With how I play, I generally don't mind ship and module transfer times as they are, even during the times when I was in a bit more of a hurry; I got time, and I got credits to burn out the wazoo. But I can imagine that for a lot of other players, especially those in the earlier stages of the game, neither of those might be the case. Having a Colonia > Bubble transfer cost more than the ship itself and take 60 hours is a bit... iffy.
I don't know when exactly ship and module transfer were introduced as a mechanic, but I would wager that was in a time before things like engineering or the neutron highway. In a world where players can now be halfway across the galaxy in a matter of single-digit hours, it should make sense that ship and module transfer times are also slashed to account for NPC pilots with your ships and modules also being faster thanks to the same advancements in galactic traversal.
Colonia > Bubble can be done in ~2 hours with focused neutron jumping, or otherwise 6–8 hours with regular jumps in a decent jump-capable ship. Keeping the ship transfer times related to the jump range could be an idea, whilst keeping consistent with the times above, with a minimum jump range limit of 20Ly even if the ship is technically under that, so that transfer times don't take ridiculously long; this would still be ~1000 jumps which equates to ~16 hours, but still a significant upgrade from 60 hours. Or otherwise, just slash the transfer times by a fixed amount to account for the average in speed increases thanks to technological advancements. The same slashing factor should also apply to the cost of transfers, since those same advancements should theoretically also make it much cheaper.
As for modules, have a fixed speed of transfer, as these would be theoretically transported by pilot NPCs driving Type-X ships, so you could give them a speed of 20-30Ly/jump (so per minute or so) and have it based on that.
Just my two cents. Thank you for hosting the focused feedback, Frontier.
Addendum: please, please, please just raise the module cap, this would also relegate some of the transfer problems to storage instead. For a lot of players doing experimenting with ships and modules, and the sheer number of modules available in the game, 200 is simply not enough.
I don't know when exactly ship and module transfer were introduced as a mechanic, but I would wager that was in a time before things like engineering or the neutron highway. In a world where players can now be halfway across the galaxy in a matter of single-digit hours, it should make sense that ship and module transfer times are also slashed to account for NPC pilots with your ships and modules also being faster thanks to the same advancements in galactic traversal.
Colonia > Bubble can be done in ~2 hours with focused neutron jumping, or otherwise 6–8 hours with regular jumps in a decent jump-capable ship. Keeping the ship transfer times related to the jump range could be an idea, whilst keeping consistent with the times above, with a minimum jump range limit of 20Ly even if the ship is technically under that, so that transfer times don't take ridiculously long; this would still be ~1000 jumps which equates to ~16 hours, but still a significant upgrade from 60 hours. Or otherwise, just slash the transfer times by a fixed amount to account for the average in speed increases thanks to technological advancements. The same slashing factor should also apply to the cost of transfers, since those same advancements should theoretically also make it much cheaper.
As for modules, have a fixed speed of transfer, as these would be theoretically transported by pilot NPCs driving Type-X ships, so you could give them a speed of 20-30Ly/jump (so per minute or so) and have it based on that.
Just my two cents. Thank you for hosting the focused feedback, Frontier.
Addendum: please, please, please just raise the module cap, this would also relegate some of the transfer problems to storage instead. For a lot of players doing experimenting with ships and modules, and the sheer number of modules available in the game, 200 is simply not enough.