Please - I'm not bashing those mechanics - they work well in games designed for them, but base building, territorial claims, industry - none of them are what Elite is about.
Building a base? What purpose does that serve? How would you implement it?
Claiming territory? What purpose does that serve? How would you implement it?
Industry? That is already present - your industry is gaining credits, either by trade or otherwise. How would you change it, and what purpose would it serve?
Well, Elite was originally a single player game. So technically none of the multiplayer aspects of ED is "what Elite is all about" based on prior versions... And let's face it. The prior incarnations of Elite were absolutely remarkable for their time. But the genre has moved on in some ways. Just look at the X games.
And just to be clear, my concern is that Frontier's development team is not going to have the manpower to generate the amount of "injected" content that would be required to keep the game viable.
So, "base building" could encompass a number of different ideas. The simplest is essentially as a "housing" system. Most MMO players seem to really like housing. I love the idea of being able to create my own asteroid base (or planetary base when that's available) that could be personalized.
On a more sophisticated level, you have guild/corp "housing".
Territorial claims could be implemented any number of ways. And they would set up the possibility of player driven conflicts.
(Actually the biggest "implementation" problem is how you square public vs private gaming. If I build a station in my private game (or the public game) does it appear in your private game?)
"your industry is gaining credits" - okay. But to what end? Credits seem to come pretty easily. Even if profit margins are suppressed from beta levels, it won't be long before players have sufficient funds to essentially buy anything they might possibly want. At that point, credits cease to be a valid incentive to do anything.