The only area I kinda disagree with Drew is the regarding gating. I'm definitely not a supporter of grind, but I do think there should be a sense of progression and leveling up. New players shouldn't get a G5 Corvette for free just so they can fight a Thargoid 10 minutes after they start a new CMDR. On the other hand, if humanity is at war with the Thargoids, then humanity should be supplying the necessary weapons to fight those Thargoids.
This is where I wish ED had a proper player-driven economy and supply chain. Anti-Thargoid weapons should be purchasable, but imagine if Guardian materials are needed by factories to assemble them. This would allow CMDRs who love hauling stuff to gather and sell Guardian materials to factories which in turn create weapons that combat pilots can buy for their ships. This allows people with different play styles to embrace those play styles with a sense of purpose without forcing one player to be a "jack of all trades" just to do the one thing they really want to do.
Same goes for engineering - some CMDRs love the process of gathering materials and engineering modules, where others just want the end product so they can play the game they want. A [regulated] player market that would allow players to exchange goods (engineered weapons, suits, and even ships) would be amazing IMO. This could even be done between players in solo based on how the game works. Of course to prevent the market from getting flooded, rebuys would need to be reconsidered (no more magic resurrection of engineered modules).
Yes, I know, it kinda sounds like Eve, but I'm thinking more like Eve Lite, where the nuances of the economy is handled behind the scenes and balanced by the fact that NPCs also interact with Elite's galaxy. I'm also thinking of using the cool part of Eve to make Elite less grindy rather than more grindy, while still maintaining a sense of progress (because you'll still need credits and reputation to buy all this stuff).
well in imaginationland... this game is amazeballs.
you know what would be great. Is if we understood what the actual direction fdev wants to take the game in these various game loops and roles in the game. Is it done as far as they're concerned? Do they have an immediate direction they're moving it towards? But we wont get that.
so it's just more of the same "gameplay that's minimally viable" - "community sprouting ideas of what would be better" - "updates that introduce regressions and new features built on a minimally viable base (totally ignoring community in the process)" - "everyone saying they should work on what they want to see improved since the new feature in inevitably a poor fit in many areas" - "periodic narrative update"
It would just be nice to know what parts of future game development are worth dreaming about and which are totally set in stone.
Then we can finally let rubbernuke down with the cold hard truth that powerplay is never changing from what it is...