Currently (1.05) routing appears to be a brute force approach. It plots ALL possible routes from your current location outwards. If you select a target destination far away you have to wait until this "growing sphere" of routes touches our target.
Routing can be a difficult job. Therefore I propose the following different approach: Instead of the sphere shape, use a barrel (cylinder) shape which ends at the target. With an initial radius of 1x the maximum jump range of the current vessel it should be possible to find a way from current position to the target. Once this barrel is calculated you may extend the radius - just like with the current sphere-shaped approach.
That way one does not need to wait such a long time for finding a route to your target.
As an alternate / or additional feature: While the routes are calculated: Highlight the system which is closest to the selected target. So, one could already fly there and not having to wait for the route to complete.
Routing can be a difficult job. Therefore I propose the following different approach: Instead of the sphere shape, use a barrel (cylinder) shape which ends at the target. With an initial radius of 1x the maximum jump range of the current vessel it should be possible to find a way from current position to the target. Once this barrel is calculated you may extend the radius - just like with the current sphere-shaped approach.
That way one does not need to wait such a long time for finding a route to your target.
As an alternate / or additional feature: While the routes are calculated: Highlight the system which is closest to the selected target. So, one could already fly there and not having to wait for the route to complete.