I am assuming this is the threadnaught the mod said to post in when they closed the thread I originally typed this for, and by goodness I am gonna post it
Okay here we go -
Instant Ship Transfers breaking your immersion? Hell, let's dial it back all across the board. Here's other instant, gamey things that should be phased out of the game:
Cargo should take time to unload
Cargo racks are actually an automated system that allows for a densely packed load (this is according to their info fluff) but as is, the sale of cargo doesn't account for time. Let's say it takes only a couple of minutes for something to unload, and depending on
Modules should take time to install
Own a car? Ever need a part replaced? If you take it to a garage, you don't get anything instantly swapped out, even if you own the garage. In the future we can assume (due to their mass produced interchangeability) that it's easy to slap up and hook in new parts, so no tearing out the frameshift drive to get to life support, etc. However, there's nothing in the hangers that suggest there's an automated system for installing parts, and there's not just a pile of parts next to the hanger, either. Let's be generous, give it an hour for each part you swap, maybe less so for hard and utility parts. The time should scale with the size of the module being installed. Hope you didn't buy something on accident!
Paint Jobs should take time to apply
Ever get your car a paint job? Especially one with patterns and stripes? Yeah you already know where I am going with us. Let's be generous and allow for holographic simulations what a new paint job would look like before you commit to it. And regardless of costing irl money, in game paint jobs should be applied for a modest fee
Heat Sink and Chaff should be Synthesiable
Not actually a time thing, but since I got your ear anyway, how the hell can I make guided missile ammo with raw elements, but not shards of metal for heat sinks and chaff? Oh, speaking of ammo
Ammo should take time to reload, and not all ammo should be available at all stations
"Oh come on, now you're being ridiculous" you say, but I WARNED YOU. YOU COULD HAVE STOPPED THIS. No, seriously, limpets and SRVs might be hard to come by on distant outposts, to say nothing of missiles. "But Kermit" you start blubbering, now realizing what you have done, opening up the floodgates as you did, "Those things are manufactured right at the outpost!" Ok, and I can make missiles in my ship. Why can't I make limpets and SRVs? Seriously, a factory module that sucks up time, resources, and a hefty module slot would be awesome. And it should only take a couple hours to install, thanks to you, Billy. (I'm going to call you all Billy)
How the hell can I mine ice and water out of things and not use simple electricity to separate it into pure oxygen and hydrogen, thus an alternate fuel supply for my ship and replenish my emergency air supply
Wow that was a long title. But it's true, you have a g portable fission reactor, electricity is not exactly a problem. A special module should again do the trick, "special" in this case being "tank of water with two metal rods sticking into it".
There should be a paint job, for all ships, that has a wizard on it
This would be the most realistic improvement of all, if the vans in my town are any indication of it.
Well there's my two sense on making the game more realistic, if we can't have instant transfer of ships. Discuss.
You're missing the point a little egregiously if I may be so bold. No game, no film, no play, is immersive. All play on methods of giving the illusion of full immersion. Because all are entertainment forms and wrestle with the balance between reality being rather dull and giving you the illusion of that reality without being rather dull.
So in a film, a guy repairs his engine after its been damaged in a race. We don't need to see him tighten every bolt and feel that the realism of the race has been lost because we've not seen him tighten every bolt. We accept a cut between that moment of "I will repair this" and "I have repaired this". It's superfluous, and of course, boring. It slows the story.
Likewise in a game, this balance is being fought. Waiting for a paint job to apply, or for a refuel, of for a SRV to slowly bundle canisters in the hold are things that slow the game, do not reward gamers with enjoyment and make little to no difference in 95% of instances. Like a film, you can "chop" that piece to keep the player energised.
Transporting a ship instantly through space, 500ly with no explanation is not the same. It DOES make a different to how the game is played. Strategies will alter. People will in Open do their transporting in Condas for protection and good FSD range. They will then call their other ships to their new point safely. Griefers can make their way to a long range target in a high FSD ship, swap over at a CG to a FDL. Destroy that? Oh, well that was now actually based in that local station, he can now just call up his Corvette from across the galaxy and come back to exactly the same battle with no delay. You going to Engineer up your fleet, spend time and thought on how you're going to get your lesser ships more honed? Why bother? Just Engineer two now! One for distance, one for combat! You can swap and change at a whim!
How Elite is played changes significantly. You're no longer an explorer explorer the deep spaces. You're an explorer until you need to quickly change to a bounty hunter because it suits YOU not the universe. This universe, which has groomed its players into accepting that to get the center of the galaxy can take months now takes that consideration to vocation away. Worried about your Asp entering the Bubble with all its data? Well just stop off at the nearest station, swap over to a Python or something even meatier and make the way safely! Yes, it is common sense, but can you not see how it changes how we play Elite? How it trivialises the realism? You can suddenly swap ships like Thunderbirds wherever in space you are - does that not break the illusion of expanse? Of scale? Of loneliness? Of realism?
Now if Elite had been built on fast, arcade style simplicity, then yes you could do this, but Elite has been built fine tuning the balance between making what matters immersive, and what doesn't matter, like how long it takes to fuel or repair, less immersive to help with the gameplay.
The two are not the same.
As I said this morning, and I'll say it again in case FDev aren't planning on reading 200 pages, if they considered the contract to be enacted at the initial station rather than the end one, this becomes less painful. If you want to get to Lave from Sol, you book your ship's transport at Sol, and then it can instant itself there, but will to you take as long as it takes yourself to get there. So there is duration - and my above quibble issues also go out the window. You need to plan in advance - which is realistic. Consider:
You want to have a ship on standby for when you return to the bubble to make the rest of the way in a non-explorer ship through hostile known space? You send that ship to that staging point BEFORE you leave to the Black. When you come back you can swap? That's a benefit! You can send your explorer ship further into the bubble from that staging point BEFORE you leave in your haulered second ship. That makes sense. You could plan that sort of strategy in a real world environment. It isn't a cheat. No insta-ship.
It's not perfect. I'd personally put a max range, a time modifer (hauler has to stop at several points before he gets to the destination station), a price-tag, and maybe select stations. This should be strategy bonus, not an arcade one. That's the key.