Ok, but even with the SRV & SLF hangars vs closed bulkheads as the only optional modules that need access... you could fit 1 SLF bay and 7 SRV hangars into one cutter - or any combination of those 8 modules, which is going to need different hangar/closed bulkhead configurations. One of the FDev videos that mentioned ship interiors included being able to access and move around in the cargo areas to accomodate gameplay - so drop this concept then? We're back to 'what gameplay'? While 'repair gameplay' seems to come up, if we don't need access to any modules, then it's just hallway panels or cockpit stations - but why, I have an AMFU. Pretty much anything I have seen suggested can be accomodated from just having access to the cockpit - enjoying the view, different work stations (for whatever reason), locker/storage access for suits/tools, leaving the ship (fade to black). I've seen all of the fan videos showing intereiors, but no hint of gameplay - is it just about ambiance then? Getting up and walking the length of the hallway to exit the ship or get in an SRV/SLF?
So we can either have a 100% realistic representation of all modules in every possible combination, or have nothing at all? Nothing in between?
Look you're a nice guy so please don't take it personal that I don't write a more personalized answer, but I had this ship interiors gameplay discussion 500 times in the past and I really no longer care about convincing anyone, as even if someone posted an entire toilet paper roll filled with possible things to do inside spaceships (not just ours but NPC's, and other players ships as well) in 2 and a half hours some other person will pop in asking what's there to do with ship interiors and make the usual smart remarks about going to the loo or making coffee.
Mostly copypasted from past posts, but since this keeps getting asked every couple days anyway...
Ship interiors would allow, among other things:
- EVA from and into other ships (you cannot get inside other ships if they don´t have interiors). This alone provides tons of gameplay opportunities. Pirating, salvaging, rescuing, kidnapping, resupplying, investigating etc etc.
The simple fact you could enter any ship (not just your own) would unlock many gameplay possibilities. You could retrieve the black box to find out what happened to a derelict ship, deliver supplies to ships, recover items from ships, investigate why a stranded ship lost comms, breach a stolen / hijacked ship to recover it or sabotage it, salvage parts from abandoned or wrecked ships, etc etc etc etc.
- Other players seamlessly boarding your ship (or yourself boarding someone else's) to go do some missions / exploration / walkabout / whatever together.
- Salvaging, scaveging parts from inside shipwrecks on the ground (again, you cannot get inside ships without interiors), or sabotage / theft missions from landed ships.
And then there is the immersion value, that will vary for each people of course, but its value is often underrated. For instance, RPG games do not need to have things like day/night cycles, seasonal weathers (or even just weathers), NPC daily routines, etc, none of that provides gameplay on it's own, but all of these make the game world feel much richer and usually enhance your experience while roaming those worlds. Again mileage will vary per person.
I could by now add quite a lot more, but it isn't really worth it is it? After all for years we had the very same discussion about onfoot gameplay, many people screamed and shouted for years there was "nothing to do with space legs", and now it turns out there is actually quite a lot!
In the end FD will keep following their own plan, which by their own reiterated words includes landing on planets and walking on surfaces, stations and ships, and to me that's all that matters.