Well, speaking personally, I would not miss the 'multiplayer' part too much
It's certainly the decision which has led to the most compromises, complaints, and unsatisfactory designs. (On the other hand, for me personally, it's also led to the most fun times I've had in an Elite-like game ... so I really have no idea now if it was worth adding or not)
Nope. Traders and explorers have good reasons for considering having non-combat internals, but there is nothing forcing them to do so.
They can - and certainly should - fit at least defensive internals. But you have to give up some internals to the job - I figure you need 4.5 internals for a serious exploration ship (ADS, DSS, SRV, AFMU, bigger scoop) and you need a pretty big ship before you can give up that many internals and still have enough left over to actually win a fight.
I don't have any sympathy for shieldless traders who get blown up, but I am constantly baffled - ever since 1.0 - that the pirates are so incompetent and rare that it was ever something people even considered for a second!
If you know of an actual cheat or exploit, report it to Frontier. Otherwise, you are basically moaning about players succesfully making money in this game.
Oh, I don't mind people being billionaires - indeed, given the number of people whose fun is "do stuff with money" than "get money", I'm absolutely fine with that.
I really hope this isn't a serious suggestion. It would utterly trivialise the game.
It was more obviously sarcastic in earlier drafts. I cut out a lot of the sarcasm to keep the wordcount down, which seems to have been a mistake.
Not really much different from suggestion 1.
Maybe, maybe not. I still would find this option unsatisfactory on balance, but it would be closer to the standard singleplayer save/load gameplay which the previous three games in the series used, and which I think the basic trader/pirate/hunter gameplay is still fundamentally designed around.
As it is there's - widely commented on - inconsistencies in what you lose and what you keep on ship destruction:
Lose: rebuy, uncashed bounties, trade goods, exploration data, potential increase to trade/exploration rank, some missions (and in 2.2, your NPC fighter pilots [1])
Keep: the rest of your cash, your ship, engineer modifications to modules, engineer materials, engineer data, combat rank increases (since you get them for kills, not for cashing in kills), some other missions
Why are some of these kept and some lost? (In 1.0, the logic was reasonably obvious, I thought ... but some of the additions since have gone the "wrong" way for what I thought it was, so.)
[1] This received a bit of forum protest when originally revealed by Frontier, and will probably get a lot more once it's actually out, because it puts combat players in the same position as explorers - one mistake and you lose months of progress. I'm 50:50 on whether Frontier will eventually back down and move this into the "keep" set or not.
I do find it interesting, though, that you're saying pirate threat needs to be increased when the very supposed issue that you're complaining about above is the vulnerability of traders.
Yes - I would increase both risk and reward: you die more often but when you get through the profits are huge - especially in low security systems. Whereas now, you die never which is fortunate because the profits don't cover losses on a basic trade route.
Good point about the 2.1 enhancements to outbreak, famine, etc. being much better for profits - I haven't done much trading since before 2.0, so I'd forgotten about those.
I can kinda see why you'd want this, but there's a major problem. The whole point of exploration is going out into the black to areas where no-one has ever been before and discover what's there - so who dropped the comms relays?
There's been sufficient exploration since the start of the game that you could drop a grid maybe 3kLY a square over the galaxy, put a comm relay near each intersection, and have them all in explored systems. Sure, 99.999% of the galaxy is unexplored - but 100% of the regions of the galaxy (perhaps barring a few outer rim sectors) have had some exploration carried out.
We could have a series of CGs to "scout out potential locations", "gather materials", "get fuel for the transports to place them" and so on - perhaps even have them built very slowly in stages heading outwards from Sol, so beginning explorers on well-travelled routes get to use them, but experts have to leave them behind or make far more major detours?
Except the problem is, if you do this, you're basically punishing success.
I'm not sure I view it that way. Most other games, if you succeed, you're "rewarded" by the game getting harder - beat a level in an RTS, FPS, ARPG, whatever, and the next one has tougher opposition, for instance. Obviously Elite Dangerous being open world and very free form doesn't have "levels" or "endgame" or any sort of curated difficulty curve for the player to follow (and rightly so!) - but I think it should fight more than it does the default tendency of the Elite series to make starting a challenge and continuing dead simple.
I'd far rather the game responded to the player succeeding by upping the challenge - so it's easy to make a billion, tougher to make two billion, and nearly impossible for anyone except the best to make and keep ten billion - than by saying "well done, you've won, that's it for meaningful challenges here"