What is seen as an inconvenience is, in my opinion, a consequence of travel itself, i.e. one cannot simply decide where, from a list of systems with stored ships in them, to be in the galaxy and travel there instantly.
Instant travel is effectively a play-time multiplier, i.e. less time travelling leaves more time available for other stuff - for those that choose not to stay close to where they may want to do something, anyway.
This is the key - I'm not arguing to reduce the travel time required while engaged in a specific gameplay activities, but to remove the travel between gameplay activities.
ED is a very large play area - good thing.
ED has a wide variety of activities to do - good thing.
ED has a high level of equipment specialization - good thing.
However, all these features promote and highlight the significant flaw in the game design.
Taken individually, most of the game activities are repetitive.
The game actively rewards you if you highly specialize a ship for a very specific task and grind it to death in one specific location for a significant period of time.
I enjoy most of the activities in the game up to a certain point, and then I feel like I need a change of pace.
That means I can do various things:
- I can trend towards multi-role ships that can do a bit of everything but not as well as more specialized ships.
- I can spend a great deal of my game time shleping between bases to swap into a ship suited for the thing I want to do next.
- I can taxi around and waste valuable time and money transferring the ship I want to use.
To take advantage of the proposal I still need to actively engage with all the key elements of the game:
- Purchase, equip, and engineer ships suited to the activities I want to do.
- Find locations suited to those activities and move the relevant ship to them.
- For movable feasts like CGs, and Damaged Stations, I need to follow the events in the relevant ships.
- To achieve anything in the game, I still need to participate in the activities required to achieve them.
The proposal actively encourages more participation in more things for those who don't want a single activity to consume the entire game.
There are people who want to go to Beagle Point, but the idea of committing a week or more (at a leisurely pace) to doing it is off-putting.
There are people who enjoy combat, but an hour or two at a time is enough.
There are people who like to participate in Trade CGs, but 4 or 5 round trips is enough.
There are people who would like to use more specialized ships more often but don't want to fully commit to that gameplay style.
There are people who want to engage the Thargoids but spending all your time in an AX-equipped ship that can't do anything else is off-putting.
The proposal makes all of the gameplay far more accessible and would likely increase player retention and possibly adoption.
I see far more upsides to this than downsides.