I disagree with you, and I can explain why. I believe your ideas here break one of the basic reduction principles of creating something entertaining; in entertainment such as this we streamline it by cutting certain things out that the player just assumes happen in the background. One example of that would be that the player doesn't need to have his commander eat, sleep, or go to the toilet; neither does the commander have to do any paperwork, fill out tax or insurance forms, load or unload his ship, or any of the other tedious stuff that he would need to do in real life.
We can all assume this would happen off-screen when we're not looking / are doing something else / are offline and doing RL stuff. This way the game can focus on the fun bits - in this case flying a spaceship, not being a warehouse worker. That is a job, and doing it on the computer would be boring and tedious. There's no reason to not be able to have your ship loaded up with cargo while you're in the SRV, as long as your ship is landed at the base. We can always assume that the ship was loaded up with whatever loading mechanisms the base possesses. The idea that you seem to have that I disagree most with is that "better to have something extra to do; than not have it at all." This flies against the reduction mechanism that practically all modern games have been based on. There have actually been attempts to simulate it all, and it's always been a case that there's a point where a game just crosses a certain threshold into tediousness, and none of these games have been particularly successful and are by and large forgotten quickly. One of the main reasons is that the player finding fun activities is constantly prevented and interrupted by a bunch of needless game mechanics that are just plain tedious and constantly get in the way. There may be a minority of players that would enjoy this level of simulation, though I suspect most of that minority would actually claim they want it and then decide it's boring and go play something else if they actually got it.
Think about it: you have a game in which you can
fly spaceships. You can bounty hunt, explore the galaxy, trade between systems lightyears away, etc. Why would you be a warehouse worker? If you want to do that, then get a job in a warehouse and spend the equivalent time loading trucks - you will get paid for it in real money

This argument of yours crops up every now and then, usually from people that never took part in game development. As Jerry Seinfeld once said: "Never give people what they ask for. If they knew how to do it they'd be doing it themselves." May seem a little harsh but the percentages of viable ideas vs. ones that would plainly not work on game forums in general (this one is no exception) speaks for itself.
Ok, so tell me what is actually breaking here, if you do what is expected for a specific context.
If you are docked in your ship on a base, you have X actions to perform; why should it be the same, if you are in a buggy on a planet, and you left your ship parked on some hidden area far from the outpost?
For the same principle that you can't dock on a outpost in space, if all the pads are taken; for the same reason that you can't buy a ship/repair it/ in any station or outpost. I am not asking to go to the bathroom or eat every x hour (I swear I remember a game where you were supposed to eat at intervals...ultima underworld?); but simply to keep the game from mash up the buggy and ship domains.
The idea of playing the space warehouse worker was from Mike, and I liked the fact that with that activity you can open up potential scenario for missions (how is that different from collect ore with your scoop open? Do you fly a ship or play the space collector simulator?).
As now, the outposts are dead; for immersion sake, having some activity to do there, would improve the game, then you are free to play them or not...there are people that play construction simulator or garbage collector simulator, and enjoy it; so I would not be too quick to label something as not needed.
Nobody wants the most accurate crane simulator; after all in this game, beside fighting, the rest is barely implemented, so there is plenty of room to implement and make the current mechanics deeper...but this is a whole different topic
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And yet, people spend hour after hour in this game hauling goods back and forth between systems. They have the option to do space combat in nimble, fast space fighters, and they choose not to. Others travel through thousands of systems one after another.. jump, scan, move on. Others spend hours playing space rescue (Fuel Rats), sometimes spending hours travelling just for a rescue lasting a couple of minutes.
Gamers aren't nearly as one-dimensional as your post would make out. Different strokes for different folks.
Exactly; there are people that actually play just to take screenshots. To each their own
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I wouldnt say he was ranting..... just posting what he is hoping for and what would be cool in his view for content in horizons. No harm no foul imo....
I agree with most of what he says, tho I think I am probably even more interested in the details than even Darshie, but as another poster (Newman) puts below, they do NOT want things like ships loading etc.
I am always for more complexity and more actions, others just want streamlined simplified gameplay. chances are FD will follow a line somewhere in the middle, as they have so far (tho in my view since launch beta they have been getting ever closer do the dark s.... er "streamlined" side of things
but then i played as a forklift truck driver in shemue and usually park my own rig in ETS2 so.......................
I believe that the game may have something and it is up to the player to decide if he/she wants to do it or not.
This is coming from a guy that loaded space engineer standard level; made up a story where he has to run away with his spaceship; so I loaded my ship with a fighter; and started to run away from the meteor showers.
I spent 5 hours going nowhere, mining, fixing the ship and fighting drones.
As dumb as it may sound; I can't wait for FPS in ED; that will actually open up (hopefully), the array of potential activities that you may find in space engineer (minus the build and distruction obviously).
As side note, I played the most weird sims ever made; ever tried stuff like goat sim?
