I’m trying to understand the design philosophy behind the recent changes to quantum travel and ship ranges, because I feel like we may be removing some of the reasons several gameplay systems exist in the first place. If fighters and other relatively small ships now have enough range to cross an entire system, jump to another system, and then simply refuel and rearm at a station on the other side, what exactly is the purpose of a carrier? This isn't just a question about player-owned carriers either. From an in-universe perspective, why does the UEE Navy need carriers? A carrier makes sense when fighters have limited operational range. It allows a military force to project fighter power far away from established bases. Fighters depend on the carrier for fuel, ammunition, repairs, supplies, and transportation across distances they cannot reasonably cover themselves. But if a fighter can independently travel across Stanton, jump to Pyro, cross Pyro, and find somewhere to refuel and rearm, why transport it aboard a carrier at all? And this leads into a bigger gameplay question: what happened to logistics? We recently introduced actual ship-to-ship refueling gameplay. Ships such as the Starfarer finally have a reason to exist beyond being large fuel tanks. That system should become more important as the universe expands. Long-distance operations could require planning: Do we have enough quantum fuel? Where is our next refueling point? Do we need a Starfarer? Should we bring a carrier? Can our fighters make the trip independently? Do we establish a forward operating base? Do we need support ships carrying ammunition, repair supplies, and replacement components? Those are interesting decisions. They create roles for logistics players and reasons for organizations to operate fleets instead of simply having everyone quantum to the destination individually. There also doesn't need to be a hard restriction preventing small ships from travelling long distances. A fighter could make a very long journey independently, but there should perhaps be consequences for doing so: multiple fuel stops, slower routes, dependence on infrastructure, greater risk, or considerably less operational endurance once it arrives. That's where carriers become valuable. A carrier shouldn't necessarily be required to move fighters around the universe. It should make deploying fighters over enormous distances dramatically more practical and efficient. Otherwise, we risk reaching a situation where: Carrier: "I'll transport the fighters to the combat zone." Fighter pilots: "Don't worry about it. We'll meet you there." And that feels strange in a game that has spent years developing physicalized fuel, refueling, rearming, repair, cargo, engineering, carriers, support ships, and eventually an increasingly large universe. So I'd genuinely like to understand CIG's intended direction here. 1. What is the design philosophy behind dramatically increasing quantum ranges? 2. What role are carriers supposed to play if fighters can independently travel between distant systems? 3. What role is ship-to-ship refueling supposed to have if normal ship ranges make logistical fuel planning largely unnecessary? 4. As more systems are introduced, will distance and logistics eventually become meaningful again? And if these ranges represent the intended long-term balance, I think it may be worth reconsidering them. Star Citizen has the pieces for an incredibly interesting logistics game. I just don't want convenience to accidentally make those pieces unnecessary.