I have said this before in other threads.
Games have lasting appeal generally when there is a social element that transforms the game into a social experience. Adding proper player factions that can be added by players that fit into the background simulation. That have communication facilities and the ability to set objectives. Even taking the power player functionality into player factions would be a big step, allow those player factions to choose where they undermine and spawn player faction missions that support the activity that players can take. If a system is being undermined it can be defended and again missions are spawned that players can take for the defence of that systems. Spawning instances where this conflict could take place and making them finite rather than "infinite" would bring players together in conflict. Those player factions should be able to build their own stations subject to limits to the number that can be built per system for a tactical benefit, stations would be part of the BGS so could change hands.
If you make those stations instanced for everyone and allow player stations you suddenly have emerging content in the galaxy that if they are instanced for everyone to see means there will be developing content in the galaxy.
If you allow explorers to mark places they have visited on a planet eg with great views and those poi's appear when you scan, then again you have things for explorers to find. Limit them to one per landable planet and there is no fear of getting too many.
I would also remove the random from Engineers and make it dependent on quality of materials. Then when you mine materials or purchase, you purchase the goods at a quality. eg instead of gold you have 5 carat gold, 10 carat etc. Make the high quality goods scarce in stations and force people to mine. Develop mining so it becomes more scientific so you have to work out where to mine and the area can get exhausted forcing the miner to move on.
For me its all about creating elements that a player can use to develop content individually or as a group that can be leveraged by another player.
Games have lasting appeal generally when there is a social element that transforms the game into a social experience. Adding proper player factions that can be added by players that fit into the background simulation. That have communication facilities and the ability to set objectives. Even taking the power player functionality into player factions would be a big step, allow those player factions to choose where they undermine and spawn player faction missions that support the activity that players can take. If a system is being undermined it can be defended and again missions are spawned that players can take for the defence of that systems. Spawning instances where this conflict could take place and making them finite rather than "infinite" would bring players together in conflict. Those player factions should be able to build their own stations subject to limits to the number that can be built per system for a tactical benefit, stations would be part of the BGS so could change hands.
If you make those stations instanced for everyone and allow player stations you suddenly have emerging content in the galaxy that if they are instanced for everyone to see means there will be developing content in the galaxy.
If you allow explorers to mark places they have visited on a planet eg with great views and those poi's appear when you scan, then again you have things for explorers to find. Limit them to one per landable planet and there is no fear of getting too many.
I would also remove the random from Engineers and make it dependent on quality of materials. Then when you mine materials or purchase, you purchase the goods at a quality. eg instead of gold you have 5 carat gold, 10 carat etc. Make the high quality goods scarce in stations and force people to mine. Develop mining so it becomes more scientific so you have to work out where to mine and the area can get exhausted forcing the miner to move on.
For me its all about creating elements that a player can use to develop content individually or as a group that can be leveraged by another player.