Idea: Your home location has your personal hangar, your personal hangar has an incorporated living space. You only wake up in an apartment in cities which are not your home location. When waking up at your home location, you wake up in your personal hab, which is part of your personal hangar.
Unfortunately, even tho it's a nice idea, you would need to redesign landing zones... AGAIN. So this will never happen, at least not in Stanton or Pyro.
Yooo and you have to pay rent on a monthly basis to keep your home hangar. The more amenities the hangar features the more expensive same with stations that are central to the system. This would drive you to play the game and earn money to keep up with the rent lol 😢 also would add to the economy. Though more expensive eventually building your own settlement would benefit you not having that payment
Yep - I believe having proper believable hangars would be such a nice immersive experience. A hangar should not just be a bland parking garage, but include components and sub-areas for engineering and storage and general eye-candy.
@@velocitymg i agree, people forget that hangar are just a parking space, literraly, they can be "personalized" because we own them, but that all. Later when we have appartement or base building (and we know they started to work it with the last citizen con and some inside) will be where we will want to display the thing we collected in the verse. While a engineering area could be good, a parking for ground vehicle is not needed because in the end we should be able to call them with the freight elevator. But having a space who is slightly empty to be multipurpose (put some container, a vehicle, futur crafting table ?) maybe.
I disagree as well. You need to remember having a physical architectural hangar for every personal hangar means the spaceport needs to be SIGNIFICANTLY bigger than it is now. Thats far too much work and far too much lag to the game. Our home bases in the future make up for these issues
@@velocitymg the problem is the game is to slow. and i like slow games and it is draining even for me. you should be able to make your own choice. if you like to use a modular hangar you should. if you like to build a base with much more room for larger stuff like bigger refinery you should. making you able to start in a hangar to get small refinery up and running before building a bigger base is a great idea. moving all your stuff to a more local place will make the game run so much better. i cant say i enjoy waking up and taking the train, and most people i play around feel the same. that's why a lot of people move all the stuff to a orbital station. to get quick access to stuff. and to actually get to play the game
I would like to see something discussed years ago, attached living quarters for hangers. How nice would it be to "spawn" into the game in an apartment directly attached to your hanger.
Gimmeh a cot that’s obviously the (mildly damaged) bed out of a Mustang Beta. Maximize that “broke af space hobo” vibe. It’ll end up popular as it’ll be the bed you can place with the shortest physical distance to spawn and reach your ship call.
@@SpaceMike3 Check Mr. 1% with his “bedroom” and “expectation to not just sleep in a massive, open industrial space.” I bet you grew up so rich you had regular access to meals and water, aristocratic swine!
Right there is 15 minutes saved every time I log in. Having apartments where they are right now is one of the main reasons why I never log off on planet cities.
They need to do a two fold approach when it comes to the Hangars, 1: make a private space port for people to have their Hangar in, don't think of it like an airport think of it as a port. People have private marinas with their own births while shipping vessels have major ports. The space ports is the later while the player Hangars for people whose home is that planet are the former. 2: bring the old hangars to gold standard and set planets they can be on. The upper two set to Orison and Microtech, self land set to A18 and Hurston, then open up some asteroid belt stations for people with the asteroid hangar to pick from, add in a few new ones we can purchase stand alone that work on specific world types such as those in pyro. The Hangar is our home until we can build a base, and unlike a base it should be always there, safe, and ours to use, so selling variants shouldn't be a terrible idea. Just using the existing hangar at the current space ports, at least to me, doesn't work.
This is my thinking as well. Expanding the existing hangers to what the community wants would require modifying and expanding the existing spaceports so hangers don't clip into each other. I think the biggest challenge would be managing modular hangers in a beleavable way when more hangers are needed than physically exist.
I second this I want to have a window with a view or something not just be stuck in some box with my posessions like some horder in a bunker. A personal asteroid with landing PADS in some remote area overlooking a nebula would be utterly amazing. If the are creative enough they will have as vast options as their ships.
Having luxury ports would be cool. Also ones linked to gameplay - for instance one where bounty hunters can gather and get local missions from givers directly. Would make it easier to find people to team up with.
Having something like a little appartment viewing your hangar would be prety cool, another cool concept would be IN-GAME buyable hangar modules like a deignated refinery, ship workshop where players can repair their ships in a way the salvage multitool works right now or even a vip terminal lounge thingy for transporting people with your 890 jump or spirit e1. Could deff come up with more.
I would make most of those ideas such as the garage and balcony, to be a stock feature in every hangar. Also you can add: - side storage room all around, especially for stuff like armor, weapons, components, etc. - instead of a snub ship pad, make it a lift to call snub and small ships as well. Calling for an Aurora on the giant lift of a capital ship hangar is stupid. Also it enables bringing smaller ships onto a larger one already parked there. This is imo an essential feature. Modules instead should focus on particular job specialties, as a progression. Like the refinery you can add : - Small hospital - VIP wait room - Barracks - Crafting space - Datacenter etc.
Most stock hangars in real life don't have eleaborate balconys or garages, and only feature the most bare bones utilities. I think that buying an extra garage or balcony as a module makes sense because not everyone may want them. Datacenter, VIP waiting room, barracks, and crafting space are definite musts as modules, though.
Watching the sequence with loading vehicles on ships... I was a flight engineer on C141 for the US Air Force. We would be trained in how to properly tie down vehicles in the aircraft. It would be cool if we had a mutli-tool attachment to effective tie down vehicles which would lock them in place so they don't glitch out so much when in motion. Also be very immersive while it would not really add a ton of time to loading and unloading. Could see a chain get attached to some anchor points between the vehicle and deck. 😁
Dude.... hangars back in the day were nuts. I wish we could get an update to them soon and allow us to choose our style someday. I want my Revel & York hangar back and a connected hab and one day apartment.
So happy you created this video. One of the things people love about games like GTA4 is showing off your apartment and all the cool things in your garage. Not to mention the functional benefits of having a large nook to easily and quickly access vehicles to load in a ship.
Here I was thinking your design was very similar to what we were actually going to be getting in 3.24 with the new hangar system. Throwing down a couch in a hangar with 1 ship displayed was not what I imagined. I pictured my old hangar that came with my pledge that had plenty of space to park ground vehicles around the edges and the lounge area on the balcony. Oh well....
They mentioned that for 3.24 it's more about functionality than form right now, they just need to get the basic persistent hangars to work right. They said they will revisit the personalised hangar themes once all the technical backend hurdles get sorted.
I dont think enough people say this but... Mad respect for modeling an entire hanger with ships to correct sizes.. bays, modules & Luxury areas etc... VERY impressed by you actually SHOWING your ideas instead of just speaking about them!
i've said this myself. as a temporary thing, just emptying some of the alcoves could allow basic Rec areas, places to store anything, or used as prep area for FPS. had a conversation about weapon racks and suit lockers as hangar items and things like prepping Stor-all containers with 50 loadouts for Org events, then the topic of mannequins came up. which could be good for loadout preps as well, or rare trophy armor in a display area. could be dressed as enemies and used in a makeshift target range. my favorite hangar from the module days was Aeroview. it had a kind of atrium design with a catwalk and a nice overlook office at the end. would be nice to see some design benefits over public hangars, purchasable modules/upgrades could be good to allow people with Self land hangars still getting a good experience. depending, having the upgrades come back could be nice and a money maker for CIG. "still early", kind of, some things with landing zones need a go over like was brought up in a SaltEMike video few days ago. selling weapon racks in a Kel-to Rx just doesn't seem right, when one of the blocked off alleys could have junk stores and iffy tech shops like Levski market. imagine A18's neo Tokyo backdrop to Levski's market and almost Ruin Station alleyways connecting run down habs away from the upscale business district. when you factor in new player tutorials, Zero to hero, and Arena Commander junkies spending 90% of their game session in a Simpod, not to mention random clothing and item stores every LZ should have. they are lacking. options for Rep based apartment progression as well. just look at what is possible with SoO platforms and Distribution Centers. made a few posts on Spectrum. given enough time that vision of a great space game doesn't have to just be a vision, it is a tangible thing...
I could 100% see hanger modules being a thing CIG goes for. From being a solo player getting ready for a mission or a group/org needing a ship with multiple vehicles and cargo to all load up more easily and efficiently, having Persistent Hangers able to do all this instead of being a parking space would be really welcomed. I really liked the idea of the added mezz to overlook the hanger, but would even say adding a living quarters to operate out of would be nice. Sure, the option of getting an apartment or loft or whatever in a separate town with a view would be nice too, but for those time you'd want to stay close to the hanger you'd have the option; It'd be like those who live near small airstrips with their home attached to a small hanger.
I have really fond memories of the old expanding hangers that grew into multiple rooms as your fleet grew. I miss those days. Those days will probably never return, but your ideas about modularity would go a long way toward making our current hangers much more functional. Great stuff, Morphologis.
man that hangar you showed is awesome. The balcony has so much space for actual living-space and even provides a nice view to your beloved ships. Having another little area for smaller ships like the arrow make it an actual garage where you can take out a ship very quickly without even having to call from the cargolift. Nice work!!!
I absolutely love the idea of entering your personal hangar into a mezzanine or social area that would overlook the hangar. It would add to the feeling of it being a more personalized experience than the standard hangars we are still going to encounter at every other location.
two things are critical for them to be meaningful; 1) some ability to show off cool vehicles / items, and/or build little living spaces with furniture (like some people do with large car garages). 2) ability to stage for a group of at LEAST 5 people doing useful things, such as loading a carrier craft or landing craft, the kind of things youd normally meet up on some flat safe ground to do. Otherwise it'll just be a normal hangar with some paint and maybe a flag or something... wow. youll leave as fast as you do now.
Our personal Batcave! Very nice set of suggestions. Hangar modularity seems like a fantastic way to grow out from the initial CIG implementation of Personal Hangars. The old hangar system with its different trim levels might provide a manufacturer base of design variations for some of those modules you've outlined. The upper observation space - and any attached player housing it might incorporate - would be a good place to make use of such manufacturers. That or this might be a good place to test out or reuse the base building interior customization system CIG has also discussed.
I absolutely loved my Asteroid Hangar! The concept of displaying all your ships in one place was fantastic. That's why CIG created the PTV, so you could drive around and see your ships up close. Initially, they mentioned that your hangar would expand as you acquired more ships. I imagine that housing in the game will be accessible via an elevator, taking you to your room, house, or flat. Back in 2013, the hangars were amazing because you could see all your ships at once and even sit in them, though flying wasn’t possible yet. It would be incredible if you could get into your ship and have an elevator take you up to the launch and landing platform, much like an aircraft carrier. This setup would act like a garage where all your ships are parked. You could get into your ship, and it would be transported to the loading bay and launch/landing platform. In the garage, you could repair or tune your ships using a workbench (I’ve had mine since 09/25/2013). Imagine organizations having hangars with designated areas for engineering, pilots, ordnance, or offices. Additionally, having warehouses and dedicated logistics staff to manage inventory and supplies would truly enhance the immersive experience!
In the end, personal hangers should allow you to prepare your stuff so that if you die or something you can get back quicker, making the setup process a more interactive piece of gameplay
I like these ideas, tbh I hadn't really considered them. I know it sounds superficial but what I want most from a personal hangar is a cosmetically customise-able showroom. Different spots to show off different ships, and to ride around in the greycat buggy or look down on them from walkways. A little showroom for a racing ship collection. A big VFG type thing to show off a couple of industrial favourites.
Dude, you don't need to apologize, I like the look. Reminds of back in the day when architects used to create models of the proposed project. A friend of mine used to be in a frat so we would hang out there at times. One of the members was an architectural student and he had one of his project models in his room. Had a cool talk about balancing your desires, the client's, and the local environment.
I agree with most if not all of the ideas set out in this video! As far as I'm concerned, it wouldn't necessarily even need to be modular, as I think a lot of the modules you set out just sound like common sense additions to player hangars. One thing you mentioned that really stuck out to me was using hangars as a jumping-off point, and helping players organize so that they can get started on their adventures without so much fuss and preparation every session. To me, the greatest possible way to embody this would be through sleeping quarters, or some kind of built-in hab, allowing you to start straight from your hangar without having to go through the whole public transit business every single time you play. I know that persistent habs are on the horizon, but I've always assumed this will just be a more permanent hotel room in the already-existing hab facilities - though who knows, maybe hangar-adjacent habs are already part of that vision. Either way, I think it would make a lot of sense to leave the apartments and subway rides for far-flung worlds I'm visiting on business, rather than have them be permanent features of my home base.
After playing the PTU I have to completely agree with you. I really wish for a reappearance of the Sim Pod to seamlessly jump into Star Marine or Arena Commander. Also living spaces are completely missing. There is furniture and hangar flair, but no real place to put them, where they would feel natural.
I LOVE the idea of logging into SC, getting out of my bed in my hab IN MY HANGAR... walking over to a Sim Pod, sitting down in it, closing the cockpit .. and using THAT to log into Arena Commander. or Star Marine... or heck.. even SEGA Defender for that matter.
Hangar furniture and flair, modular extensions, and hangars themselves are some of the ways I'd like to see CIG start making money instead of ship (especially concept ship) sales. Right now there just aren't a lot of revenue sources for them so they keep doing the ship sales to keep the lights on, but it's not sustainable long term. There are only 3 viable long-term options for the game servers to keep running and the staff to keep getting paid: 1. Sell or rent in-game niceties like hangars, land claims, buildings, apartments, and the things that go in them for real money. 2. Monthly/Annual subscriptions to play the game 3. Sell in-game consumables like hydrogen and quantum fuel for real cash. This is an idea explored in Ready Player One (the book not the movie) and was ultimately how the company in the story made all their money. I think this has real potential as long as you can ALSO get those fuels in-game.
The biggest issue I see is they have cluttered the useful areas with greebles to stop you actually using the areas around the pad. It is obvious as usualy that they dont actually think about how players will use the feature. Areas to park vehicles and small ships to me are essential. Also rooms off to the side to set up as an armoury, equipment storage, spare parts, habitation to me are essential. Imagine going to your hangar and whiel you cal your ship up you walk into the suit room to dress for your mission, swing through habitation to grab a few supplies and then stop by the armoury to grab a weapon prior to walking down to where you parked your rover. You then get in the rover and drive onto your ship and depart through the hangar doors.
The idea of hanger modularity is a great idea. There was a stretch goal (44 mill) for a stellar cartography room for your hanger. Also a shooting range and trophy room was at some point mentioned. I do hope that is still planned. Great video sir 👍
I own a Reclaimer. Boy my Fury is going to look comically cute in that super giant hangar. I gather the top Revell & York hangar style is not going to be available. Your choices will only be VFG Industrial or Aeroview styling. I love Revell and York wood and white ceramic with gold silver inlay accents
I hope they will change back to having freight elevators retrieving ground vehicles and hopefully small snub crafts and that changing them to the ship elevator as well isn't permanent for them or they could just add a secondary fast xs snub/vehicle elevator in large hangars to retrieve parasite craft and ground vehicles instead. It is going to be insanely tedious to bring up multiple vehicles on that giant and slow xl ship elevator otherwise, on which you will have to run quiet the distance to get to that tiny vehicle, move it off it, wait for it to move back down and retrieve the next one and repeat until you bring up the ship to move them into it.
I'm a backer of this game since 2013. On 21 December of 2013 I upgraded my hanger to "Revel & York Hangar". I paid for that, and I also bought an aquarium and some special fish to go with it. My husband bought a music box and some other items for his hanger. So after CGI got all that money they now slap in our faces and tell us that we are not getting what we paid for? And I see nobody making an issue about this, it's really baffling. We can't be the only ones who bought an extra hanger and an upgrade. This is very ridiculous and I for one do not appreciate being scammed.
There currently is an area above the hanger. It looks like a small control room that is not accessible. If they just slightly changed that area and made that the entrance and even had a hab to spawn in. that would almost be perfect.
The hangars that come with ships from the RSI website should be tokens for additional personal hangars around the verse (so long as that type/style is present at that location).
The current persistent hangars are boxes with a couple of elevators. No balconies or living areas to look down on the vehicles, no way to conveniently display multiple ships or suits of armour. No way to decorate beyond crudely tractoring items into some arrangement. I really hope they don’t waste the opportunity to let players have a home in the verse: a place to display rare items and collectibles, loot, that special set of armour you got from Siege of Orison for taking out a lieutenant etc
I think the best way to do it would be to have multiple versions of hangars like the basic, luxury or utility versions which will be in the cities and add the modularity and customisation to the hangars we will eventually be able to build on the surface of any planet. So the basic, luxury and utility versions you can buy would be kind of like a GTA solution where everyone has the same hangar depending on the version you bought and the customisation and modularity would be for the base building aspect.
All the set dressing areas already in hangars could have easily been used to accommodate these suggestions. I think the freight elevator was placed into a terrible location. 90% of ships have ramp at back. Every ship spawns with the back of the ship to the elevator. There is a huge space between the left and right elevators already where we enter. That is where the freight elevator should have gone. Under that window area. Could redesign that to have slightly taller opening and then move the window area down and make that be the tractor beam room to load and unload the cargo. The junk areas all around the spawn area could then easily be cleared out and install a garage door opening for ground vehicles. Another space could be used as a staging area, weapons, components, snub ships. Seems you can spawn a snub and park it in the freight elevator now, and then call up your big ship to load it into.
4:19 Wish we could get some nice free cam views like this for ourselves. Love watching the ships from a stationary viewpoint! At least for take off and landings.
Had the same ideas playing the ETF build, also I think it would make sense and be very useful to have the shipovator be in sections, so each section can act as it's own shipovator to spawn/juggle multiple smaller ships, or connect across to spawn bigger ships. Or at least let you spawn multiple ships/vehicles on the shipovator at the same time if they fit. Or just making it 2 shipovators or a shipovator and a shipovator sized pad to let you juggle the cargo between 2 ships, or store ships/vehicles on the pad etc. You can park ground vehicles even the biggest ones in the cargovators btw, but yeah, dedicated parking space would make sense.
Your home-made 3D demonstration was a fantastic addition to enhance your points! to have been able to whitebox and soft-texture all this in a weekend is quite a flex, and as I'm self-learning 3D myself, that was actually pretty inspiring xD
I actually quite like the whitebox look for imagining what could be. Thanks for this one! I really miss goofing off in the hangar module. My old Revel & York hangar had two different spaces for sitting. One was a casual sitting area and the area was more of a conference/planning area. I'm not sure why except that it would be really boss, but I wish one of those two spaces was an elevator lift. Like... as you're finishing up your planning session in the conference room, you hit a button at the head of the table that begins to slowly lower the entire conference area down to the ship level so that by the time you're fully finished, you're all ready to step right out into your ships and shove off. It's not particularly functional unless the noise of the goings on of the hangar is diminished when the conference room is in its raised position. I dunno. More rule of cool than functional, probably.
I'd be pretty okay with a XL cargo module that is essentially a hab. That would open up a LOT of cool ideas: you could set it up out in the field, you could have it as a spare room in a big ship, and with these hangar modules you could set up your personal room right in the hanger area or a summonable one the cargo lift.
Especially annoying that there is a lack of space in the hangars to park and store stuff, because the current hangars are full of fake props, like the hospital elevator, the "personnel only" doors, fake workshops, fake fuel cart etc, though aeroview hangars seem to have a bit more free space than self-land.
I would love to see Personal Living Quartes added to the Hangar, Conference Room for Org Planning, Rooms that will aid the different play roles such as Data Storage, Gear Storage and so on. As you suggest, entering the Hangar to a Viewing Platform would be so much nicer.
Reminder that it's mid July and they still haven't figured out the basic logistics of persistent hangars and cargo, which were supposed to release in 3.23.
they have figured out nothing, no concept at all, late for everything.. its still a scam lets be honest, it will all never work, lets wait the next decade
The fact this isnt already a feature is beyond bat-shit crazy. The old Revel and York hangar was perfect for a spot to hang with friends. The fact they didnt even TRY to replicate it is nothing short of atrocious
I think the upgrade modules is a good idea. I'd toss the refinery, and make it instead a refinery port - it goes to the nearest refinery, giving express and convient access, while not stepping on the toes of expanse owners or refineries. Expand this out to having other locations, and you could start to populate courier contracts using these mail boxes. I would hesitate to make a hanger the one stop shop however, lest it become the only stop. I love the smaller pads idea, and am here for the habs. A good vehicle upgrade would be lifts at the front and back, allowing them to rise into position aligned with cargo doors. Further modules could be waiting rooms for passenger missions, or some kind of storefront.
This is exactly what I'd hope what hangars will be in this game. Modularity is a must. We need a variety of areas and modules that we can add to our hangars to make them our own and to showcase our accomplishments within the game. I would love to see these ideas in the video added. Love the mezzanine idea and the separate cargo elevator idea especially. I would suggest that the smaller cargo elevator have the capability to pull up ground vehicles too. And that the mezzanine function like a lobby to your hangar. I would also suggest that some of the other modules that they add to your hangar suite should be: 1. Office(s) 2. Living quarters. For you and a few friends or org mates where they can have a space to leave a few of their personal items. Imagine having a place to stay if your hangar is in Area 18 but your friend has one in a location in Pyro. I can have a room to store a few of my items in their hangar while I operate there. You can limit access to the hangar to one ship and vehicle and the storage space within your living quarters. And it would be nice if you could set up permissions as to who can gain access to use the item bank within your hangar. 3. Motor Pool/Repair Bay. We need an area to repair our small ships and vehicles. If a repair or ship modification takes a long time to complete, there should be an area where we can do this without halting use of the main elevator. This is a necessity for Orgs and for players that play with friends. One person can be there working on the ship while others can go and retrieve more supplies, materials and equipment, or keep operations flowing without bottlenecking the hangar. Say if I have two Moles in a mining operation and one is in need of repairs or refitting. That can still be done without hindering continuing operations. 4. Crafting workshop. It should be adjacent to the repair bay. This can be an area where crafting can take place when that mechanic is added to the game. 5. A command center/ Briefing room. A room with multiple screens and interfaces to plan missions, monitor galactic news, and manage operations. It should be customizable based on your profession whether its trade, mining, salvage, bounty hunting, security, pirating, scientific research, exploration, passenger transport, etc. 6. Cargo sorting area. An upgrade where there's space to sort incoming and outgoing cargo. For instance, if you have a mining operation and say a Mole comes in with a load you can quickly offload it to the side and bring up or land a C2 and load it up with that load and any other cargo you may already have in storage. 7. Medical Bay. A place to treat injuries, storing medical supplies and respawning after death. 8. A kitchen/cafeteria. Somewhere to store, cook, and eat food. 9. Social lounge. Somewhere for players to gather, relax and interact with each other. These should be modules that can be purchased by players to upgrade their hangars over time much like the properties in GTA Online.
I would love to see Org hangars with landing services for all it's members and upgrade tiers that we could work on together: making them bigger or unlocking things that make 'business life' easier or more fun (cargo management, crafting, trading, access to contracts). I fly around loreville and the areas on arccorp looking at all the buildings with landing pads or interesting towers and just imagine being able to call one home.
Aaaand you are almost back to the start! Your vision is almost like the luxury hangar (Revel & york?)from the 2014 hangar module. It had a 2. story with a lounge, office, and control room.
I think you have some pretty good ideas, one thing I would add, an attached hab, maybe to your mezzanine. From what I have been hearing you have to travel through some stuff call up your hanger then go to your hanger. Why not just attach the hab to the hanger so that when you exit your hab there you are at YOUR hanger. Might even help with security both back end and front end.
I'd love the idea of hiring NPCs to manage our hangar, just like we have them crew our ships, and fitting our hangar with different facilities. It could add some cool sim elements, they could offer repairs, refueling, cargo/ammo loading/unloading, etc. And we could add something like a med bay or a lounge, hire appropriate NPCs... Imagine putting an NPC tended bar in your hangar, and bringing your friends, or using it as a rest stop/boarding lobby for players/NPCs that booked a flight on one of your ships... So much potential.
I started pledging before anything tangibly existed. When the first iteration of the hangar module arrived it was a down-payment of sorts on the promise made and my investment. The final iteration of the module was nice. You spawned into the hangar on the floor instead of your personal space, which would be easy to correct. It had small parking areas for the buggy, and larger zones that would be big enough to easily fit the smaller personal ships or other ground vehicles. The clincher for me was the elevator access to the introduction to Area 18. You entered an elevator in your hangar and exited into a security area where you were scanned before accessing the central hub of Area 18. It was identical to the open space near Cubby Blast in the current game. Honestly, I don't understand why we don't have these now. There is a ton of unused architecture on city landscapes. A persistent space out in the unused building assets could be allocated to a player. Your hangar module with your own living space would have access to the tram system via pedestrian walkways or utilizing the existing skyway in a smaller ship. It'd be like driving through a city in real life. You don't get access to every single building in a city. Most structures are privately owned. You have your own private space and use publicly accessible roadways to get to areas that are open to the public. They could have had this sorted out first and then expanded the player experience into other planets and systems. Instead of taking something from us, they would have just added onto it over time. We would have always felt like we were getting something instead of losing it.
There's a whole host of backend technicalities involved with making persistent connected corridors from hangars to a landing zone, which is what they're kind of going through right now in 3.24 in preparation for other big pipeline changes like the upcoming building interiors v2 and personal habs.
One of the issue I see with those new hangar is that the cargo lift is on the side whereas most ships are loaded by a cargo ramp in the rear. So you cannot tractor beam containers directly from one to one but have to move yourself or make an intermediary heap.
This guy has the right vision! Modularity of the hangar increases functionality of the hangar, helps it deliver on many of the original hangar attached concepts that CIG concepted (personal space to display your collections, shooting range, etc), creates an upgrade path for hangars that players can work towards and earn/purchase all while feeling like their character is growing in the verse, and provides CIG with a new potential revenue stream (make base functionality modules in game purchase or special even limited, with unique skinned variants that could be purchased on the pledge store). Modular Slots Depending on hangar size and variant they could potentially open various slots for filling with modules. Built along the walls surrounding the hangar itself. Basically they could do it with the concept of cubic slots. So going with depth, height and width. Using an Ursa as a random example, when looking at it from the side we could say it has a 1u depth, 1u height and a 2u width. So certain hangars will allow for various implementations of modular slots around the Ship Elevator; allowing the player to fill those slots in any layout they want; as long as they meet the requirements of the slot and any restrictions for the location. Modules Ship Elevator (S1-S6) - This is the central core of the hangar and determines overall size; with larger sizes allowing for more module slots positioned around the Ship Elevator. Cargo Elevator - This is the elevator that we know to be coming with 3.24. However, you can add variations of sizes; from small quick elevators to large slow elevators. You can even do different tiers. Imagine buying a small cheap functional elevator for early game… but then getting upgraded ones as you progress which are faster and/or larger. By making these modular, you also have the ability to have multiple elevator modules. Have one on either side of your ship so a crew can tag team moving and loading of cargo faster. Hangar Door - Door size variants tied to Ship Elevator size. Optional wall or ceiling door depending on what the location allows for. Cargo Staging/Extension - Small cargo grids of various sizes, but limited as they are not meant to replace the main cargo storage. Meant to help supplement loading operations. Ground Vehicle Staging - Small space for parking and staging of ground vehicles. Small Vehicle Staging/Maintenance - Such as “parasite craft”, perhaps can make this multipurpose for staging or repairing of land vehicles or small shuttle sized craft. Refiner/Processing - Provides the convenience of refining at home! However, it will be limited due to not being able to compete with speed/scale of location based services, but might provide higher payout due to cutting out the middle man. Restrictions may apply based on specialty materials that require non-commercial refining processes or tooling. Crafting - Various modules for crafting related gameplay. Ship Loadout Elevator - This module could have a terminal for modifying ship load outs; including quick load out variants for specific ships. Has control over cargo elevator for quick distribution of any non-equipped components for the selected load out. FPS Armory - Various sized FPS Armories that include features such as gun racks, armor stands, specialty weapon display cases, and a terminal attached to Cargo Elevator. Delivering fps gear from cargo elevator might deliver as they currently do (loose), whereas when delivered via FPS Armory they are delivered already racked, packed, stacked, and ready for distribution during large operations or weapon sales. Shooting Range - For testing out FPS weapons or ship weapons (via mounted stations). Drone Bays - For deployment of hangar wide drones for repair, restocking, changing load outs or for deploying to ships that have the capability to cary drones. Player Spaces - Various functional or decorative spaces for players to work or relax in. These might include offices, hangar entranceway/lobbies, sleeping quarters, barracks, food/mess areas, bar/drinking areas, traversal (stairs/elevators) for movement between floors if modules are placed on different levels, recreational areas such as pools or mini games, museum/showcase spaces. Wildlife - Mammal, Fish, or Bird type enclosures for storage of animals prior to transit, for husbandry, or for home pets. Services or Exclusives - Various modules related to ship/station services such as repairs, rentals, faction representatives, exclusive club mini satellite locations (imagine having a miniature High Five or Concierge club location in your hangar. Limited in size since they should not detract from the real locations. Maybe a small table/bar etc, room for a couple players).
I think you are raising great points. I know nothing of game making, but I do think that having more space and more versatility when it comes to HOME location, we should have choices and be able to adapt our personal space to our needs and gameloop of choice. Modularity could indeed be one way to go, but I would also add the possibility of having small living quarters (like the apartment) in there. I think the addition of a smaller landing pad for ground vehicles and small crafts to be called when in a massive hangar should be an option (which is why I also like the idea of a parking spot). The balcony would be a nice view and a nice place to greet friends and put on display valuables and collectibles. I think for the cargo elevator it should stay the same but maybe adding a storage space next to it that can be customized to our own volition could be a great addition: want to put a big benny there? Attaboy. Want to make yourself your own little armoury? Why not. Want to be a loot goblin and stack boxes like legos? Be my guess. But in the end, THE CHOICE would be yours. I am all for efficiency, and I think that adapting to a situation will alway be, the most efficient
As an addition - larger hangers would have room for a lot of modules. IE, a armory that gives you a large place to store weapons and armor. Or a tactics room for mission planning or mission control.
I really like the modular hangar idea you demonstrated with the models. All I could think of was having my own little base of operations planetside with a hangar like that.
These ideas work so well with the promise that many players believe they had about the game.Especially if the persistent hangar is only in one landing zone per player. The mezzanine area is a great idea to really show off the ships you bought to friends that don't exactly share the excitement you have for the game.
Stores. Shops. Hangars that can be opened up publicly to players. Perhaps with a separate elevator list, or maybe an elevator in the commons/galley area. If a player chooses to buy/rent a 'store hangar', then could use it to setup kiosks and items for sale.
I'm hoping that when they update hangars they make them even more modular than you mentioned, and allow us to buy extensions and extra rooms and such. Like a demolish one wall to connect a whole second hangar to the first and so on, even if the second hangar can't have exits (so that the hangar has only one exit to make the instancing easier).
I'm totally onboard with what you're saying. How about a full maintenance capability? I understand starting in your underwear in a short lease station apartment, but I already have 6 live-aboard ships, so ... In full, I want my Aeroview back! The original package that I purchased included my Freelancer AND an Aeroview hanger. Well, apparently I no longer own an Aeroview hanger (so is that theft?), and I still can't fly and use my Freelancer. I have a google of decorations for my non-existent hanger that I earned over the past 11 years.
I would absolutely love to have any of the ideas you presented. I haven't really seen a list of "furniture" yet, but I'm really hoping that we get something akin to a suit locker and gun racks for our hangars/player bases. I would want the suit locker to store everything attached to your suit as well, with put on/take off being a single button. Even if it took 20 seconds, I'd be fine with that, just don't make me manually attach 8 mags, 4 med pens, 4 grenades, sidearm, med gun and tractor beam every time I want to change my armor... XD As for a hangar module add-on, I would love to see a living area that you could log off/in from with things like a kitchen, bathroom, pool table, etc. I think most would see that as a vast quality of life improvement over spawning in a hangar. These could be interchangeable with habs that you rent in game as well.
What I hope the most for the persistant hangars is, being our habitat. It just makes no sense to have those personal items and furniture just to start of in that generic small flats. That would also bring the advantage of not having to travel 10 minutes through the city just to hop on your ship. They could however offer the possibility to buy a private suite for a better housing experience and showing of your wealth. But as a starting point for new players the hangar makes more sense. As a real person tight on budget, but having this huge space that already belongs to you, you would want to live there with your "baby" (your beloved ship).
Private space with that balcony would need either a blast shield or a fully encased glass front. Would be super cool if you called flight control and the hangar went into a lift off mode with blast shields closing off all areas before the go is given.
It's a shame they decided to merge the persistant hangars into the current hangar system... It would have made more sense to retain the "arrival/depature" hangars in the current format, where ships are called from the terminals and a bay is allocated, while providing the "personal hangars" as a separate area (like the old hangar modules) where ships can be viewed/customised (along the lines of a "personal residence" - Maybe with habitation built into it) and items placed before the ship is called to an "arrival/depature hangar" for flight in the current way.
I would add a cutout on one wall where you have an armory for all your looted weapons and armor, and equipment (med pens, utility tools, etc). Hell, they can even make money on that by charging us for additional weapons racks, or armor storage racks. But give us somewhere to see all the stuff we have looted, bought, won, or collected so we can suit up for our next mission.
I love these ideas, especially the mezzanine, which could also have some home-like features built into it like a bedroom, bathroom, and kitchen. Would be a very good opportunity for customization and another thing they could monetize. So it would be like the precursor to player bases, like player housing version 0.5 or whatever.
another good idea is with hangers like the Industrial hanger it would come with more tractor beams around the roof and more cargo storage and a bigger elevator by default. while other ones could come as a more premium comfort for living by default. what we have now could be used as a default in the future for starting unless you already own a different hanger.
I would love for CIG to make Hangars modular, being able to choose and swap out stuff at the side of your hangar and select where which bit is, like being able to buy a larger cargo elevator or a 2nd elevator for hangars that are smaller than XXL and put the second elevator next to the first, chooseing to have a storage alcove on the opposite side or the ability to split your hangar ship elevator in half so you can pull up 2 seperate ships at the same time, or have one on a pad and being able to call up a second ship without the first being stored as then a friend could land in your hangar with their ship while you call in yours. also what would be nice would be the ability to choose over having a Hangar door at the front of your hangar or on the top so that you can choose to fly forwards into your hangar or fly down vertically. thats just my take, knowing CIG that will never happen because it just makes too much sense XD
What a great vid Morph! Wow!!! CIG should have You as an consultant for buildings!!! This is such a great approach to how Hangars should be! I totally love the idea!! And as you mention in another vid your made recently, drop the Item banks and lets keep the paperbag window for our gear...instead of creating unnecessary time sinks! CIG! If You guys watch this vid, this is, how a hangar should be!!! ThanX for taking the time to create this Morph and for sharing!!! WOW!!! 🙏🏻👍🏻💪🏻
I absolutely love your hangar redesign ideas. Would be a nice way to introduce new gameplay tier one too like they did with the cargo elevator. For example they could put a passenger elevator in there where the npc spawn for passenger missions. From there they could easily board your ship.
I like the idea of hangers being more attuned to the gameplay that the player wishes to undertake - however if you can just buy a module for everything no one will leave their hanger. So some modularity/customisation of areas would be great, but I think it would be cool if you can select having a Cargo-centric hanger, or refinery focussed hanger, and there would be something for you to interact with, but also aesthetically it should have some variety. Also when you contact ATC it would be good to be able to flag that you have an emergency medical requirement and you get a hanger that has the elevator to the hospital. Great video though, really appreciate the effort.
Hangars are absolutely critical to realizing the SC dream. Back in 2014, the idea of having an expandable hangar space to display your whole fleet is what made me back.
How about ORG hangars. XXL hangar with one medium and 2-4 small ship lifts. A balcony with an “office” where leadership can make missions for the players in the org. “Transport this to location”, “escort and protect transport”, “retrieve item”, etc.
The hanger lift is so slow and noisy. The side garage for ground vehicles is a great idea. I hope they include something like this. It would be nice to line up all the different ground vehicles you get so you can just pull the one you want directly onto your ship without the need to call them in every time.
The elevator size should change depending on the size of the ship you ask, so in a very big hangar you don't have to walk 200meters to get to your STV.
Hanger modularity would be an amazing feature for all, really being able to modify it the way you want it, meanwhile still keeping the aesthetic of the place you choose to have your main Hanger :)
Came for the thumbnail arrows, stayed for the Aeroview Hangar :D
(Naturally I prefer Revell and Yorke...)
Keep up the good work @farrister
@@FarristerRevel and York was my favourite one to just hangout and chill in :) tbh
Idea: Your home location has your personal hangar, your personal hangar has an incorporated living space. You only wake up in an apartment in cities which are not your home location. When waking up at your home location, you wake up in your personal hab, which is part of your personal hangar.
This is perfect gameplay implementation. Quick start to a playing session when at home
And we need to be able to pick any landing zone (including stations) as a home location.
Unfortunately, even tho it's a nice idea, you would need to redesign landing zones... AGAIN. So this will never happen, at least not in Stanton or Pyro.
@@Archmage9885 that was the promiss, years ago. A self chosen base planet and hangar for free
Yooo and you have to pay rent on a monthly basis to keep your home hangar. The more amenities the hangar features the more expensive same with stations that are central to the system. This would drive you to play the game and earn money to keep up with the rent lol 😢 also would add to the economy. Though more expensive eventually building your own settlement would benefit you not having that payment
Yep - I believe having proper believable hangars would be such a nice immersive experience. A hangar should not just be a bland parking garage, but include components and sub-areas for engineering and storage and general eye-candy.
This game has so many things that need to be improved from a core perspective that eye candy should be last at this point.
I disagree, that’s what base building is going to be for along with purchasing apartments at LZs…a hangar should just be for storage.
@@velocitymg i agree, people forget that hangar are just a parking space, literraly, they can be "personalized" because we own them, but that all. Later when we have appartement or base building (and we know they started to work it with the last citizen con and some inside) will be where we will want to display the thing we collected in the verse.
While a engineering area could be good, a parking for ground vehicle is not needed because in the end we should be able to call them with the freight elevator. But having a space who is slightly empty to be multipurpose (put some container, a vehicle, futur crafting table ?) maybe.
I disagree as well. You need to remember having a physical architectural hangar for every personal hangar means the spaceport needs to be SIGNIFICANTLY bigger than it is now. Thats far too much work and far too much lag to the game.
Our home bases in the future make up for these issues
@@velocitymg the problem is the game is to slow. and i like slow games and it is draining even for me. you should be able to make your own choice. if you like to use a modular hangar you should. if you like to build a base with much more room for larger stuff like bigger refinery you should. making you able to start in a hangar to get small refinery up and running before building a bigger base is a great idea. moving all your stuff to a more local place will make the game run so much better. i cant say i enjoy waking up and taking the train, and most people i play around feel the same. that's why a lot of people move all the stuff to a orbital station. to get quick access to stuff. and to actually get to play the game
I would like to see something discussed years ago, attached living quarters for hangers. How nice would it be to "spawn" into the game in an apartment directly attached to your hanger.
I believe that's coming but it'll be basic. They'll want us to rent/buy apartments instead
Gimmeh a cot that’s obviously the (mildly damaged) bed out of a Mustang Beta. Maximize that “broke af space hobo” vibe.
It’ll end up popular as it’ll be the bed you can place with the shortest physical distance to spawn and reach your ship call.
@@piedpiper1172 isn't there a hangar flair cot? I'll make a house out of cargo boxes in my hangar and call it home
@@SpaceMike3 Check Mr. 1% with his “bedroom” and “expectation to not just sleep in a massive, open industrial space.”
I bet you grew up so rich you had regular access to meals and water, aristocratic swine!
Right there is 15 minutes saved every time I log in. Having apartments where they are right now is one of the main reasons why I never log off on planet cities.
They need to do a two fold approach when it comes to the Hangars, 1: make a private space port for people to have their Hangar in, don't think of it like an airport think of it as a port. People have private marinas with their own births while shipping vessels have major ports. The space ports is the later while the player Hangars for people whose home is that planet are the former. 2: bring the old hangars to gold standard and set planets they can be on. The upper two set to Orison and Microtech, self land set to A18 and Hurston, then open up some asteroid belt stations for people with the asteroid hangar to pick from, add in a few new ones we can purchase stand alone that work on specific world types such as those in pyro. The Hangar is our home until we can build a base, and unlike a base it should be always there, safe, and ours to use, so selling variants shouldn't be a terrible idea.
Just using the existing hangar at the current space ports, at least to me, doesn't work.
This is my thinking as well. Expanding the existing hangers to what the community wants would require modifying and expanding the existing spaceports so hangers don't clip into each other.
I think the biggest challenge would be managing modular hangers in a beleavable way when more hangers are needed than physically exist.
I second this I want to have a window with a view or something not just be stuck in some box with my posessions like some horder in a bunker. A personal asteroid with landing PADS in some remote area overlooking a nebula would be utterly amazing. If the are creative enough they will have as vast options as their ships.
Having luxury ports would be cool.
Also ones linked to gameplay - for instance one where bounty hunters can gather and get local missions from givers directly. Would make it easier to find people to team up with.
Having something like a little appartment viewing your hangar would be prety cool, another cool concept would be IN-GAME buyable hangar modules like a deignated refinery, ship workshop where players can repair their ships in a way the salvage multitool works right now or even a vip terminal lounge thingy for transporting people with your 890 jump or spirit e1. Could deff come up with more.
I would make most of those ideas such as the garage and balcony, to be a stock feature in every hangar. Also you can add:
- side storage room all around, especially for stuff like armor, weapons, components, etc.
- instead of a snub ship pad, make it a lift to call snub and small ships as well. Calling for an Aurora on the giant lift of a capital ship hangar is stupid. Also it enables bringing smaller ships onto a larger one already parked there. This is imo an essential feature.
Modules instead should focus on particular job specialties, as a progression. Like the refinery you can add :
- Small hospital
- VIP wait room
- Barracks
- Crafting space
- Datacenter
etc.
Most stock hangars in real life don't have eleaborate balconys or garages, and only feature the most bare bones utilities. I think that buying an extra garage or balcony as a module makes sense because not everyone may want them. Datacenter, VIP waiting room, barracks, and crafting space are definite musts as modules, though.
Watching the sequence with loading vehicles on ships... I was a flight engineer on C141 for the US Air Force. We would be trained in how to properly tie down vehicles in the aircraft. It would be cool if we had a mutli-tool attachment to effective tie down vehicles which would lock them in place so they don't glitch out so much when in motion. Also be very immersive while it would not really add a ton of time to loading and unloading. Could see a chain get attached to some anchor points between the vehicle and deck. 😁
Didn’t realize the tractor beams worked like that.
That’s not a tractor beam, it’s an anti gravity whip.
That's Gmod physgun ! 😂
Yeah that's what i don't like about them, it's too powerful, too stupid. But iirc they will balance them at some point
Oh, I remember my old hangar modules well. Especially the asteroid one...that was nifty.
I love having a real architect critiquing ships and sci-fi city spaces.
damn, opened youtube at the best moment possible
Ahh, "could". Star Citizen in a nutshell...
That would be existence in general, you included ofc, and me.
Dude.... hangars back in the day were nuts. I wish we could get an update to them soon and allow us to choose our style someday. I want my Revel & York hangar back and a connected hab and one day apartment.
Those shots of the old hangar module hit right in the nostalgia..
So happy you created this video. One of the things people love about games like GTA4 is showing off your apartment and all the cool things in your garage. Not to mention the functional benefits of having a large nook to easily and quickly access vehicles to load in a ship.
Here I was thinking your design was very similar to what we were actually going to be getting in 3.24 with the new hangar system. Throwing down a couch in a hangar with 1 ship displayed was not what I imagined. I pictured my old hangar that came with my pledge that had plenty of space to park ground vehicles around the edges and the lounge area on the balcony. Oh well....
They mentioned that for 3.24 it's more about functionality than form right now, they just need to get the basic persistent hangars to work right. They said they will revisit the personalised hangar themes once all the technical backend hurdles get sorted.
I dont think enough people say this but... Mad respect for modeling an entire hanger with ships to correct sizes.. bays, modules & Luxury areas etc... VERY impressed by you actually SHOWING your ideas instead of just speaking about them!
He puts the art in Art-chitect!
I'll see myself out...
i've said this myself. as a temporary thing, just emptying some of the alcoves could allow basic Rec areas, places to store anything, or used as prep area for FPS. had a conversation about weapon racks and suit lockers as hangar items and things like prepping Stor-all containers with 50 loadouts for Org events, then the topic of mannequins came up. which could be good for loadout preps as well, or rare trophy armor in a display area. could be dressed as enemies and used in a makeshift target range.
my favorite hangar from the module days was Aeroview. it had a kind of atrium design with a catwalk and a nice overlook office at the end. would be nice to see some design benefits over public hangars, purchasable modules/upgrades could be good to allow people with Self land hangars still getting a good experience. depending, having the upgrades come back could be nice and a money maker for CIG.
"still early", kind of, some things with landing zones need a go over like was brought up in a SaltEMike video few days ago. selling weapon racks in a Kel-to Rx just doesn't seem right, when one of the blocked off alleys could have junk stores and iffy tech shops like Levski market. imagine A18's neo Tokyo backdrop to Levski's market and almost Ruin Station alleyways connecting run down habs away from the upscale business district.
when you factor in new player tutorials, Zero to hero, and Arena Commander junkies spending 90% of their game session in a Simpod, not to mention random clothing and item stores every LZ should have. they are lacking. options for Rep based apartment progression as well. just look at what is possible with SoO platforms and Distribution Centers. made a few posts on Spectrum. given enough time that vision of a great space game doesn't have to just be a vision, it is a tangible thing...
I could 100% see hanger modules being a thing CIG goes for. From being a solo player getting ready for a mission or a group/org needing a ship with multiple vehicles and cargo to all load up more easily and efficiently, having Persistent Hangers able to do all this instead of being a parking space would be really welcomed. I really liked the idea of the added mezz to overlook the hanger, but would even say adding a living quarters to operate out of would be nice. Sure, the option of getting an apartment or loft or whatever in a separate town with a view would be nice too, but for those time you'd want to stay close to the hanger you'd have the option; It'd be like those who live near small airstrips with their home attached to a small hanger.
The missions would need to work first.
I have really fond memories of the old expanding hangers that grew into multiple rooms as your fleet grew. I miss those days.
Those days will probably never return, but your ideas about modularity would go a long way toward making our current hangers much more functional. Great stuff, Morphologis.
man that hangar you showed is awesome. The balcony has so much space for actual living-space and even provides a nice view to your beloved ships. Having another little area for smaller ships like the arrow make it an actual garage where you can take out a ship very quickly without even having to call from the cargolift. Nice work!!!
I absolutely love the idea of entering your personal hangar into a mezzanine or social area that would overlook the hangar. It would add to the feeling of it being a more personalized experience than the standard hangars we are still going to encounter at every other location.
two things are critical for them to be meaningful; 1) some ability to show off cool vehicles / items, and/or build little living spaces with furniture (like some people do with large car garages). 2) ability to stage for a group of at LEAST 5 people doing useful things, such as loading a carrier craft or landing craft, the kind of things youd normally meet up on some flat safe ground to do. Otherwise it'll just be a normal hangar with some paint and maybe a flag or something... wow. youll leave as fast as you do now.
Our personal Batcave! Very nice set of suggestions. Hangar modularity seems like a fantastic way to grow out from the initial CIG implementation of Personal Hangars. The old hangar system with its different trim levels might provide a manufacturer base of design variations for some of those modules you've outlined. The upper observation space - and any attached player housing it might incorporate - would be a good place to make use of such manufacturers. That or this might be a good place to test out or reuse the base building interior customization system CIG has also discussed.
I absolutely loved my Asteroid Hangar! The concept of displaying all your ships in one place was fantastic. That's why CIG created the PTV, so you could drive around and see your ships up close. Initially, they mentioned that your hangar would expand as you acquired more ships.
I imagine that housing in the game will be accessible via an elevator, taking you to your room, house, or flat. Back in 2013, the hangars were amazing because you could see all your ships at once and even sit in them, though flying wasn’t possible yet. It would be incredible if you could get into your ship and have an elevator take you up to the launch and landing platform, much like an aircraft carrier.
This setup would act like a garage where all your ships are parked. You could get into your ship, and it would be transported to the loading bay and launch/landing platform. In the garage, you could repair or tune your ships using a workbench (I’ve had mine since 09/25/2013).
Imagine organizations having hangars with designated areas for engineering, pilots, ordnance, or offices. Additionally, having warehouses and dedicated logistics staff to manage inventory and supplies would truly enhance the immersive experience!
In the end, personal hangers should allow you to prepare your stuff so that if you die or something you can get back quicker, making the setup process a more interactive piece of gameplay
I like these ideas, tbh I hadn't really considered them. I know it sounds superficial but what I want most from a personal hangar is a cosmetically customise-able showroom. Different spots to show off different ships, and to ride around in the greycat buggy or look down on them from walkways. A little showroom for a racing ship collection. A big VFG type thing to show off a couple of industrial favourites.
I'm sure we'll have the fancy hangars once marketing can figure out a way to sell them.
I'm sure they'll SELL fancy hangers once marketing figures out how. We probably won't actually HAVE them for quite a while afterwards though.
We already own them. You already paid for them - that's why CIG couldn't be bothered less to actually implement them. Boring - no new money in sight
even more fancier than Aeroview?
jeesh.. easy... Sell stuff to put IN my personal hangar. and THAT sells personal hangars
Dude, you don't need to apologize, I like the look. Reminds of back in the day when architects used to create models of the proposed project. A friend of mine used to be in a frat so we would hang out there at times. One of the members was an architectural student and he had one of his project models in his room. Had a cool talk about balancing your desires, the client's, and the local environment.
I would love for our Personal hanger to actually be our home, and have an apartment for us. The existing apartments, would be more of just a hotel
I agree with most if not all of the ideas set out in this video! As far as I'm concerned, it wouldn't necessarily even need to be modular, as I think a lot of the modules you set out just sound like common sense additions to player hangars. One thing you mentioned that really stuck out to me was using hangars as a jumping-off point, and helping players organize so that they can get started on their adventures without so much fuss and preparation every session. To me, the greatest possible way to embody this would be through sleeping quarters, or some kind of built-in hab, allowing you to start straight from your hangar without having to go through the whole public transit business every single time you play. I know that persistent habs are on the horizon, but I've always assumed this will just be a more permanent hotel room in the already-existing hab facilities - though who knows, maybe hangar-adjacent habs are already part of that vision. Either way, I think it would make a lot of sense to leave the apartments and subway rides for far-flung worlds I'm visiting on business, rather than have them be permanent features of my home base.
After playing the PTU I have to completely agree with you. I really wish for a reappearance of the Sim Pod to seamlessly jump into Star Marine or Arena Commander. Also living spaces are completely missing. There is furniture and hangar flair, but no real place to put them, where they would feel natural.
I LOVE the idea of logging into SC, getting out of my bed in my hab IN MY HANGAR... walking over to a Sim Pod, sitting down in it, closing the cockpit .. and using THAT to log into Arena Commander. or Star Marine... or heck.. even SEGA Defender for that matter.
I did not expect the SWG flashbacks... days upon days of carefully arranging furniture, vendors and weapons flashed in front of my eyes.
Hangar furniture and flair, modular extensions, and hangars themselves are some of the ways I'd like to see CIG start making money instead of ship (especially concept ship) sales. Right now there just aren't a lot of revenue sources for them so they keep doing the ship sales to keep the lights on, but it's not sustainable long term. There are only 3 viable long-term options for the game servers to keep running and the staff to keep getting paid:
1. Sell or rent in-game niceties like hangars, land claims, buildings, apartments, and the things that go in them for real money.
2. Monthly/Annual subscriptions to play the game
3. Sell in-game consumables like hydrogen and quantum fuel for real cash. This is an idea explored in Ready Player One (the book not the movie) and was ultimately how the company in the story made all their money. I think this has real potential as long as you can ALSO get those fuels in-game.
The biggest issue I see is they have cluttered the useful areas with greebles to stop you actually using the areas around the pad. It is obvious as usualy that they dont actually think about how players will use the feature. Areas to park vehicles and small ships to me are essential. Also rooms off to the side to set up as an armoury, equipment storage, spare parts, habitation to me are essential. Imagine going to your hangar and whiel you cal your ship up you walk into the suit room to dress for your mission, swing through habitation to grab a few supplies and then stop by the armoury to grab a weapon prior to walking down to where you parked your rover. You then get in the rover and drive onto your ship and depart through the hangar doors.
The idea of hanger modularity is a great idea. There was a stretch goal (44 mill) for a stellar cartography room for your hanger. Also a shooting range and trophy room was at some point mentioned. I do hope that is still planned. Great video sir 👍
I own a Reclaimer. Boy my Fury is going to look comically cute in that super giant hangar. I gather the top Revell & York hangar style is not going to be available. Your choices will only be VFG Industrial or Aeroview styling. I love Revell and York wood and white ceramic with gold silver inlay accents
I hope they will change back to having freight elevators retrieving ground vehicles and hopefully small snub crafts and that changing them to the ship elevator as well isn't permanent for them or they could just add a secondary fast xs snub/vehicle elevator in large hangars to retrieve parasite craft and ground vehicles instead.
It is going to be insanely tedious to bring up multiple vehicles on that giant and slow xl ship elevator otherwise, on which you will have to run quiet the distance to get to that tiny vehicle, move it off it, wait for it to move back down and retrieve the next one and repeat until you bring up the ship to move them into it.
I'm a backer of this game since 2013. On 21 December of 2013 I upgraded my hanger to "Revel & York Hangar". I paid for that, and I also bought an aquarium and some special fish to go with it.
My husband bought a music box and some other items for his hanger. So after CGI got all that money they now slap in our faces and tell us that we are not getting what we paid for?
And I see nobody making an issue about this, it's really baffling. We can't be the only ones who bought an extra hanger and an upgrade.
This is very ridiculous and I for one do not appreciate being scammed.
There currently is an area above the hanger. It looks like a small control room that is not accessible. If they just slightly changed that area and made that the entrance and even had a hab to spawn in. that would almost be perfect.
That Chrome 400i Looks beautiful
The Meridian paint is available for many ships and looks great on any of them.
Meridian looks better, and that's through choice.
Finally! We can enjoy placing furniture in our hangar…and watching it jitter, dance, and fall through the floor.
I only hope we see the return of the personal spaces inside the hangars, such as control rooms, or lounge type areas that overlook the bay.
The hangars that come with ships from the RSI website should be tokens for additional personal hangars around the verse (so long as that type/style is present at that location).
The current persistent hangars are boxes with a couple of elevators. No balconies or living areas to look down on the vehicles, no way to conveniently display multiple ships or suits of armour. No way to decorate beyond crudely tractoring items into some arrangement.
I really hope they don’t waste the opportunity to let players have a home in the verse: a place to display rare items and collectibles, loot, that special set of armour you got from Siege of Orison for taking out a lieutenant etc
100% agree with hanger based tractor beams. Maybe on some kind of movable control boom. Also ground vehicle parking as well is great!
I think the best way to do it would be to have multiple versions of hangars like the basic, luxury or utility versions which will be in the cities and add the modularity and customisation to the hangars we will eventually be able to build on the surface of any planet. So the basic, luxury and utility versions you can buy would be kind of like a GTA solution where everyone has the same hangar depending on the version you bought and the customisation and modularity would be for the base building aspect.
All the set dressing areas already in hangars could have easily been used to accommodate these suggestions.
I think the freight elevator was placed into a terrible location. 90% of ships have ramp at back. Every ship spawns with the back of the ship to the elevator. There is a huge space between the left and right elevators already where we enter. That is where the freight elevator should have gone. Under that window area. Could redesign that to have slightly taller opening and then move the window area down and make that be the tractor beam room to load and unload the cargo. The junk areas all around the spawn area could then easily be cleared out and install a garage door opening for ground vehicles. Another space could be used as a staging area, weapons, components, snub ships. Seems you can spawn a snub and park it in the freight elevator now, and then call up your big ship to load it into.
The Hangers we "paid" for along with our ships through the years, should be incorporated into the game for our use.
How difficult can it be ?
4:19 Wish we could get some nice free cam views like this for ourselves. Love watching the ships from a stationary viewpoint! At least for take off and landings.
Had the same ideas playing the ETF build, also I think it would make sense and be very useful to have the shipovator be in sections, so each section can act as it's own shipovator to spawn/juggle multiple smaller ships, or connect across to spawn bigger ships. Or at least let you spawn multiple ships/vehicles on the shipovator at the same time if they fit. Or just making it 2 shipovators or a shipovator and a shipovator sized pad to let you juggle the cargo between 2 ships, or store ships/vehicles on the pad etc.
You can park ground vehicles even the biggest ones in the cargovators btw, but yeah, dedicated parking space would make sense.
I'd love to see those hangars back. They come with the game package so I'd like to hear an official plan is for them.
Your home-made 3D demonstration was a fantastic addition to enhance your points!
to have been able to whitebox and soft-texture all this in a weekend is quite a flex, and as I'm self-learning 3D myself, that was actually pretty inspiring xD
I actually quite like the whitebox look for imagining what could be. Thanks for this one! I really miss goofing off in the hangar module. My old Revel & York hangar had two different spaces for sitting. One was a casual sitting area and the area was more of a conference/planning area. I'm not sure why except that it would be really boss, but I wish one of those two spaces was an elevator lift. Like... as you're finishing up your planning session in the conference room, you hit a button at the head of the table that begins to slowly lower the entire conference area down to the ship level so that by the time you're fully finished, you're all ready to step right out into your ships and shove off. It's not particularly functional unless the noise of the goings on of the hangar is diminished when the conference room is in its raised position. I dunno. More rule of cool than functional, probably.
I'd be pretty okay with a XL cargo module that is essentially a hab. That would open up a LOT of cool ideas: you could set it up out in the field, you could have it as a spare room in a big ship, and with these hangar modules you could set up your personal room right in the hanger area or a summonable one the cargo lift.
It seems like our hangar could at least have an "employee break room" like almost every other industrial space on Earth.
Especially annoying that there is a lack of space in the hangars to park and store stuff, because the current hangars are full of fake props, like the hospital elevator, the "personnel only" doors, fake workshops, fake fuel cart etc, though aeroview hangars seem to have a bit more free space than self-land.
I would love to see Personal Living Quartes added to the Hangar, Conference Room for Org Planning, Rooms that will aid the different play roles such as Data Storage, Gear Storage and so on.
As you suggest, entering the Hangar to a Viewing Platform would be so much nicer.
Reminder that it's mid July and they still haven't figured out the basic logistics of persistent hangars and cargo, which were supposed to release in 3.23.
they have figured out nothing, no concept at all, late for everything.. its still a scam lets be honest, it will all never work, lets wait the next decade
Thanks for the shout out Morph! And fantastic video as always. I love all the ideas presented here
it would be cool if you had multiple hangars that you could link them up and have them side by side so you could turn one into storage or something XD
The fact this isnt already a feature is beyond bat-shit crazy. The old Revel and York hangar was perfect for a spot to hang with friends. The fact they didnt even TRY to replicate it is nothing short of atrocious
I think the upgrade modules is a good idea. I'd toss the refinery, and make it instead a refinery port - it goes to the nearest refinery, giving express and convient access, while not stepping on the toes of expanse owners or refineries. Expand this out to having other locations, and you could start to populate courier contracts using these mail boxes. I would hesitate to make a hanger the one stop shop however, lest it become the only stop. I love the smaller pads idea, and am here for the habs. A good vehicle upgrade would be lifts at the front and back, allowing them to rise into position aligned with cargo doors. Further modules could be waiting rooms for passenger missions, or some kind of storefront.
The 400I looks so good in chrome, I wish I could get that paint for my one
This is exactly what I'd hope what hangars will be in this game. Modularity is a must. We need a variety of areas and modules that we can add to our hangars to make them our own and to showcase our accomplishments within the game. I would love to see these ideas in the video added. Love the mezzanine idea and the separate cargo elevator idea especially. I would suggest that the smaller cargo elevator have the capability to pull up ground vehicles too. And that the mezzanine function like a lobby to your hangar.
I would also suggest that some of the other modules that they add to your hangar suite should be:
1. Office(s)
2. Living quarters. For you and a few friends or org mates where they can have a space to leave a few of their personal items. Imagine having a place to stay if your hangar is in Area 18 but your friend has one in a location in Pyro. I can have a room to store a few of my items in their hangar while I operate there. You can limit access to the hangar to one ship and vehicle and the storage space within your living quarters. And it would be nice if you could set up permissions as to who can gain access to use the item bank within your hangar.
3. Motor Pool/Repair Bay. We need an area to repair our small ships and vehicles. If a repair or ship modification takes a long time to complete, there should be an area where we can do this without halting use of the main elevator. This is a necessity for Orgs and for players that play with friends. One person can be there working on the ship while others can go and retrieve more supplies, materials and equipment, or keep operations flowing without bottlenecking the hangar. Say if I have two Moles in a mining operation and one is in need of repairs or refitting. That can still be done without hindering continuing operations.
4. Crafting workshop. It should be adjacent to the repair bay. This can be an area where crafting can take place when that mechanic is added to the game.
5. A command center/ Briefing room. A room with multiple screens and interfaces to plan missions, monitor galactic news, and manage operations. It should be customizable based on your profession whether its trade, mining, salvage, bounty hunting, security, pirating, scientific research, exploration, passenger transport, etc.
6. Cargo sorting area. An upgrade where there's space to sort incoming and outgoing cargo. For instance, if you have a mining operation and say a Mole comes in with a load you can quickly offload it to the side and bring up or land a C2 and load it up with that load and any other cargo you may already have in storage.
7. Medical Bay. A place to treat injuries, storing medical supplies and respawning after death.
8. A kitchen/cafeteria. Somewhere to store, cook, and eat food.
9. Social lounge. Somewhere for players to gather, relax and interact with each other.
These should be modules that can be purchased by players to upgrade their hangars over time much like the properties in GTA Online.
Your idea almost seems like a GTA Online garage, and I am 100% here for that.
I would love to see Org hangars with landing services for all it's members and upgrade tiers that we could work on together: making them bigger or unlocking things that make 'business life' easier or more fun (cargo management, crafting, trading, access to contracts). I fly around loreville and the areas on arccorp looking at all the buildings with landing pads or interesting towers and just imagine being able to call one home.
Aaaand you are almost back to the start! Your vision is almost like the luxury hangar (Revel & york?)from the 2014 hangar module.
It had a 2. story with a lounge, office, and control room.
I think you have some pretty good ideas, one thing I would add, an attached hab, maybe to your mezzanine. From what I have been hearing you have to travel through some stuff call up your hanger then go to your hanger. Why not just attach the hab to the hanger so that when you exit your hab there you are at YOUR hanger. Might even help with security both back end and front end.
I'd love the idea of hiring NPCs to manage our hangar, just like we have them crew our ships, and fitting our hangar with different facilities. It could add some cool sim elements, they could offer repairs, refueling, cargo/ammo loading/unloading, etc. And we could add something like a med bay or a lounge, hire appropriate NPCs... Imagine putting an NPC tended bar in your hangar, and bringing your friends, or using it as a rest stop/boarding lobby for players/NPCs that booked a flight on one of your ships... So much potential.
I started pledging before anything tangibly existed. When the first iteration of the hangar module arrived it was a down-payment of sorts on the promise made and my investment. The final iteration of the module was nice. You spawned into the hangar on the floor instead of your personal space, which would be easy to correct. It had small parking areas for the buggy, and larger zones that would be big enough to easily fit the smaller personal ships or other ground vehicles. The clincher for me was the elevator access to the introduction to Area 18. You entered an elevator in your hangar and exited into a security area where you were scanned before accessing the central hub of Area 18. It was identical to the open space near Cubby Blast in the current game. Honestly, I don't understand why we don't have these now. There is a ton of unused architecture on city landscapes. A persistent space out in the unused building assets could be allocated to a player. Your hangar module with your own living space would have access to the tram system via pedestrian walkways or utilizing the existing skyway in a smaller ship. It'd be like driving through a city in real life. You don't get access to every single building in a city. Most structures are privately owned. You have your own private space and use publicly accessible roadways to get to areas that are open to the public. They could have had this sorted out first and then expanded the player experience into other planets and systems. Instead of taking something from us, they would have just added onto it over time. We would have always felt like we were getting something instead of losing it.
There's a whole host of backend technicalities involved with making persistent connected corridors from hangars to a landing zone, which is what they're kind of going through right now in 3.24 in preparation for other big pipeline changes like the upcoming building interiors v2 and personal habs.
Pretty disappointed we aren’t getting actual home hangars in this release. I was so looking forward to working on my lounge area.
One of the issue I see with those new hangar is that the cargo lift is on the side whereas most ships are loaded by a cargo ramp in the rear. So you cannot tractor beam containers directly from one to one but have to move yourself or make an intermediary heap.
This guy has the right vision! Modularity of the hangar increases functionality of the hangar, helps it deliver on many of the original hangar attached concepts that CIG concepted (personal space to display your collections, shooting range, etc), creates an upgrade path for hangars that players can work towards and earn/purchase all while feeling like their character is growing in the verse, and provides CIG with a new potential revenue stream (make base functionality modules in game purchase or special even limited, with unique skinned variants that could be purchased on the pledge store).
Modular Slots
Depending on hangar size and variant they could potentially open various slots for filling with modules. Built along the walls surrounding the hangar itself. Basically they could do it with the concept of cubic slots. So going with depth, height and width. Using an Ursa as a random example, when looking at it from the side we could say it has a 1u depth, 1u height and a 2u width. So certain hangars will allow for various implementations of modular slots around the Ship Elevator; allowing the player to fill those slots in any layout they want; as long as they meet the requirements of the slot and any restrictions for the location.
Modules
Ship Elevator (S1-S6) - This is the central core of the hangar and determines overall size; with larger sizes allowing for more module slots positioned around the Ship Elevator.
Cargo Elevator - This is the elevator that we know to be coming with 3.24. However, you can add variations of sizes; from small quick elevators to large slow elevators. You can even do different tiers. Imagine buying a small cheap functional elevator for early game… but then getting upgraded ones as you progress which are faster and/or larger. By making these modular, you also have the ability to have multiple elevator modules. Have one on either side of your ship so a crew can tag team moving and loading of cargo faster.
Hangar Door - Door size variants tied to Ship Elevator size. Optional wall or ceiling door depending on what the location allows for.
Cargo Staging/Extension - Small cargo grids of various sizes, but limited as they are not meant to replace the main cargo storage. Meant to help supplement loading operations.
Ground Vehicle Staging - Small space for parking and staging of ground vehicles.
Small Vehicle Staging/Maintenance - Such as “parasite craft”, perhaps can make this multipurpose for staging or repairing of land vehicles or small shuttle sized craft.
Refiner/Processing - Provides the convenience of refining at home! However, it will be limited due to not being able to compete with speed/scale of location based services, but might provide higher payout due to cutting out the middle man. Restrictions may apply based on specialty materials that require non-commercial refining processes or tooling.
Crafting - Various modules for crafting related gameplay.
Ship Loadout Elevator - This module could have a terminal for modifying ship load outs; including quick load out variants for specific ships. Has control over cargo elevator for quick distribution of any non-equipped components for the selected load out.
FPS Armory - Various sized FPS Armories that include features such as gun racks, armor stands, specialty weapon display cases, and a terminal attached to Cargo Elevator. Delivering fps gear from cargo elevator might deliver as they currently do (loose), whereas when delivered via FPS Armory they are delivered already racked, packed, stacked, and ready for distribution during large operations or weapon sales.
Shooting Range - For testing out FPS weapons or ship weapons (via mounted stations).
Drone Bays - For deployment of hangar wide drones for repair, restocking, changing load outs or for deploying to ships that have the capability to cary drones.
Player Spaces - Various functional or decorative spaces for players to work or relax in. These might include offices, hangar entranceway/lobbies, sleeping quarters, barracks, food/mess areas, bar/drinking areas, traversal (stairs/elevators) for movement between floors if modules are placed on different levels, recreational areas such as pools or mini games, museum/showcase spaces.
Wildlife - Mammal, Fish, or Bird type enclosures for storage of animals prior to transit, for husbandry, or for home pets.
Services or Exclusives - Various modules related to ship/station services such as repairs, rentals, faction representatives, exclusive club mini satellite locations (imagine having a miniature High Five or Concierge club location in your hangar. Limited in size since they should not detract from the real locations. Maybe a small table/bar etc, room for a couple players).
I love the overlooking hang out space. SOOOOOO kewl.
I think you are raising great points. I know nothing of game making, but I do think that having more space and more versatility when it comes to HOME location, we should have choices and be able to adapt our personal space to our needs and gameloop of choice. Modularity could indeed be one way to go, but I would also add the possibility of having small living quarters (like the apartment) in there. I think the addition of a smaller landing pad for ground vehicles and small crafts to be called when in a massive hangar should be an option (which is why I also like the idea of a parking spot). The balcony would be a nice view and a nice place to greet friends and put on display valuables and collectibles. I think for the cargo elevator it should stay the same but maybe adding a storage space next to it that can be customized to our own volition could be a great addition: want to put a big benny there? Attaboy. Want to make yourself your own little armoury? Why not. Want to be a loot goblin and stack boxes like legos? Be my guess. But in the end, THE CHOICE would be yours. I am all for efficiency, and I think that adapting to a situation will alway be, the most efficient
As an addition - larger hangers would have room for a lot of modules. IE, a armory that gives you a large place to store weapons and armor.
Or a tactics room for mission planning or mission control.
I really like the modular hangar idea you demonstrated with the models. All I could think of was having my own little base of operations planetside with a hangar like that.
I'd like to see an apartment attached to our personal hangers. Maybe briefing rooms, store fronts, and the like
These ideas work so well with the promise that many players believe they had about the game.Especially if the persistent hangar is only in one landing zone per player. The mezzanine area is a great idea to really show off the ships you bought to friends that don't exactly share the excitement you have for the game.
Stores. Shops.
Hangars that can be opened up publicly to players. Perhaps with a separate elevator list, or maybe an elevator in the commons/galley area. If a player chooses to buy/rent a 'store hangar', then could use it to setup kiosks and items for sale.
I'm hoping that when they update hangars they make them even more modular than you mentioned, and allow us to buy extensions and extra rooms and such. Like a demolish one wall to connect a whole second hangar to the first and so on, even if the second hangar can't have exits (so that the hangar has only one exit to make the instancing easier).
I'm totally onboard with what you're saying. How about a full maintenance capability? I understand starting in your underwear in a short lease station apartment, but I already have 6 live-aboard ships, so ...
In full, I want my Aeroview back! The original package that I purchased included my Freelancer AND an Aeroview hanger. Well, apparently I no longer own an Aeroview hanger (so is that theft?), and I still can't fly and use my Freelancer. I have a google of decorations for my non-existent hanger that I earned over the past 11 years.
I would absolutely love to have any of the ideas you presented. I haven't really seen a list of "furniture" yet, but I'm really hoping that we get something akin to a suit locker and gun racks for our hangars/player bases. I would want the suit locker to store everything attached to your suit as well, with put on/take off being a single button. Even if it took 20 seconds, I'd be fine with that, just don't make me manually attach 8 mags, 4 med pens, 4 grenades, sidearm, med gun and tractor beam every time I want to change my armor... XD As for a hangar module add-on, I would love to see a living area that you could log off/in from with things like a kitchen, bathroom, pool table, etc. I think most would see that as a vast quality of life improvement over spawning in a hangar. These could be interchangeable with habs that you rent in game as well.
What I hope the most for the persistant hangars is, being our habitat. It just makes no sense to have those personal items and furniture just to start of in that generic small flats. That would also bring the advantage of not having to travel 10 minutes through the city just to hop on your ship. They could however offer the possibility to buy a private suite for a better housing experience and showing of your wealth. But as a starting point for new players the hangar makes more sense. As a real person tight on budget, but having this huge space that already belongs to you, you would want to live there with your "baby" (your beloved ship).
This game has changed so much (in a good way) its crazy to see the older cutty, it looks so different
Private space with that balcony would need either a blast shield or a fully encased glass front. Would be super cool if you called flight control and the hangar went into a lift off mode with blast shields closing off all areas before the go is given.
It's a shame they decided to merge the persistant hangars into the current hangar system... It would have made more sense to retain the "arrival/depature" hangars in the current format, where ships are called from the terminals and a bay is allocated, while providing the "personal hangars" as a separate area (like the old hangar modules) where ships can be viewed/customised (along the lines of a "personal residence" - Maybe with habitation built into it) and items placed before the ship is called to an "arrival/depature hangar" for flight in the current way.
I would add a cutout on one wall where you have an armory for all your looted weapons and armor, and equipment (med pens, utility tools, etc). Hell, they can even make money on that by charging us for additional weapons racks, or armor storage racks. But give us somewhere to see all the stuff we have looted, bought, won, or collected so we can suit up for our next mission.
I love these ideas, especially the mezzanine, which could also have some home-like features built into it like a bedroom, bathroom, and kitchen. Would be a very good opportunity for customization and another thing they could monetize. So it would be like the precursor to player bases, like player housing version 0.5 or whatever.
another good idea is with hangers like the Industrial hanger it would come with more tractor beams around the roof and more cargo storage and a bigger elevator by default. while other ones could come as a more premium comfort for living by default. what we have now could be used as a default in the future for starting unless you already own a different hanger.
I would love for CIG to make Hangars modular, being able to choose and swap out stuff at the side of your hangar and select where which bit is, like being able to buy a larger cargo elevator or a 2nd elevator for hangars that are smaller than XXL and put the second elevator next to the first, chooseing to have a storage alcove on the opposite side or the ability to split your hangar ship elevator in half so you can pull up 2 seperate ships at the same time, or have one on a pad and being able to call up a second ship without the first being stored as then a friend could land in your hangar with their ship while you call in yours. also what would be nice would be the ability to choose over having a Hangar door at the front of your hangar or on the top so that you can choose to fly forwards into your hangar or fly down vertically.
thats just my take, knowing CIG that will never happen because it just makes too much sense XD
What a great vid Morph! Wow!!! CIG should have You as an consultant for buildings!!! This is such a great approach to how Hangars should be! I totally love the idea!! And as you mention in another vid your made recently, drop the Item banks and lets keep the paperbag window for our gear...instead of creating unnecessary time sinks! CIG! If You guys watch this vid, this is, how a hangar should be!!!
ThanX for taking the time to create this Morph and for sharing!!! WOW!!! 🙏🏻👍🏻💪🏻
I absolutely love your hangar redesign ideas. Would be a nice way to introduce new gameplay tier one too like they did with the cargo elevator. For example they could put a passenger elevator in there where the npc spawn for passenger missions. From there they could easily board your ship.
I like the idea of hangers being more attuned to the gameplay that the player wishes to undertake - however if you can just buy a module for everything no one will leave their hanger.
So some modularity/customisation of areas would be great, but I think it would be cool if you can select having a Cargo-centric hanger, or refinery focussed hanger, and there would be something for you to interact with, but also aesthetically it should have some variety.
Also when you contact ATC it would be good to be able to flag that you have an emergency medical requirement and you get a hanger that has the elevator to the hospital.
Great video though, really appreciate the effort.
Hangars are absolutely critical to realizing the SC dream. Back in 2014, the idea of having an expandable hangar space to display your whole fleet is what made me back.
How about ORG hangars. XXL hangar with one medium and 2-4 small ship lifts. A balcony with an “office” where leadership can make missions for the players in the org. “Transport this to location”, “escort and protect transport”, “retrieve item”, etc.
The hanger lift is so slow and noisy.
The side garage for ground vehicles is a great idea. I hope they include something like this. It would be nice to line up all the different ground vehicles you get so you can just pull the one you want directly onto your ship without the need to call them in every time.
The elevator size should change depending on the size of the ship you ask, so in a very big hangar you don't have to walk 200meters to get to your STV.
Hanger modularity would be an amazing feature for all, really being able to modify it the way you want it,
meanwhile still keeping the aesthetic of the place you choose to have your main Hanger :)