IMHO depth/variety of mechanics is what we need, with interplay/feedback between them providing interesting gameplay!
(As I've mentioned before) Imagine if we had by now the following sorts of mechanics/gameplay elements:-
- Convoy escort mechanics, escorting ships from Nav beacon A to B (in standard flight), at the very lest PvE, with a Wing of NPC you gould give simple attack this/defend that commands to, or even better with a Wing of CMDRs working togethor. Nav Beacon A and B could even be in an asteroid field
- Station Blockade mechanics, where you'd exit supercruise a long way out from a station and need to then fly in.
- More dynamic interesting background sim behaviour, such that it could react to extremes such as plague and wars initiating creating huge number of civilians trying to get out of the system and more passenger missions, or lack of supplies arriving increasing demaind/prices for good. As long last food is a lucrative commodity?
Now bring all this togethor now with hostile Thargoid aggression as a driving factor?
Thargoid appear in a system. Background sim goes mad! Huge public terror... Loads of civilians trying to get out. Supplies not arriving. Stations trying to ship people out... Get supplies in.
Stations/bases on planets go into blockade mode, missions pop up to enforce the blocakades or break/run the blockades? You can try and deliver food? Evacuate civilians, with a wing of ships protecting you? You can do this in NPC/CMDR wings? Convoys of passengers ships in the system need protecting etc etc...
This could be utilitsed on the fly by the background sim creating these events, or CGs could even utilise them?
In short, a whole number of mechanics/scenarios that can be pulled upon to create a more living breathing environment. Because as it stands at the moment, given the current tools available, a while back I suggested all the Thargoids will offer might be random interdictions and rebadged combat zones. And it's seemingly one out of two so far...