To me, one of the most important aspects of Star Citizen, perhaps even the most important aspect, is that Star Citizen goes out of its way to never "fake it". SC tries to do everything all the way, simulated and systematic as far as ever possible, and tactile enough to allow players to clearly see how everything is done with as little fudging as possible. I think that is a core reason why people don't like the magical elevators that move freely in space, preferring the fully physicalized elevators like those at GrimHex and Levski. The tactile 'verse is certainly one of the most important aspects of why Star Citizen feels so realistic and immersive. The "monster lockers" come across as another step, like the elevators, in the "fake it" direction. A monster locker is a door with a small closet behind it where NPCs can be spawned and despawned out-of-sight, without any restrictions as to the number of NPCs that get spawned, or the spawn rate. Previously, the main driving direction has been for all NPCs to have a full life cycle, have a job at the station as a security guard, shop keeper, repair technician, etc, sleep in a hab and have free time to move around and make use of the facilities. The agent system of Quantum holds the promise of extending this plan to the greater universe, shipping people, pirates and traders around the 'verse, simulated at high efficiency when out of a player's scope, but still moving each individual NPC as an individual agent. Potentially, a player would be able to follow any individual NPC, e.g. a trader as they join the crew of their trade ship, take off and fly somewhere else, land and go about their business in general as they move around the 'verse. I dearly hope we would even be able to sneak aboard the NPC trader ship and see the crew go about their full lives aboard the ship as they run their trade route! Maybe even reveal ourselves as a stow-away and have an impromptu adventure along with the traders of the previously non-descript NPC ship, depending on the personalities of the captain and the crew. Monster lockers go against the grain of this plan. Rather than have NPCs live a full and complete life cycle, the point of monster lockers is to spawn NPCs out of nothing, have them perform some specific task in the world, then return to a monster locker to be despawned. It makes things easier; this is why games traditionally do it this way. You don't need to care about having NPCs move to a place where they are needed, you just spawn them out of thin air whenever you need them. It also makes it clearly fake when whatever supply you like of NPCs, up to and including an endless supply, can come pouring out of an artificially closed off small space, hidden behind a door. It doesn't systematically fit together with the rest of the 'verse and, like the elevators, it will be noticeable! A player can never follow an NPC into a monster locker. You can never see the full life cycle of such an NPC, because the NPC will not have a full life cycle. It will just be spawned and despawned as needed. It devalues the NPC dramatically; you know that the NPC was spawned for the sake of this occasion only, and it will be despawned once the its task is complete. The NPC has no impact at all on the larger life of the 'verse. So, my question is this: Are monster lockers intended as a long-term solution? Are they intended to exist in the game at release, or are they a temporary measure that will be removed once Quantum comes online and can create full NPC life cycles?