Calling the feature unrealistic because it *should* realistically take time is a bit of a fallacy, considering that:
OKKKKKK!!!
-cargo loads and unloads instantly when trading-- never heard a complaint about that.
Affects players ship locally only. Impact on other players or events confined to under a few minutes max.
Note DBOBE did suggest at one point player loading of cargo could be a thing IIRC.
Affects players ship locally only. Impact on other players or events confined to under a few minutes max.
-repairing is instant
-refitting and ship building are instant
Both affects player ship locally (however could have more of an impact in an ongoing incident in nearby system space - granted).
-Engineer upgrade rolls are instant
True. Could be improved by having a time delay before module becomes available.
-transit from ship death to station is instant
-rebuy ship claim and construction are instant.
Large penalties for death stop play completely.
Gentlemen, and ladies, and others, we have a comparison that equates a few things that have marginal impacts at best, with a thing that stops gameplay dead if not treated with some compromise, with the topic of our ongoing debate, which is a thing that speeds up play by some undefined margin, but certainly depends on player choice and location. Apparently, as the two things on the ends of the spectrum involve compromise, we must accept a complete compromise on the thing in the middle!
As my space pirate grandpappy used to say, "Rise up! Never surrender!".
(He should have trademarked that... would have made a mint if those Coriolis guys hadn't stolen it!)
And yes, I believe it would be nice to have an escape pod to fly to the nearest station on ship destruction, but of course time and resources needed for implementation. And you'd all hate it as a 'timesink'.
