Asking one of the three pillars of the community to sacrifice their own enjoyment for people looking for quick satisfaction, is a bit inconsiderate.
I'm an explorer, and I hate the long distance travel times.
I honestly believe an Intrasystem jump module, if implemented properly, could really enhance the overall experience for all players. However given the system we have, E: D's current direction, and FDev's development resources, this presents a fundamental negative change to Explorers' gameplay with very minimal gains.
Here's a simple proposal:
* An optional internal module with a finite supply of 'jumps'. Bigger modules weigh more, but store more jumps.
* Each intra-system jump uses 1 'jump' supply, regardless of distance travelled (travel up to a maximum of 1,000,000 Ls distance).
* It is up to the pilot to manually drop out of intra-system jump before the maximum distance is reached.
* Intra-system jumps aren't instantaneous, but travel at a fixed speed 100 times maximum FSD speed. This makes smaller distances more challenging, and coming out too late or too early could still result in several thousand Ls of standard SuperCruise travel.
* You cannot steer while travelling intra-system.
* 'Jump' supply can be restocked at starports like ammo/limpet restock, but would be very expensive. Alternatively, restock would be possible via synthesis using high grade materials only (like jumponium).
The 'game' would be for pilots to:
* Weigh up the pros/cons of extra weight from this module reducing their overall jump range.
* Decide whether the cost of refuelling the module is worth it (to offset the financial bonus of long range passenger/haulage missions).
* Decide whether that 30,000 Ls distance is worth it (especially when the risk of overshooting/undershooting could still result in thousands of Ls SuperCruise travel).
* Decide whether to hunt for materials to resupply, or find a nearby starport and pay to restock.