Oh, I completely agree with you that there need to be more systems in place, and that the difference between something like Falcon and E: D is the amount of preparation and planning a mission can take, the presence of terrain and ground based defences, plus weather and untoward events. As you say - space is a void. I'd much rather roam aimlessly in a flightsim, or in something like the Witcher, where you can enjoy all of the details of the world, rather than just look at a black screen all the time. I don't really see how we get round that, and keep the 'space is big and you can travel anywhere' ideal of Elite? I've already been shouted at by other members of the forum and told to 'go play Farmville' when I came round to the idea that autopilot and microjumps between system stars might add something to the game.
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What I was driving at is I'd love to see something like Falcon's mission generation and Air Tasking Order generation systems ported over to a space game like Elite. Obviously, to compensate for the lack of terrain etc., we need a large variety of missions that cover both combat and non-combat scenarios, with something like 'Tier 2' AI to give them a 'human' face.
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I believe it can work - see the game StarShatter, which is essentially F4 in space. However StarShatter, like Falcon, has something Elite does not - long range weaponry (primarily missiles vs. point defence) and the need/ability for stealth in approaching enemies. E: D misses a whole raft of valuable gameplay (in my mind) by making everything a World War II dogfight in instances at less than 3km range, and having ships plainly visible at huge distances in SuperCruise, rather than requiring some skill to detect, scan and identify properly (making having active vs. passive scanners meaningful). The latter, as I've said before, would require supercruise to be a lot slower, to allow more time for interactions, which I could see going down like a lead balloon though. Also, both Starshatter and Falcon aren't trying to be MMOs and appeal to everyone all of the time.

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If we did get a decent mission generation system, assigning actual targets, with asset status tracking on some level, then true force-on-force multiplayer, with tangible outcomes might be possible, rather than just smoke-mirrors-and-infinitely-spawning-NPCs. I also still hold out hope that hiring wingmen and crews will still make it into the game at some point.
I'll (attempt to) rephrase the same argument. In a game that's trying to 'simulate' a civilisation entire galaxy, you're going to have to accept some limitations and some things being 'shallow'. YMMV as to whether that's acceptable in the long-term or not, and whether you are willing to suspend disbelief over the those cracks. I don't think there is too much point continually pointing out that there's not a lot behind the curtain, we know that, Frontier know that, people who played and reviewed the earlier games know that. People going into the kickstarter should have known that. I think we were all being a bit unrealistic in wanting more from the same template in such a short period of time, and that just using proc. gen. to make lots of different coloured spheres was only going to hold attention for so long. Note, I'm not arguing that the game's perfect (it isn't) or the OP and everyone else don't have a right to express disappointment (they do).