Implementing a co-op system that requires ALL players to "long" travel to the same place in-game (regardless of the mode) in order to take part in co-op would be very dumb in my opinion. Most (if not all) online multiplayer games with co-op have a fast travel option, and Elite needs it too imho.
That said, I do respect those who have a very different option than mine
Question for you and those who don't want insta-travel for multicrew: Are you also against the "magically" repairing, restocking, and refueling ships in the game now? Today you can dock with nearly no health, ammo, or fuel and in under 10 seconds it can all "magically" be fixed lol!
Anyone who's ever taken their car in for some repair work knows how laughable that is!!!
Or even worse, are you against in-game re-incarnation? Like how you're "magically" re-incarnated hundreds of light years away after you die? If you're looking for realism then that is laughable too!
Now, I will concede it would be very cool if Frontier added "realism" servers for those of you who seem to want everything to be super realistic and happen in real time. Other games have options like this, although I've never been interested in them myself.
I'd also be fine if Multi-crew co-op insta-travel was limited to private groups, or some new type of "PvE" only servers.
And while we're at it, can I get the option to choose which of my ships I spawn in when I launch the game too? Fine if that only works in PG and Solo so as not to upset the Open + Realism crowd. Also ok if I can only choose those ships that I could have traveled to by commercial passenger liner when I was offline, just let me decide when I boot up the game.
In the end, requiring ALL owners of the game to "long travel" to the same place in ALL modes to take part in this new co-op option (multi-crew) would be a very bad idea, and I hope Frontier doesn't limit what could be a fun new feature by not allowing fast travel in ANY mode.
No one, not ONE of the people clamouring about the teleportation/telepresence for multicrew has explained to me why you can instantly respawn at a station after death.
All these magical teleporting players. They should be stuck in a emergency pod for a few weeks until someone else rescues them. And if they die out in the void, tough luck, might have to wait a couple hundred million years. Real time, of course. For realism.
I approve this ^^^ post.
Not only should they be in a pod but when scooped, they should be able to be sold into slavery at the nearest black market.
I've read a lot about "consistency" lately, to avoid the term "realism". But there is a heck of a lot that is not consistent in this game. That includes travel times in various modes to various places and other short-cuts to time-costing things.
Consistency. I've argued the same thing many times under another word - verisimilitude. Treating an unreal situation as if it was real.
I use that word because Richard Donner famously had it hanging up over his office door (if I remember the tale correctly) during the making of Superman, and it's part of the reason it was such a success. It's giving the material a level of respect, even if it's patently silly, and that helps you buy into the fantasy.
Same applies to ED, there we want things that add to the illusion, which is why some people balk at changes that they feel show the strings too much, even if it makes sense from a strictly gameplay standpoint (like the current multicrew debates).
The key, to me, is not necessarily forcing more realistic gameplay on us or pandering to the instant gratification crowd, but to do what is nessesary for the game, while never forgetting that plaque on Richard Donnar's door.

Approach it with an eye on this, and things should work out fine.
I think we should think of the crew feature as a temporary secondary account. As far as the captain is concerned, that crew has always been on the ship (at least since the last station) but are doing other things on board until called to the bridge.
I'm all in for immersion, but this is a case where any attempt at lore explanation only hurts things, not helps.
Case in point, ejecting. People have tried to argue the fact that zero time passes from ship destruction to getting a new ship to claim that we are all clones. There is no other way to explain the time issue.
Except in Elite cloning is illegal in the Federation, and the Empire only uses it in terms of organs. If you could clone people easily, then why didn't they simply clone the Emperor when he was assassinated? How can pilots afford it but not heads of state?
This so-called "fix" meant to explain an in game mechanic actually destroys the lore.
Yet the time issue exists. So what do we do?
IGNORE IT.
As far as lore is concerned, we eject, are rescued, returned to a station, revived, checked out by medical, given insurance forms to fill out, and eventually given a new ship. Lore wise it's hours or days later. The fact it is seconds in game is simply a necessary convenience.
Same thing with multicrew. You try to explain full VR telepresence across the galaxy in lore, you will only hurt the lore.