Just to clarify - I am not advocating that Frontier do this, but still think that if it were possible, it would add a hugely interesting dynamic to current gameplay. This would also only be possible to be implemented properly within later expansions.
Instead of sitting on this idea, I wanted to share it somewhere where it may do the most good. Feel free to shoot it down or refine it. (Please avoid if you don't want to read a long and potentially pointless ramble)
Because of procedural tech within Elite Dangerous in particular on Planets, there will forever be huge swathes of unused terrain. The game-play available on such huge areas is untapped. Indeed, these are essentially the biggest 'maps' in gaming currently and when atmospheric planets drop, they would be a dream for military and fantasy games to be placed in. (Think a roided-up version of Arma or Skyrim with a planetary-seized map)
It therefore occurred to me that Frontier would do well to utilise this planetary real estate by encouraging players to play on such bodies. Indeed, each individual planets should hold enough game-play for a normal open world game in the most literal sense. Thinking about this further, it came to me that in order to populate as many group-side players as possible, a free-to-play model may be introduced - or a permanently cheaper version of Elite Dangerous given that my proposal would contain only elements of the full game by design.
Elite Dangerous: Colonists

The Mechanics of Elite Dangerous: Colonists

Why should this be done in the first place?

Well, apart from making the Elite Dangerous galaxy a more credible, living and breathing one - this provides a mechanic whereby;
Networking may be the most complex problem and matchmaking/instancing etc - but I am not a developer and am only suggesting what is likely a pipe dream, rather than something that has a real chance of existing. However, there may be elements in this post that could be of use if the wider community and developers whilst not enthused with the idea's specifics, understand the gist and see the benefits.
This post is long enough and I could go on and on about this idea, but the point is generally made.
Instead of sitting on this idea, I wanted to share it somewhere where it may do the most good. Feel free to shoot it down or refine it. (Please avoid if you don't want to read a long and potentially pointless ramble)
Because of procedural tech within Elite Dangerous in particular on Planets, there will forever be huge swathes of unused terrain. The game-play available on such huge areas is untapped. Indeed, these are essentially the biggest 'maps' in gaming currently and when atmospheric planets drop, they would be a dream for military and fantasy games to be placed in. (Think a roided-up version of Arma or Skyrim with a planetary-seized map)
It therefore occurred to me that Frontier would do well to utilise this planetary real estate by encouraging players to play on such bodies. Indeed, each individual planets should hold enough game-play for a normal open world game in the most literal sense. Thinking about this further, it came to me that in order to populate as many group-side players as possible, a free-to-play model may be introduced - or a permanently cheaper version of Elite Dangerous given that my proposal would contain only elements of the full game by design.
Elite Dangerous: Colonists

- Colonists would initially start off on a random planet. This could be an airless or Atmospheric planet. Each planet dependant upon its makeup, will provide differing materials for mining.
- The purpose of the gameplay on planetside is to accumulate wealth, property and power within the local solar system and potentially those beyond it. Accumulation of such power could create an Overlordship within a system and over other colonists and the creation of a faction that filters into the main game which Elite Dangerous Players can join and fight on its behalf, thus enriching the 'Overlord' Colonist further.
- Each Colonist would start off with a mining SRV and a basic garage whereby they can store their materials and other vehicles bought and obtained throughout the planet. These can be upgraded and bought in other locations.
- An Engineer is stationed at each of these planets and Colonists can craft new items with materials obtained through them. Such items would include blueprints to new vehicles (better mining capability), planetary/atmospheric flight vehicles (to venture in areas which hold rich deposits) and vehicles which can serve for transport for players who don't have the funds to buy their own planetary flight/passenger vehicle, which can be a profession in itself as a way to raise funds.
- Colonists can only venture to new systems as passengers on ships owned by players of the base game. Once in new systems, they can build upon their original faction and develop within a new system. However, if they have the credits, they are able to purchase an interplanetary craft (which they can personally pilot) whereby they can colonise similar planets within their system only, if there are any.
The Mechanics of Elite Dangerous: Colonists

- Because of the almost infinite amount of planets in the Elite Dangerous galaxy, it is unreasonable to expect that more than a tiny proportion of them could be colonised even with a playerbase of Elite Dangerous: Colonists amounting in the millions and each planet limited to a maximum of 32 people.
- As such, when Elite Dangerous CMDRs land on a planet that is described on the system map as 'colonised', upon instancing out of Orbital Cruise, they are matched with a planet in which the game Elite Dangerous: Colonists is being played.
- Elite Dangerous players are by a significant magnitude richer than ED: C players (on average), but ED:C players have valuable resources that are of interest to CMDRs in ED. CMDRS must land in the port to access the commodity store.
- ED:C players sell their items in the store at a price they decide upon. With their credits, they can do the following
- Build or purchase new vehicles
- (Better mining SRVs, Planetary flight vehicles and planetary passenger vehicles, mining drones and interplanetary craft)
- Purchase a trip as a passenger to a new system via a ED CMDR
- (Will be transported in real time via a CMDR. Request for transportation will show on bulletin board as a 'player mission' for CMDRs. Various penalties for CMDRs on failure to transport ED:C player to destination in designated time.(Wanted status, lose passenger license for set period, fined etc) Payment on delivery to avoid griefing of ED:C players.)
- Buy a spaceship
- With sufficient materials and funds, can purchase an interplanetary craft which can travel to other bodies within the system (only) where there will be less competition and potentially exclusive/rare materials.
- (Space craft in ED:C cannot travel to other systems and require significant expense to purchase)
Why should this be done in the first place?

Well, apart from making the Elite Dangerous galaxy a more credible, living and breathing one - this provides a mechanic whereby;
- Elite Dangerous players are enthused by a new type of interaction
- ED:Colonists could be a free to play model or at a permanent $10 to encourage as wider number of people as possible to play
- People who do not want to pay for the main game, can be involved and enticed to buy it. New source of micro transactions and PR
- As a player of ED:C, seeing ships coming and going from the main game will act as an enticement to participate. Every time a ED:C player has a real time passenger journey as a passenger in a CMDRs ship, it will similarly act as a further enticement to purchase the main game, thus gaining two potential sales.
- The implementation should involve a significant, but not overwhelming about of work given that it is using the current base game of Horizons, but 'quartered off to a system'; the creation of a number of new mechanics and art assets i.e interplanetary craft, a few new SRVs, a planetary flight vehicle which can take a limited amount of passengers, mining drones, garages and with the exception of a planetary market, most assets and mechanics should be introduced into the main game, thus little work is lost.
Networking may be the most complex problem and matchmaking/instancing etc - but I am not a developer and am only suggesting what is likely a pipe dream, rather than something that has a real chance of existing. However, there may be elements in this post that could be of use if the wider community and developers whilst not enthused with the idea's specifics, understand the gist and see the benefits.
This post is long enough and I could go on and on about this idea, but the point is generally made.