added content : because I don't want an hypothetical delay to impact the gameplay of those who have short amounts of time to play, the best would be to implement 2 different transfers, as it has been suggested earlier :
- 1 instant with the base price
- 1 with a delay and a discount.
can't be hard to do and everyone is happy.
Everyone is happy? Never, you'll always have some groups of players that are unhappy. That's probably the biggest issue with games today that try to deliver a product over time, try to balance gameplay amongst players with various goals and play styles.
In the old days, and obviously some games still do this, a developer and publisher had an idea or a vision for a game. They published that game and if it wasn't total junk it found the audience it wanted. If some players didn't find it to their liking they would more than likely just find another game. What they didn't do was say they hated the game or found parts of it broken and demand that the publisher make changes that would benefit them and change the game for those that liked it originally.
In a single player environment you wouldn't get to complain about instant ship transfer. The way the game was planned, if you have a ship at Port D and you wanted it at Port C while you are docked at Port B, you'd have to travel to Port D to pickup the ship and then take it to Port C.
Some players might get bored with traveling from location to location, to others that is gameplay. In a single player game a mod or DLC could add fast travel as an option. Since its single player your choice to use fast travel has no impact on anyone else.
In a persistently online multiplayer universe a change that benefits some will be a detriment to others. In this game FD has to balance the needs of as many players as possible. Sometimes that means giving all players only a bit of what they want and not any one group exactly what they want.
That's why I think the best compromise is some reasonable delay that is significantly smaller than the time it would take for the player to travel to the remote ship and bring it where they want it.
If we assume an in-game cargo vessel exists that can deliver your ship to you wherever you are, it will be more than 2x as fast as the player doing the pickup themselves.
If the cargo ship could jump about 30 ly per jump and had enough fuel that it didn't need to scoop, each jump might take about 30 sec. A trip of 600 ly should only take about 10 minutes. I wouldn't even bother trying to add SC times. It could also be implemented like a mission, you could see the delivery countdown in your transactions tab. You'd be notified once the delivery completed, giving you a chance to do something else like other missions during the delivery period.