Having trade CGs either being "deliver to all stations in X" or "deliver to these FC-like high-throughput megafreighters" would be interesting.Of course, delivering cargo is about the only activity that should require one to dock, and no outpost would rationally requisition more cargo than could be delivered.
Let's see:
- outpost, medium pad so say 200t/ship, say two minutes per docking, 144,000t/day uninstanced transfer capacity in optimal circumstances
- big station, plenty of large pads but mailslot limited, say 30 seconds of mailslot use per docking cycle and 600t/ship, 1.7Mt/day transfer capacity in optimal circumstances.
...some of the really big planetary base layouts with 4 large pads can probably actually do slightly better than the big orbitals.
Typical trade CG at the moment, 30-50MT, so 5 large stations should be able to just about cover that.
Of course, the other thing is that a station with a population at a fairly low ~5 million is likely to have daily demand generation for its commodities exceeding its optimal transfer capacity ... and the multi-hundred-million population stations (which is presumably a measure of "supported" rather than "resident" population) will have both supply and demand generation hundreds of times greater than their transfer capacity.
(Just one of many reasons that the supply/demand figures for most commodities and stations are way larger than they need to be; at least the exceptions to that rule still generate a little interest)
I tend to go for "MSO" - Massively Singleplayer Online - you can play with other players but unless you specifically go out of your way to most of the time you're not.The Massively part is actually composed from a multitude of micro Multiplayer Online-instances spread over lots of systems.
So more like a mMO than a MMO
So everything (near enough) is designed to be doable single-player (if sometimes a lot easier multiplayer), and - as with overcongestion - sometimes really not designed for heavy multiplayer use.