Fast travel? No medical. No science. No exploration. No passenger gameplay. ... chaps, the game is not "whatever game we want to make". Star Citizen has to be the MMO Sandbox game which includes the things pitched along the way. Absolutely it has changed over time, some things worked, some things not so much (looking at you FPS level Starfarer design), new tech has unlocked amazing things to add into the sandbox in a huge way (Planet tech, landing on moving physics grids, NPC AI walking onto your ship as it is landed on a planet ... oh my!). So yes, things change and evolve. But fundamentally, this game had a pitch. And a Pledge from its creative founder. "We must investigate at all the options" ... no. CIG, you must go back and read what you pitched and said that we collectively loved so much we gave you a billion, which clearly a huge amount has been spent on making Squadron 42. It was never to make Starfeild 2 or Star Wars Galaxies New Game Experience. Complexity is not the enemy. Depth is not the enemy. Space feeling "big" is not the enemy. Consequences for mistakes are not the enemy: see Death of a Spaceman, salvage, repair, and refuelling gameplay designs. Instant access gameplay is "click here for new ship" ... that robs those gameplay areas just as surely as "click to respawn" Live die repeat killed medical. If you want "rapidly accessible gameplay" ... improve Star Marine, or Arena Commander. Give us the the combat maps that were talked about so passionately for those modes. But Star Citizen? If you want it to last for decades, it needs to stay, at its core, a spiritual successor to Ultima Online. Player buildings, player towns, player shops - and a REASON to travel to look at those shops. No instant travel, no global instant market, no free ammunition and free everything else. And stop making NPCS do the things players bought ships to do - if an NPC can come refuel you in 5 minutes, you just killed the gameplay for everyone who bought a Starfarer, same as making even "wild and dangerous" space full of total-service NPC stations. There is no reason for a "mobile base" ship if there is an NPC starbase litearlly everywhere. The game was pitched to have 100 systems. Its fine that it will have far less to start out with. But stop over-curating everything, add some systems "which are unexplored". As in, completely unexplored. Let players who want that kind of exploration and expansion gameplay figure out how to make it work. But whatever you do, please, remember you sold ships with specific stated gameplay. There is nothing wrong with admitting that gameplay will not be able to be delivered - which would be sad, but admit it. That will have consequences for the ships sold for that gameplay, but lets not pretend that things like passenger gameplay ships were never sold and add "instant travel" instead. We already have "Live, die, repeat" no-skill "medical" gameplay which is in serious need of an overhaul before it can come even close to meeting the pitch for ships like the Apollo. But stop with "exploring options" that will, if implemented, literally cancel the gameplay pitched and diminish the game. Know what happens to games that are very easy to play, with content that is very easy to access? They sell a lot of copies, people play them, complete the content, and get very bored around 3-8 weeks after launch. Those games which also rely on player created content, at that point, often have population crashes, wither, and die. Example: Darkfall. Amazing game, superb ideas. But ... it simply could not survive long term, and for all its design innovation it is in the very, very long list of "No longer available" games. This game needs to hit the original pitch: Physics, not a dirty word. A flight model with depth that rewards player skill. Now, with planets. An economy. Not pay to win. Nothing, literally nothing, robs a space game of any feeling of "space" more than instant travel. Elite Dangerous is a good case in point: getting to the middle is a huge achievement. Now imagine how much of an achievement that would NOT be if you can just click "join party leader". We do not need instant travel. We DO need SOCIAL SYSTEMS - including the ability for an Org to set a particular location as the Org's "home station": and for new players logging into SC who are part of that Org on Spectrum to have a pop up saying "Your Org's designated Home Station is Area 18. Would you like to set this as your home station?" Would I object if players had the option, after joining an Org to be able to move thier things to that Org's home station? No, not at all - as long as it was hard 1/month limited. It is, after all, a game. Make a choice, accept the consequences of your choice. Done. Everyone in the same org would have the OPTION to begin in the same place. Without instant travel :stuck_out_tongue_winking_eye: TLDR: remember what this game has pitched, and stop trying to build "fixes" for missing content and mechanics. And yes, I really would like to be able to catch the Genesis Starliner from Levski to Stanton Jump Point Station, even if I have to wait 5 minutes for the next one. And yes, it should be a real ship - after all, pirates need gameplay too. :stuck_out_tongue_winking_eye:p Additional: In my view the actual largest time waster is not the time to get a crew together, its actually super long QT jumps where everyone, including the pilot, is sitting around waiting for a distance to tick down and everyone is hoping they do not drop out onto an asteroid (happens in Nyx in the Glacium belt) or crash to desktop crossing a Static Server Mesh boundary. This is particularly so in Stanton ... if we are at Hurston, why are missions at Crusader showing, and why are there not more "good" missions at Hurston (etc)? The game mission design sends people zig zagging all over the solar system, indeed some of the "collect from four different places" freight missions are genuinely an insult to "respecting player time" given how tragically small their payouts are for the time faffing about. I miss the deliver pizza type quests in one city to another skyscraper in the same city with a Titan, those were simple and good for learning to fly. And yes, Nyx has 60Gm between missions downtimes, one side of the ring to the other. So no, the basic premise that somehow the "time to gather together" is the main issue for players with limited time is, in my view, actually deeply flawed. This is a solution in search of a problem, when the real issue is missions that are well... stupidly far apart. I get that space is big, but there is a lot to be said for a big button on the mission screen that says "limit to missions near me" - and bringing back simple small missions that are just in one city. And ideally add a better way to choose where to jump to than whatever is in the middle of the screen, because jumping from Nyx Jump Point in Stanton towards Crusader is a cloud of jump destinations with no way to select the one you want without arcane rituals in the F2 menus tab. Better navigation, free jump for QT, more orbital markers, a unique icon for OMs, and permitting jumps to destinations without going to the planet first would all save huge amounts of time, if "reducing delay until getting to the fun" is actually the aim of instant travel. As much time as it may take getting a crew together, getting the damn idris to undock at Bajini Port DC 2 often swallows 10 minutes, there needs to be a huge button with "Override release docking clamps" or something, or you know, just fix the janky docking code that gets so easily confused you have to let the ship be autostored then start from scratch to maybe get free next time. Bottom line - instant travel has no place in this game, other than "you died go back to the start" - and even that should have better medical gameplay, after all there are defibs and dressing packs around, if you have been dead less than 5 minutes you might not stay that way in real life, so why not let us try to bring back the dead (which is deeply satisfying IRL) to save player time and keep groups together longer, huh? "Grace is attempting to revive you, do you wish to return to your previous location? Y/N" ... would save so, so much player time. And yes, I am biased in favor or more medical gameplay - but honestly, this one is a no-brainer. Medic bag, shove dressing into obvious hole. CPR. Attach defib. Follow its instructions. If you have never heard one, do a IRL course, trust me it could save a life (for realzies). SC has Defibs in-game in every refinery and hospital already: add four or so animations (plug the hole, CPR animation, attach pads, press button) and a chance to revive that goes down with the longer it has been after time of death, penalty for being in vaccum, penalty for being in armour still, and a bonus to success if you give adrenaline after 2nd shock. Per Death of a Spaceman ... if you fell into lava (etc) ... no CPR for you. Sorry. But yes, if we want to respect player time more, rather than instant travel to get a group together, I actually think "revive someone who is dead" (if CPR started within 5 minutes) would save far, far more time. Sure you would need a medic with an actual medical bag ... but isn't that what was planned all along? After all, medics bags and defibs are literally already in the game. Addit: butral candid honestly. The greatest problem for our group gameplay today was NOT getting the group together. Two things: random crash to desktop instability, and the mission server being utterly dead so all our missions were deleted with no progress for all we had already done. No more band aids CIG, no new designs to "skip" parts of the game that need FIXING, not skipping.