stolen goods, stolen ships, legal ships.
Chad McKinney · Lead Gameplay Engineer, US PU Gameplay teamWhat I'll say is that Rob mentioned before that it's later, it's not going to be in the first iteration of selling, and that's because ships in the game are much more important. And for that reason, on the back end and the persistent layer, we're doing a lot more tracking. We use a lot more safety mechanisms regarding ships. If, because of a bug or whatever, you lose a weapon or an item or something like that, it's not that big of a deal. But losing a ship, the amount of money that's going into these, the amount of time that's going into them, is dramatic. So for that reason, we would have to account for that, for example, in LTP. And to date, we don't remove things from LTP. So as soon as you do something like that, you open yourself up to a set of bugs that you have to be very cautious about on the technical side, so that you're very confident when you go out that you're not going to start just blasting people's very persistent data that they've worked hours and hours on. We're being cautious on that part. And it's not that we don't know how to do it or don't want to do it. It's more that we want to be careful on that one for sure.