Personally I think you're heading down the wrong path for making ED more engaging. I personally think you need to add two things:
1. Life - you need to make more of an effort to build a sense of a living breathing universe. It's far easier to get lost in the grind if there is something going on around you i.e. the 'scenery of life'. currently we're doing stuff in an absence of what should be a populated environment. Beyond a little more traffic in the higher population systems there could be no difference between a remote system and one in the centre of the bubble.
2. A sense of place - it makes no difference whether I am in one system or another beyond what missions are spawned and the POI that relate to the completion. The closest thing I have felt to a sense of belonging is Founders World but if I choose a system and work in it, there should be a relationship built there, perks to be earned because of familiarity, friends/enemies with the local law. "Hey Commander Steve O B Have, good to see you again. We see you're getting yourself into trouble with the resident pirates and we're happy to help you out!" etc. I want to feel like there is a reason to stay in a place, relationships to be built beyond 'accept/decline' missions. I want to feel like when Thargoids come that I'm defending a place that means something to me.
I'm utterly disengaged with Thargoids and Guardians. They're, from my perspective, an empty antagonist that differs from pirates only visually and in their habits. If I had a sense of place, a sense of something to lose then I might feel more like I want to deal with them but I just don't.
The grind has put me off from playing the game, the lack of life and the lack of a sense of place has stopped me from re-engaging and these additions (Squadrons/Mining/Exploration) are purely functional and IMO don't build on the 'life' of the universe. Exploration is the only one there that has some potential to make the Galaxy more real, more engaging and more of a 'place' but I strongly suspect that it will just expand on the function of jump, honk, jump, honk, and that isn't going to bring me back to the game.
Rant over - I think what you've achieved is everything that the original players and forum bods asked for - a prettier Frontier E2, and man it is that - it's far more than that. BUT when the scope is changed and we see what is potentially possible our imaginations get on the run and the above is partially the result. Hope you see it as constructive critique and not just another forum ranter.
Cheers
Steve
I completely agree with these considerations.
There are probably people who love obsessively repeating the same gestures: jump into the next system, scan, jump into the next system; or: target on the next enemy, shoot without being hit, target on the next enemy.
E: D is only this? After the initial learning curve, I think so.
Frontier must make a choice between these two alternatives: 1) create narrative content; 2) let the players interact with each other and create their own content.
At the moment it seems to me that it does not follow well any of these two paths introducing contents that have the flavor of curiosity for a few moments but soon end up becoming a deja vu.
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