What we are seeing with the DW2 event is not colonization. The station being built is not going to be owned by any of the thousands of Commanders participating. If you want to create something like the DW guys may get to, organize an event that gets the kind of participation that DW events get, touch base with FD, in advance, and ask for a CG to create a new station, and expect it, maybe, to get the name you want. After that, expect the new station to be part of the game, not your personal construction.
Even now, player groups can suggest CG's, give it a go
Good job pointing out that if you want to achieve anything in the game close to this scale, you've got to put in an extraordinary amount of effort gathering and coordinating like-minded people and an unreasonable amount of time that is beyond the average player.
Because Elite is not a game of conquest and colonialization. We are not administrators and politicians. We’re pilots.
I don’t disagree that the idea of owning and operating and overseeing day to day station operations wouldn’t be fun. I think it would. This just isn’t the game for it, any more than Civilization MLCXIV would be the game for first-person Combat.
Actually, we're the enablers. We put the map in front of the politicians so the politicians can put us to work building the stations and fighting to defend them, so why does putting stations up in our own name seem like such a big step for you?
And actually mixing up genres is quite fun and works well in a lot of games. Total War: Warhammer. It's an RTS. And it's an empire builder. But I also get to level up my heroes, equip them with items, and micro-manage them should I so desire. It's great.
Persona series: JRPG combined with dating/social simulator. Fantastic!
Nier Automata:Action brawler, RPG, Shmup and platformer.
Etc...
Games that blend genres well almost always turn out to be great.
We've already got the micro aspect in ED: Fly your ship around, pew pew, break some rocks, write your name on the map, etc....
Elements like Powerplay and CG's are meant to give us a sense of the macro, but they don't work well.
Colony management would be an exceptional way to add a macro element to ED though. As long as it's done well, it couldn't do anything but improve the game and add a whole new layer to it.