Star Citizen - Costume Weapons Ships - the Spawning Issue

Posted on the 21 January 2018 by Freeplanet @CUST0D1AN

IT MAKES NO SENSE!!!


CIG wakes up groggily, as if from some terrible truth hangover, "What now Mike?"
Costumes, weapons, ships... I mean, I covered this in my COMMERCIALISE HYPERSPACE post from exactly one year ago but nobody at either CIG or Backers or players of the game seem to want to truly address this basic glitch in the matrix.
Where are they coming from?

When you try on a suit in a shop. Cool, you have a 3D rendering of the costume via the Try On functionality. I get that it's only a game. But (after clicking the BUY) button, "Where does it go?"
Same with weapons, stim pens and ammo, "Where do they go?" such that you can (currently) flip between the weapons in your Weapons Management section of MobiGlas?
When you buy a ship, it can be viewed in your Garage. But where is that garage? And do you really wanna race all the way across the galaxy to open up a new ship? What is the real-world acrage occupied if all two million subscribers to Star Citizen have a garage? What if all you ships won't fit?
When you 'die' in game, you are re-spawned in some bed somewhere.

And (seriously) don't give me, 'this is a game,' because that's (clearly) what game director Chris Roberts has been refuting himself. This is not a spawn everything anywhere game, it's a 'take only what you can carry' kind of affair. It's also supposed to be a hands-on manual-use only game, but that's another design-dichotomy issue CIG needs to address. CIG need to admit that they're utilising the power of Hyperspace to store all your kit but they can't do that because then it opens up a Corporate Military Stargate aspect to teh gameplay that they simply can't tolerate for time/financial constraint reasons.
Back to basics then, how can CIG achieve its 'take only what you can' ethos when it's allowing arbitrary spawning of content all over the 'verse via various exceptional structural loopholes?
It either is, or it ain't.