Teleporting—whether it’s instanced or not—cuts directly against what has defined Star Citizen for more than a decade. This game has always been built on the idea that time, distance, and logistics matter. That’s the core promise. That’s the identity. And that’s why many of us backed it in the first place. I’ve been calling this “Time Citizen” for years, and I say that with affection. You don’t log into Star Citizen expecting Call of Duty, Battlefront, or GTA‑style instant action. That’s what Arena Commander and Star Marine were for—fast, focused, jump‑in‑and‑play experiences. Those modes filled a real need, and when they were neglected, people stopped playing them. Theatres of War was supposed to be the evolution of that idea, and its disappearance still raises questions. But teleporting is not a solution to any of the game’s current time‑investment issues. It doesn’t fix travel logistics. It simply bypasses them. And once you bypass a gameplay loop, you undermine the reason it exists. If I run out of fuel and call a refueler, that’s gameplay. That’s interaction. That’s the universe working as intended. But if I can just form a group and instantly port to someone? That entire loop becomes irrelevant. Multiply that across every system, every profession, every risk‑reward mechanic, and the consequences become obvious. My biggest concern is how this affects large organizations. Teleporting gives them omnipresence. They won’t need to move fleets or plan logistics. They’ll simply appear—an Odin in Castra, two in Nyx, another in Chronos—supported by ships that never had to travel. Once they dominate or grief in one system, they can instantly jump to another and repeat it. Constantly. That’s not the Star Citizen we were promised. That’s not even close. And from a lore perspective, it’s a complete break. The UEE Navy doesn’t teleport into Sol. Civilians don’t teleport into capital ships. We don’t “Power Rangers morph” into a battlecruiser from across the galaxy. If teleporting exists, why would anyone take a shuttle, a transport, or any NPC‑run or Player-run transport service? Star Citizen can absolutely be a niche game and still reach tens of millions of active players. It doesn’t need to be simplified or stripped of its identity to succeed. In fact, its uniqueness is the reason so many of us have supported the development of two games for ten years. For a project that has proudly marketed “no loading screens,” teleporting feels like inviting them in through the front door. Thank you for your time. Respectfully, Adm. Kusanagi