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Are there plans to allow personal hangars that are not at the major landing zones? In the chat, folks are asking about GrimHEX, but possibly either at stations or smaller ground locations or whatnot.

TL;DRThe aim is personal hangars anywhere hangars exist, such as GrimHEX and rest stops, and possibly several per player, with the planet-focused start being just what this release needed.

Chad McKinneySenior Lead Gameplay Engineer

Yeah, essentially anywhere that has hangars, we'll have personal hangars. That's the long and short of it. So the rest stops, GrimHEX, we want it to be a prevalent thing to give the player options. Of course, we'll come up with our own decision making as far as the economics of it. Perhaps we will consider maybe charging more or less or having different dynamics for the rental aspect of it or whatever. But we want it to be a very open thing. We don't want it to be constrained. Again, another thing that I've seen people comment on is that we're trying to push people to play on the landing areas on the planets, that we're putting a lot of focus to keep people on the planets. That's not actually our goal here. It's just what we needed to do to get this done for this particular release. We want people to be able to go out in the universe and claim some part of it and feel like that's their home. And if you have a preference that's not on a planet, we want to empower that. We want you to feel like you can go somewhere else and call that place your home, GrimHEX, Pyro, whatever, and have multiple even, so that you can bounce around. So if you're spending a period of time in one region of the game, especially once we get multiple solar systems, we don't want you to feel overly punished because you just have this one location and you'll never go back to it because it's so far away. We want it to feel like... basically we're balancing here. And this, I think, also kind of gets to the core of Star Citizen as a game, which is we're threading this needle of a simulation and an enjoyable game experience. So we want to make physicality and inventory tie into that and make the game feel tangible, give you important decisions to consider, have risks involved with certain decisions so that you have to be thoughtful, and that feeds into all aspects of the game. So for example, let's say I have a bunch of inventory as far as the guns and loadouts that I have access to at my home location. If I'm going to go take a bunch of missions on the other side of the solar system, we want you to actually think about that. And then when you're over there, you don't have as many options as you had before. You can't just quickly change out your loadout. You can't necessarily quickly stock up unless you thought about it ahead of time. So we want you to be thinking about it. At the same time, we don't want it to just be super punishing, so that you play for 30 minutes, die once, and then just feel like, okay, I'm just done here, I don't want to play this game anymore. We're trying to find that balance to make it an interesting, fun experience, have those simulation aspects where it feels like a real space game. It's not magical. You can't just summon a thing out of thin air. There are important reasons why. You need to think about what you take with you. But it's not overly punishing, which is a different track than other games. As an example, a game like Diablo 4 or many other classic big games, that game, you just have this invisible inventory. I mean, you access it from a chest. But the point is, you can access it literally anywhere in the world, and it's all the same inventory. And that makes sense for that game, right? They have different problems. They have different play patterns that they want to encourage. But for the game that we want, we want it to be a little bit more thoughtful, a little bit more tactile, but not as super punishing as maybe Escape from Tarkov or something.

Star Citizen Live›Q&A: Hangars and Cargo·
Published on this date.19 Apr 2024