The background simulation at the moment is still very simple in its structure but does provide the means to offer far more depth than is currently in the game to provide the motivation that is so lacking in the game at the moment. This problem stems mainly from the fact that ED currently (as did its original predecessor) offers only personal rewards to its players. In the original Elite once you had fully upgraded your ship there was little new to do in the game other than amass credits to no purpose. The only motivation currently is to buy ships to upgrade to earn credits to buy ships. Beyond that it offers little. In my view, if Elite Dangerous is to grow, it needs to branch beyond this model and provide motivations within its gameworld to satisfy that empty reward train it currently offers.
The BGS suffers from the fact that it only has one single statistic that is mobile. Everything else is static.
If the BGS is to get better there needs to be ways introduced to make those other stats we see on display move. When those stats move, they will allow conditions to change that effect just how robust or fragile a Government actually is in a system. Then things will just start to become interesting....
The game needs also to start seeing physical changes taking place because of these shifts. We already have some of these already which are another side effect of the 'states' in the game. Examples of this are the T9's that appear seeking goods or check points etc. But the game needs more of this. The wealth statistic should trigger actual physical changes like stations upgrading in the sytem from outposts to stations, new services appearing or disappearing in a station or bases spawning on surfaces of planets.
Those little mini structures you see on planets should produce commodities of there own. These should be the backbone of actual system economies. The goods should need to be delivered from these to the main stations to push up the wealth stat in the system. when the wealth level is high, the system security should also take and increase as the system becomes more stable and self sufficient.
Expansion systems should actually serve the home system. Each economy type should require a steady stream of specific raw materials to make that economy function at optimum. When this is fullfilled it allows the system to thrive, when it does not it will fall into decline and the system will start to revert to its original position before growth. The expansion systems should compliment the economy of the home system or other expanded systems. For example, a refinery system would benefit from having a mining system under its control. This would cause the economy of the home system to get a boost modifier to its performance.
The condition of an systems economy should also have a new statistic reflecting global employment or something to that effect. This would reflect the demand for workers or their desire to leave the system for employment elsewhere (emigration). This is something players could exploit and tie into passenger missions giving more reasons for people to transport people to and from a system. The system would benefit when unemployment was high but would need workers brought in when production was booming.
At present there is no real need for any particular commodity in any given system. There is the very basic meds during an outbreak, but for day to day running of systems this needs to change. In order for systems to thrive and grow the needs of the system must be met. We have none of this right now but would make a very significant step forward if introduced.
High performing systems should manufacture special commodity types that are of high benefit to a differnt type of economy. This would allow inter-player trade between separate player groups and alliances and enemies to develop. As commodities became drained in surrounding systems this could cause tension between neighbours and make the game more interesting.
It should be possible for players to change the economy type in a system. The extensive trade of particular good should allow the economy to shift to a different type. This would allow player groups to expolit available commodities in surrounding systems that were not being snuffled up by other player groups. What you would see emerge would be a real life situation where the economics of the galaxy shifts. All of this would make for a far more interesting game in which player groups could feel they were in a far more alive game.
All of these things would allow players to nurture mini 'ecosystems' within the game and bring players together to play for a common purpose. To see actual physical evidence as their reward for their efforts. In short, it would create real world politics and purpose to the game beyond the artificial one that power play offers.
Even for players who are not interested in this sort of thing, they could continue to play the game as they always had. They would however find themselves in a living breathing, growing and shrinking galaxy that would enrich their game far beyond what they currently have.
These are just some of the ideas I have about how this game could be made far better and could bring so much more purpose than simply upgrading your ship. There is nothing new in my thinking here. This is the game FD had envisioned. We just got a much slimmed down and simplified version of it. All I am doing is highlighting I have no doubt similar ideas and conversations they have had themselves. In any other game upgrading your ship would be a tool to help you play the game. To think of it being the game itself is crazy. Especially for a game with as much potential as this. Every time players crave and moan for green lasers or naming their ship, they are taking focus away from what the game really needs to make it a great game.
Enough time has been spent on producing new models of ship, green lasers, CQC, weapon upgrades and a multitude of other things that do not serve to actually fundamentally improve the game we are actually playing.
More time needs to be spent on the environment we actually inhabit.