VPN does NOT solve transit.
The tyranny of distance. Physics. Light takes a deterministic period to transit
n distance over
y time via a physical medium. So no; one cannot bend time or solve the (current) constraint that is the speed of light.
However; Frontier's matchmaking system? That is a whole other kettle of fish. Matchmaking will essentially only see the egress point (the client does hole punching and forwarding via uPnP or via manual router config) ergo if you happen to egress from a network that is identified as being in the US, or UK, matchmaking will apply rules based on that.
Latency can and will affect robustness of any p2p session; but that's seperate to matchmaking thinking you are in the UK, for example, and showing just a ton (presumably many people are still playing? it's hard to tell) of other UK players.
Note that winging up, actually seems to bypass at least some of the MM rules as I can magically see US people when I do that. But since I can't wing up with an
entire instance, that has limited value for visibility. I do understand why Frontier might be doing this; but it does make the universe seem very empty as a result. VPN simply solves Frontier's desire to segregate people, in a game that ostensibly encourages group play. Just one of the many oxymorons of Elite.
It would probably help if Frontier used p2p purely for wing related activities, and server-based for all other traffic (ie use the servers as peers
as well as[/S] commanders so that instances have an anchor point that doesn't rely on any one commander); because at least then Open would be Open, rather than (many) Open. Opens? But I imagine they are stuck with it now. Ultimately, it's like anything. Enough arbitrary hurdles and people start to disengage.