So from the conversations of people STILL agreeing Instant transfer is not goo, but can't agreeing on implementation, which has always been the issue.
People can't agree on how long the delay should be nore what form it should take.
1)physical NPC's you can't see since you are inside of a station. Which then needs to refuel, pay for that, dock, avoid stars.........and people complain about the inept AI and docking computers ALREADY????
2) delay timer on the UI.
3) A moving icon on the galaxy map.
4) loosing the ship en-route.
Either way.
1: Delay adds nothing to balance. (people we just relog on). It's only respecting the game lore.
2: Flying out to jacques still takes you 11+ hours. That's accomplishment enough. And you still have to fly back. You can't instant transfer your pilot. Only your ship.
AND Stop assuming instant ship transfer will work out that far. It was stated already in the life stream "distance" is the cost multiplier, so you more than likely won't be able to afford the transfer fee.
BALANCE
People talk about Distance being a "balancing" mechanic.
Again I think this is a misconception.
Any ship can make the trip to Jacques with the right set up and perseverance.
So I don't see "distance/balance" as being this almighty mechanic that just got ruined.
Adding a delay timer, adds no balance either. People will just log on later.
Don't get me wrong, I'd still personally want a delay, I'm just playing devils advocate and saying it gives NOTHING to the idea of balance. Ship transfer in general alters the gameplay - end of story.
Delay is not balance. Wrinkles are.
Here are the wrinkles you can add in to nerf the transfer (Instant travel or not)
Fuel -tanks.
What if - the Taxi service will transfer as far as the fuel tanks can take that ship with it's current set up.
So my asp can travel the bubble.
But my eagle can only go a few stops down the road. Instant or not, that's not killing the game.
You are forced fly back. Swap ships, refuel.
To make the journey easier, you would forced to fly the combat ship, and recall your long distance ship instead.
or fly back to your combat ship, alter the loadout (nerfing it) for long distance travel.
states & Alligences
Rushing through danger zones in "another" ship to magically transport in the right ship. PP, Conflicts etc is where the real issues are.
Station Resources
Again we just assume every station has magical teleporters. The implementation may be different.
Does the station have a taxi service?
Station Allegiances
NO Transferring from Federal to Imperial space
NO Transferring from one major power to another major power.
Station states.
You can't transfer if the systems aren't in a peaceful state. (famine, war, civil war, civil unrest etc are a big NO).
RNG loss of ship
As previous suggestions, low-security, and anarchy systems have higher chance of loosing a ship to interdictions.
Like with normal travel, the ship rolls a dice with every system it crosses.