It's difficult to define repetitive. For example, in an FPS you go and shoot. It must be repetitive too.
I do agree, that missions could be more varied, especially that I haven't seen may salvage missions these days. The other is the difficulty - some of them are too easy, whereas planetary assault missions can be too difficult. And for some reason I can't finish a liberation mission.
In any case I can't really put this game aside, when I have time and I'm not too tired, I always feel like playing Elite. The chemistry is somehow incredibly good.
Very true - every game out there is very repetitive. They generally hide that repetition in various ways:
- Wrapping backstory & context around the gameplay. A "pick up item X and deliver it to location Y" is very simplistic and repetitive; but "kidnap Senator X's child and deliver him/her to Warlord Y for ransom" feels very different to "pick up thermonuclear device X and jettison it inside station Y". Same gameplay basics, completely different feel due to the context. This is fairly difficult for ED to do, without handcrafted missions. They certainly could do with massively increasing the number and variety of the mission story templates.
- Multi-stage missions, with multiple paths based on player choice and/or success. Doing lots of random collect/deliver/kill missions makes them all feel a bit repetitive and disposable; but connect them up into a more complex sequence and it feels like you're actually doing something worthwhile and meaningful. FD are going in this direction, but could go further.
- Same gameplay in different location feels different. In a RPG, fighting a bear on a mountain-top and fighting a bear in a castle hall feel would very different. This is one area space-sims suffer: space is space. Ok, the starfield might change (not that you'd notice), you might have differently coloured balls in the background, but it all feels the same. Until we have lots more surface gameplay (community goals, combat zones etc.) it's going to stay that way. Having random encounters in different locations helps the game too - in ED too much of the gameplay is built around visiting a station and loading a mission board. Random - or better yet - non-random encounters based on a player's actions/rep/wealth and/or current location would help spice things up.
- Same tasks with different equipment can lead to different gameplay. Doing a bank-job getaway in a fast car, or in a 18 wheeler, or an ice-cream van all lead to different options and styles of play. You don't get that in ED as you always choose the vehicle and outfitting.
- Different times of day, and weather add to the variety. Dawn missions / day missions / night missions all lead to a different ambience. Ditto with sunny, or storms, or strong winds, or foggy.. There are none of these in space - the ED galaxy is quite non-dynamic generally - and no weather patterns on the planets we can visit.