Graaf wrote:No, I don't. But apparently it is too difficult for you to explain it to me.
I can help you out: you can at any point in time decide to cancel the deal and sell your cargo elsewhere. The system just prevents NPCs or your own NPC controlled trade ships to fulfill demand before your cargo arrives. In essence you get a contract to deliver fixed amount of cargo at fixed price that you can cancel without repercussions. Only profits allowed.
On the topic of jumpdrives. I think we have established that for anything besides trading it doesn't really matter if you have a jumpdrive or a teleporter (unless for excessive role playing reasons you never want to change ship). It may require more time and resources to setup since you have to position your favorite ships with respective loadout in all relevant sectors; on the upside the NPC pilots can keep them stocked with missiles and stuff, repair them while you already teleported elsewhere which you'd have to do yourself via flying somewhere or jumping in a supply ship when going with a jumpdrive. Want to control all sectors militarily? Build large fleets for each sector. Things may just become more expensive or larger in scope which may be a good thing unless it becomes a stupid grind.
What remains is TRADE. Moving cargo is something teleporter can't provide. The obvious solution is to balance trading such that local trading is profitable enough. Does it really matter if each of your NPC controlled trading ships only visits 2-3 zones/sectors or does every ship need to fly through the whole known universe (while you aren't even watching)? As for building stations for trading: Build production in places where it is locally profitable instead of one giant complex that supplies the whole universe.
As long as it is similarly profitable to run local trade routes without jumpdrive as running global trade routes but with jumpdrive, honestly, what is the difference? And even if there is a extremely profitable sink on one side of the universe you can only supply from the other side, why not build a station close to the sink producing that stuff, then make it self sufficient on the resource side and increase profitsss even more? And if it was just a one-time thing, why bother?
As for highways, I don't find them particularly interesting. But I think it is a good decision to go for larger systems (more room for content, most X3 sectors were just tiny) which need some form of fast transportation method that doesn't bore you to death (which unfortunately highways do sometimes), even with jumpdrive you have to fly to a station. From a technical perspective it is a much easier computational task to give the computer controlled ships fixed corridors to fly through instead of having completely free path finding, especially in densely populated zones. Sure, you could make the highways invisible and non-interactive for the player, but this may be a purely aesthetic problem with the introduction of the travel drive.