There's a specific problem that Elite Dangerous has with that which other games showing dense atmospheres can usually avoid having to deal with.
ED has procedurally-generated planets, multiplayer, seamless planetary landings, and a relatively high level of graphical detail.
So: if we both visit the same planet at the same time, how does the game guarantee that:
- weather systems look consistent at all scales (e.g. you don't dive down through a massive dense cloud visible from orbit, and then it's sunny and clear on the ground)
- we see the same weather as each other (e.g. I'm not trying to shoot at you in this CZ through dense fog while for you it's a nice sunny day)
- ideally this is done without the weather being completely static in either time or space (e.g. "It was raining at Davies Base. But then, it was always raining at Davies Base.") ... though of course for some of the less habitable planets that might be fairly realistic
- for bonus points the weather should be vaguely plausible to at least match a non-expert's expectations from the terrain (e.g. "that's the tenth day in a row it's rained in this desert")
...and all while taking as little power of a consumer-grade PC as possible so this weather sim can actually run
I don't think this is an impossible challenge, but every other game I can think of where you explore somewhere with weather takes some shortcut that ED has already ruled out to avoid the challenge of faking N million planet-wide weather simulations, so I'd be surprised if Frontier went straight for it without trying something simpler first.
(Gas Giant upper atmospheres would be my expectation for the "next planet type" if they do one - upper atmosphere circulation is a lot simpler than lower-atmosphere, there's no terrain interactions to model, and the weather can to some extent be approximated as "cloudy" - so they can get some of the technology needed for ELWs and similar in place without going all the way there, while also bringing in a completely new environment type with its own very different gameplay options)
See, I'd rather a dev' took a stab at it, made a mess of it and then fine-tuned it until it worked reasonably well instead of avoiding it for fear of failure.
Thing is, as well, it's one of those things where
I (personally) wouldn't be fussed about seeing
precisely the same weather as somebody else as long as we both experienced the same
type of weather.
Obviously, a PvPer, for example, might think it's a serious issue if they were, for example, trying to head into a cloud for cover when they have no way of knowing if their opponent is going to see the same cloud but, meh.
In that case, I guess the answer is to not rely on weather attributes for cover.
Seems like it would be possible to come up with a simplistic model to generate "bubbles" of dynamic weather on a planet's surface based on stuff like temperature and geography.
You fly into, say, a "heavy rain area" and you get droplets on your canopy, there's reduced visibility of distant objects and, perhaps, you get flickering on your HUDs, sensor problems and engines operate at slightly reduced power.
All players would get similar experiences in that area even if they didn't see exactly the same clouds or puddles.
Regarding gas giants, that's another one from my ED wish-list.
It'd be great if we needed to build especially tough ships (armoured hulls and "internal bracing" modules required) in order to get down into the atmosphere of a gas giant in order to carry out some task.
Honestly, I'd take that before surface weather-effects if I had to choose.