Unsurprisingly, as a result of the latest ISC, a lot of people have been concerned over the mention of "teleporting" in Star Citizen. That concern is not without merit. For those of you who are PlanetSide 2 veterans, you probably do not fondly remember "RedeploySide" because it was, arguably, one of the major things that killed the game. Maybe you are a World of Warcraft player and dislike flying mounts. I am right there with you. Also not a fan. However, Star Citizen's world is significantly larger than those games I mentioned and, with that size, comes some major drawbacks and accessibility issues for players, both new and old. I can tell you right now that one of the biggest things preventing me, a "Legatus" tier backer, which is nothing special, by the way, from logging in and playing is the mere notion of how long it would take me to organize and set up for even the most basic activities. Not even my massive financial expenditure is enough to outweigh the reality of how long it takes to do anything fun with others in Star Citizen. So what do I do? I log into something else instead. I am willing to bet I am not alone in this. I think CIG realizes that too, otherwise they would not even be toying with the idea. What is important to understand is that teleporting or fast travel, for now we will just use the word "teleport" for simplicity's sake, does not have to mean teleporting directly to a POI or instantly onto a leader's ship. Something as simple as "teleport to the nearest station of the party leader" would be more than enough to facilitate organization and ease the burden on players trying to group up and actually do things. Another example would be allowing players to teleport directly to the party leader's ship only if that ship is docked or sitting inside a hangar. What harm does this cause? The answer is none. The key part of this system is striking a balance between introducing a feature that benefits the overall user experience without compromising core systems or opening the door to excessive abuse. I personally see absolutely no issue with allowing players to teleport using the basic rules I outlined above. You are not teleporting directly to a POI, so you avoid the Bethesda-style fast travel problem. You are also forcing the leader to be docked at a station, which prevents ships from becoming "clown cars" that entire platoons magically spill out of. Think about the positives of a system like this where limited teleportation is possible. Do you want to fully crew your capital ship? Dock it up and everyone in your party can teleport inside it. Do you want to deploy soldiers for a mission on a planet? Bring your dropship into a hangar, let the soldiers teleport aboard, and they are ready to get into their jump seats. Do you want to take your partner out in a heavy fighter to run bounties? Land in a hangar and they can teleport directly to you and hop into the gunner seat. Do you want to take a small group out in a gunship to cause some havoc? Pull into a hangar, let them teleport in, and you are ready to go raise hell. Why stop there, though? Make fast travel an actual service with a cost attached. Want to travel from MT to A18? Pay an NPC transport service to take you there. The cost is based on distance. You "board" the shuttle, the screen fades to black, and you arrive at your destination. Put a price on this convenience. Make it part of the economy and another functional money sink. Think of it like flight paths in WoW, horses in DAoC, or the HART system in PlanetSide 1. I am pretty sure SWG had something similar as well. Star Citizen is a game. Treat it like one. Adding systems that better facilitate gameplay and help players get to the things they actually want to do, instead of wasting time doing things they do not want to do, is a massive step in the right direction. The only real "downside" to this system is the removal of wasted time. Wasting time does not add value to the game. As long as players are not allowed to teleport directly to POIs, there is absolutely zero risk in having a system like this in the game. The only reason somebody could realistically oppose it is because they either do not value their own time or they do not value the time of others. Simple as that.