I'm really confused by what you call a timesink in a game. Do you think the travel time from system to system in ED is also a timesink that should be removed by a direct teleport to the final destination system ? Because it makes you loose a lot of your precious time... Or at least a teleport midway (= loosing only half of your precious time) ?
The difference between a timesink and gameplay that takes time is this:
Part of jumping from system to system involves leaving the Station. While you’re doing this, you have a wide variety of gameplay options to choose from, including but not limited to:
- Scanning arriving and departing ships for mission targets, wanted criminals, other relevant targets of opportunity, or data gathering for engineering
- Leaving the station at high speeds, threading the narrow docking slot while dodging between slow moving traffic, either because you’re in a hurry, or because you’re evading scans from system police due to criminal activity.
- Scanning the High Wakes of ships you may have identified as potential targets, or again to gather data for engineering.
- Slowly exit the station using a docking computer, and complain how it takes to get to your destination.
This isn’t a time sink, because there’s plenty of gameplay opportunities to be had along the way: decisions to make and skills to apply. You are free to ignore them or indulge in them, but at least they are there. Every stage of a journey between systems, aside from the necessary system generation and instance matchmaking disguised by the jump animation, has opportunities for gameplay… and I frequently use those few seconds to check on aspects of my ship’s status.
Contrast this with the long walk from boarding ramp to station concourse in EDO. All you do walk from point A to point B, which adds nothing to my experience in the game after the first time I do it. If there are no decisions to make along the way, I’d prefer having the
option to take a scene cut. Navigating through my ship each time would just extend an already overly long dead gap.
My experiences during free fly’s in SC has primarily been filled with instances of the concourse walk, only turned up to eleven. This is primarily because rather than develop interesting gameplay options, CIG has chosen to focus on
visual spectacle. And to ensure that you see where the money’s going, they add time sinks: train rides, overly large spaces to traverse, and so on.