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Where do cargo decks come into this equation? We released them a couple of patches ago, and they famously looked great but were less filling as far as gameplay content. How do those work into the new picture?
Rob Reininger · Assistant Director, Systemic Gameplay Services

So there are hangars at those stations. Cargo decks are places where you make your purchases. We originally intended that to be where you can kind of drive renting space. We've actually since talked about some additional possibilities of how we're going to manage your overage, and is it capped? Is it just per unit, like you pay for the storage that you request? Maybe that gets way more expensive the closer you get to certain levels; small stations may not have a lot of space. And once you get up to like 1,000 SCU, man, that gets really expensive, and it's just not worth it to store that much stuff there. I'd see it maybe morph a little bit over time here, as far as the original intent. Obviously, I think one of the big points was that they're not really connected to the outside, so people can't really fly their ships in, load it up and go out, but that's where persistent hangars [come in]: even if you don't own one there, you can request to land in one, pay for it, like 500 UEC to go land, and then you go in, do your shopping, load it on your ship, and then go, and then that hangar disappears from your persistence, right? Again, it's realizing the gameplay over time; this is a huge feature. We've built so much in the game already, and we've got to go back and make sure that what we're building still works within the context of everything that we've got. I'd expect there'd be things like that that may need to get tweaked a little bit. We may be able to use it right out of the gate.

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Published on this date.2021-08-06
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