There are some instances where the game engine discards a world prematurely or perhaps unnecessarily, which leads to delays in gameplay when the player takes an action that requires loading said world. Examples include the navigation display when switching between views as well as the initial display when interacting with the pilot's chair, the gate world when transiting between the ship and the outpost or vice versa, and beaming up to the ship from a planet. I propose that the navigation information not get purged until the player has beamed down from the ship, that the gate planet not get purged until the ship has left orbit, and that the ship world never be purged except under extreme memory duress. I understand that this will increase the system requirements for the game slightly, but I do believe that the improvements in game flow if not gameplay itself will be worth it.