I said it in another thread already: counting only time spent in the game is an effectivily meaningless but wasteful restriction - either someone would continue to play while the nororiety is above 0 anyway, or if they would actually take some "time off" to let it cool down, they would just sit somewhere afk to wait until it's back to 0.
To be brutally frank, Sandro, sometimes it seems you have little grasp of how gamers actually think. Letting the PC run over night, or while at work, sitting afk in a game is nothing of that means to sit out something like that. And making the times longer only increases the incentive to do so over extended periods (or in multiple sessions).
Meanwhile, for anyone who would be willing to play with the risk from being at notoriety above 0, it makes no difference whether that time has to pass in the game or in real time, because they would keep playing either way.
And finally, I must say this makes some other design decisions look deliberately made to be punishing where they needn't. Think of mission timers - you let them run in real time instead of ingame time, where it would be in the players' favour if it were the latter. Now you are letting something run in ingame time (the first time anything like that is not real time, by the way) where it is to the intended (yet not practically effective, as explained above) disadvantage of the player.
And what if I put all modules in storage, sell the ship, buy a fresh out, and put back in my stored modules? All bounties from that ship gone? Because as soon as the bounties exceed 10% of the hull price, that would be the most economical answer, and in any case it would circumvent the "cannot use interstellar factors to pay off while notoriety is above 0" limit to pay it off immediately.