I can understand the desire to establish a colony in a very distant world, that would be cool. But how is it going to work from a game world perspective? To have a colony one needs population. People to live there. How would anyone of regular people of the world would get to a colony 1000+ Ly into the black with no colonies in between. And what would be the point of a colony of empty buildings, settlements, stations, etc.?
Or will you abduct passengers from the missions and ship them to your colony? Or dump escape pods into settlements, welcome you've been rescued to your new home? Or just ship Imperial (or other) slaves? Won't be a pleasant colony prob.
I hope one day it would be possible to do, for example with a mechanic - build/hire a Mega-ship to relocate people from the Bubble to wherever the player' colony is, pay for their relocation package, setup facilities for them, etc. But that is a lot of game-systems to Develop for something like that to work, and I'm sure it is most definitely outside of the current scope.
Plus, I agree, if anyone can colonize anywhere - Galaxy would become a very busy place, lessens a feeling of being away from humanity, lessens the feeling of venturing further into unknown, and all those plucked for whatever and abandoned later systems won't look as romanticized as one might think on a first glance.
10 Ly - yeah, too short, needs to be longer. Colonization has to be connected to other systems in the game as closely as possible. We already have more than enough disconnection systems and modes as it is. With that, 20-30 Ly would be nice, and not sometime after the beta test, but from the start, as with the size of the Bubble and the Galaxy - it's not that big of a difference, but from a players options - it is a huge difference.
After the beta test is done - any already existing human inhabited space should be available to colonize from, not only Bubble.
On a topic of systems to generate some kind of profit for the player:
I don't see how it could happen with how everything in Elite is, and not become something that makes player never need anything because the system provides, and forever.
It is not a custom created galaxy with high sec, low sec and null sec regions, where players can get sovereignty and take it from someone else in a custom created loop of mechanics and places. Elite galaxy doesn't work like that, despite system security states looking similar. It also can't work like that because of how global story telling goes, and how BGS and PP work. I don't think it is realistic to expect all of that to change to give players an ability to do sovereignty wars, and without something like that - it is not possible to lose a system, and without possibility to lose a system - any profit generation would completely destroy what's left of economy and how players get stuff.
Also, no matter if anyone thinks that losing a system is a good thing, or that it is a MMO and player have to play with others - Elite provides option to play solo, and there are a lot of player who want to play it as a solo game. Developers have to take players like that into account. On top of that, anyone familiar with MMOs knows that casual players (by any definition) are the majority of players (and the most profitable one) of any multiplayer game. So if you make a player in solo lose their system, because other players took it - it won't go well. Doesn't matter if anyone likes it, agrees or disagrees, Developer has to think about that and accommodate any player to the best of how the game is built, and Elite is build with an option for solo from the start, it won't go away.
The best Idea was from someone on these forums (don't remember who exactly) - Colonized systems would generate resources that could be used ONLY for further Colonization. Unfortunately, while it is the best of how the game it right now - it also has similar pitfall - Colonization would require credits and resources to happen, so it is in a way a credits-sink and a time-sink too get it up. By providing easier resources it'll remove the time sink part, and it'll also lessen the trade options for player who are doing trade as their main activity. As Frontier said - one of the main things about colonization is to provide gameplay for Traders. So...
The only possible scenario here - it that initial base construction, and construction of other units in the systems would be paid off by the Minor Faction player bought a beacon from. As I've understood from the answers in FU, player invests credits in the beacon, and then invests time into building (hauling).
That's why I don't really care if Colonization would provide direct profit, and I would love to see/get more game-play options instead. For example, to directly influence Mission board and use Missions/Community goals UI to create a custom player-made chain missions and stories. To have a storage in a systems for modules and commodities that could be setup to be accessible by members of the Squadron. To have mechanics to deal with various states (Disaster, Pirate Attack, etc) in an overarching way (hire NPC mercs for the system, redeploy something somewhere, ...). Get a specific set of conditions (buildings, economy, etc) to have something unique in a system (10% discounts, or a Rescue Ship, or Material Traders, ... with a limit of only 1 unique per system).
Credits and materials are already easy to get, so for me it is much more interesting to have profit in more game-play options so to say.
You don't get refunded if you fail on any other part of the game, so I wouldn't expect it here either. Maybe you get the credits part of the claim fee back? (Depending on what the commodities requirements are it may be that you don't lose a significant amount of credits part-filling those anyway)
Though it only seems to be a risk for setting up that first station, so it wouldn't be a surprise if player-run "help finish a project" groups sprang up - if it's within practical reach of an established solo player to do in full in four weeks, then a wing of players with FC support can probably finish a mostly-complete one in under an hour.
Depending on the interfaces, it might even not need the player running out of time to deliberately call on them - an in-game list or even a third-party-assisted list of the projects closest to failing would probably see various people just finishing them off as "something to do in weeks that don't have CGs".
All of that make sense. On the other hand - Devs call it a beta. With how every system that would be colonized in beta stays that way, I expect that any loss of anything with failed attempts would also stay. Plus, there will be bugs. So it is almost guaranteed to have a lot of players not happy that they lost something in a beta, but actually in a live game.