Aye gotta say it does seem odd.
On one hand folk are saying that adding a delay to make it realistic is the way to go, but at the same time saying the proposed change makes jump range for ships irrelevant.
I mean in all honesty having automated ship transfer at all makes jump range irrelevant, the balancing factor of jump range is the annoyance factor that you have to deal with yourself.
What puts me off fetching my Python from Fujihelm-45 (??) is the pain of travelling all the way out there and bring it back with its crappy jump range, if I can click a button and it take a week to arrive I'd have done it already. THe point being the balance is not in the time taken, it's in the PITA factor.
Which is why I was one of the 40 odd that voted for no ship transfer at all.
But, given ship transfer will be coming regardless, I don't think some of the arguments against instant hold up.
As I say in the end it's an argument of making gameplay more accessible vs an argument of realism and negative effects on gameplay.
But my feeling is a bunch of the negatives being touted would be there even if it wasn't instant and are actually an argument for not having ship transfer at all.
An interesting viewpoint.
I think the argument about all of this should have been framed differently.
Firstly there is one to be won over 'do we think ship transfer adds anything to the game?'
If the answer is 'yes'
'Do we think it detracts from the game?'
If the answer is yes
'Is that addition greater than the detraction?'
If the answer is yes
'What limitations should we put on it?'
FD seems to have answered the first, then skipped to the end and put 'none'. There's a really interesting discussion to be had around the whole thing, and what mechanics would give the best gameplay opportunities, which would need to be balanced with feasibility of coding. Going for the highly polarising 'INSTANT' versus 'we think this adds a lot, so let's have some form of actual mechanic for it' has caused the issue. It would seem, and we have no clear message from FD on this, that the direction of the game is simply to maximise PvP time available, and anything else that gets in the way of that has to be circumvented. It may be that 'open' is sparsely populated, and the team is trying to force players to use it and play together more. If that's the case, then I fear this will have the opposite effect. Taking Jaques, once teleport is in you'll have every lulznoobkiller in the game over there to seal-club fragile exploration vessels as they arrive, because with that sort of PvP who needs a challenge. Hence a move to PG/solo to avoid it. Anyone who sees the game as some form of coherent thing will go PG/solo where the mechanic can be ignored (there are several who have posted that is a likely move for them) reducing the PvP potential further.
Anyhow, I am rambling again, but I really worry this has not been thought through. The interview seems to back that up, there's little reasoning behind it other than it speeds up accessibility to PvP. There has been no thought about the removal of thinking, potential exploits, the reduction in the number of ships, the now useless nature of jump ranges, all of that dismissed with 'we think it's better' without any real justification other than 'you get to shoot stuff faster now.' The way that Jaques' status as a special thing is under threat seems to merit little more than a shrug and, in essence, 'good, there's not enough PvP there at the moment, and that's the fun we want you all to have.' Couple that to the 'it's the direction we want the game to go' which I find most sinister about this and I too think 'what's the point?' when I go to open the game. I wish FD well with the direction, I really do. It will interesting to see how the player demographic shifts as the game follows the path they wish to go with it, which sadly appears to be generic MMO using a 1:1 scale galaxy as a glorified, but very pretty, lobby.