This.
and: FSD ranges are a mesure of balancing. you can tweak your ship to enhance it but you need to make decisions. Cargo/Module or JumpRange what do you need.
Additional you can swap modules on stations to fit your needs with a 100% rebuy (which I don't understand).
Regards,
Miklos
Jump Range should never have become a balancing factor. Ever.
Yaw, pitch, turn, acceleration, maneuverability, hard points, power, shields, armor, top speed...ships have so many balancing factors, that using Range is senseless.
The only thing Jump Range as a balancing factor achieved is making the Vulture and FDL virtually useless in any system beyond the one you bought them in, and the biggest ships not far from.
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No. If jumping is boring you don't improve the game by making it so that every ship does a little less of it, thereby making the game slightly less boring. What you do is you make jumping into an interesting activity (read: skill and knowledge based with the ability to take meaningful risks for valuable rewards), or you get rid of jumping altogether.
There are all kinds of interesting ideas for more in-depth jumping mechanics in the DDF. Frontier should work on implementing some of those instead of hamfistedly tweaking the combat balance for the umpteenth time. Or get rid of jumping altogether if they're not willing to develop it further.
This is the REAL solution, of course. And it needs a hard look from Frontier. Soon.