We may be talking past each other here so I will take this bit by bit:
I understand how the game works at the moment. I don't, however, agree with it, for reasons I have hopefully made clear, and that I haven't seen a single sensible argument against.No, I said: "If jumprange matters, why not pick the Anaconda to go fighting?"
So for players who expect to go fighting in-system or close to home the Corvette is a good option, for players who expect to go fighting long distances away from the system they're based, the Anaconda is the better option. You chose the ship based on what you're planning to use it for.
The variety would come from the players individual preferences, and the task they wish to accomplish. If the only differentiator that FDev have is the distance travelled, then they haven't done a very good job with creating the ships then have they? I don't believe this is the case though, I think there is sufficient variation in the ships that people would choose lots of different vessels for different roles, without the need to force low jump ranges on us.Now you are talking about choosing the ship if you want to explore. If you want to go exploring of course you pick the ship most suitable for exploring. The alternative is: hey I want to explore, lets pick the Corvette. I want to defend my system, lets pick the Corvette. I want to go smuggling, lets pick the Corvette. I'm not seeing the bigger variety in ship choice there.
I would stop, but you are not actually giving any examples of why balancing with FSD jump range is a good idea, all you are doing is re-iterating how the game currently functions. Which is a bit pointless, as most of us happen to play the same game.Ok, last time. If you again attribute the motivator: "defend it because it's here" to me, I don't see the point in continuing this discussion.
As I have stated a few times - I want the ships to be different, I want them to be suited for different roles. I don't want them to be differentiated primarily by the level of boredom you have to endure while travelling. Could anyone of the "jump range is fine as it is" crowd please explain why this makes for good game design, in a rational manner, without resorting to "play something else if you don't like it"? (That last one was not intended to you Ziggy as you've kept it more civil than that, but it has been thrown around a number of times in this thread).And work around it by choosing a different ship is the point isn't it? We are talking about actually having to make a choice, instead of: pick any ship, they can all handle everything, so have a ball. Maybe the disconnect here is that you feel there should indeed be an end-game ship. Once you've grinded your way to the Corvette, that's all you ever need. I'm more partial to the idea that the lower range ships still have a role to full-fill even if you have the top-tier ships at your disposal.