Just to kill the "ED is not a MMO", from Wikipedia, on ED:
Elite: Dangerous is a space adventure, trading, and combat simulator that is the fourth release in the Elite video game series. Piloting a spaceship, the player explores a realistic 1:1 scale open world galaxy based on the real Milky Way, with the gameplay being open-ended. The game is the first in the series to attempt to feature massively multiplayer gameplay, with players' actions affecting the narrative story of the game's persistent universe, while also retaining single player options. It is the sequel to Frontier: First Encounters,[5] the third game in the Elite series, released in 1995.
On MMOs in general:
A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously. By necessity, they are played on the Internet.[1] MMOs usually have at least one persistent world, however some games differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.
MMOGs can enable players to cooperate and compete with each other on a large scale, and sometimes to interact meaningfully with people around the world. They include a variety of gameplay types, representing many video game genres.
So with that out of the way, back to topic. Arguing for/against ED being an MMO misses the point: there are elements to use and problems to avoid from the wider universe of MMOs. I was simply trying to kickstart a discussion about what ED could learn from other MMOs. Personally I think that assassination missions is a funny example, as they are an MMO classic. You have to hunt in 3 systems until you meet a trader who tells you which system the target is in. Then you go to the final system an kill the poor sod. Mission done. Nothing wrong with this, but do three in a row and you probably won't really want to do that mission class again. Kill quests, being one of the core quest types (along fetch quests for example - "trade quests" in ED) exists in many MMOs, and some of them are not boring, because the designers introduced clever twists to them. Learning from this can only make ED better and more fun. That was what my OP was trying to be about
Or you could just quote
http://elite-dangerous.wikia.com/wiki/Elite:_Dangerous_FAQ on this, saying:
Is "Elite: Dangerous" an MMO?
Yes, Elite: Dangerous is an MMO, but with the important addition, that you can choose if you want to meet other players.
The game features a shared persistent galaxy server, where macro effects and events such as economy, society and war status etc are recorded.
The are no multi-player lobbies.
The server transparently creates free roaming sessions (instances) when meeting other players and NPCs within that galaxy based on a perception bubble around you,
that is defined by your scanner/visual range. That means that those instances are not a fixed location in space as in most other MMOs, but they dynamically move around.
The effects of those instances are then stored on the central galaxy server and shared by everybody.
Because the game features very high speed twitch combat and very detailed damage models, this is the most reliable way to do it,
also keep in mind there can be many sessions within a star system and those sessions can dynamically move around,
also because this game uses a 1:1 scale Milky Way galaxy, sessions will typically be spread out much farther away (although most of the action will be within the core systems) and it wouldn't be
immersion breaking as opposed to a space game in a smaller area.
Still, (excuse my language) I know I'm ****ing against the wind here, but I don't think of ED as an MMO.
But, yes I agree with you that adding (meaningful) content and more variety to the missions can only be a good thing, altough I wouldn't take too many lessons from classic MMOs. Specifically not from those MMOs where the progression of the character is one of the main aspects.