Either reduce the ship or module transfer times outright or offer expedited service at a premium. Having your ship or module sent where you want it doesn't put another player at a disadvantage and in fact means a player can continue the session without needing to log off for the 1.5 hours or however long it takes to get their ship transferred. Colonia transfers are a great example. People pay 1 billion Cr to transfer a ship that doesn't cost that much to buy and they they wait what, days? It should take as long to transfer as it would take the longest LY ship in the game to reach that station. I doesn't take 1.5 hours to get from Ceos to Founders World even in a low jump range ship.
With most grindy things, I see the benefit where the player base/progression is concerned, but the goal of the game for many if not most is to take advantage of the system they are in, and they cannot fly all of their ships at the same time. Since the in-game tools for finding interesting things to do are basically non-existent, when you stumble upon something and you have a couple hours to kill, you want to move to that role. Without your role specific ship/modules you're just out of luck. You'll need to wait the 1.5 hours real time to be able to continue. So you either abandon that goal for the time or you just quit the session.
I realize there are ways to mitigate this by having a narrow region of operation and keeping your ships within that region, or having a multirole ship, or having multiple ships that can fill these roles scattered throughout the bubble, however that means you are planning your game around ship transfer. The transfer should be to enable you to continue playing, it should not be the game itself.
I'd be ok with 1 minute transfers. We can have our bodies magically back at the same station we launched from even if we are 2000Ly away and we "die". The amount of time it takes to do that should be about the same as the amount of time needed to transfer a ship. The tradeoff? There has to be a tradeoff... make it more expensive. If you really want that ship that fast, pay the fee. It already costs 25 million Cr to ship a fully loaded Cutter from Ceos to Jameson Memorial, but it's the time that matters. I can make 100m in that time span if I had my ship. So charge me 50m to get it fast. Make credits worth something again.
With most grindy things, I see the benefit where the player base/progression is concerned, but the goal of the game for many if not most is to take advantage of the system they are in, and they cannot fly all of their ships at the same time. Since the in-game tools for finding interesting things to do are basically non-existent, when you stumble upon something and you have a couple hours to kill, you want to move to that role. Without your role specific ship/modules you're just out of luck. You'll need to wait the 1.5 hours real time to be able to continue. So you either abandon that goal for the time or you just quit the session.
I realize there are ways to mitigate this by having a narrow region of operation and keeping your ships within that region, or having a multirole ship, or having multiple ships that can fill these roles scattered throughout the bubble, however that means you are planning your game around ship transfer. The transfer should be to enable you to continue playing, it should not be the game itself.
I'd be ok with 1 minute transfers. We can have our bodies magically back at the same station we launched from even if we are 2000Ly away and we "die". The amount of time it takes to do that should be about the same as the amount of time needed to transfer a ship. The tradeoff? There has to be a tradeoff... make it more expensive. If you really want that ship that fast, pay the fee. It already costs 25 million Cr to ship a fully loaded Cutter from Ceos to Jameson Memorial, but it's the time that matters. I can make 100m in that time span if I had my ship. So charge me 50m to get it fast. Make credits worth something again.