Most of us are very excited about the proposed future of Elite. Especially the idea of station life, walking around ships, seamless planet flight/landing, FPS boarding action, and Thargoid attacks.
Taking those features one by one:
1. "Station life, walking around ships"
What exactly is the point of this? Once you put a player in first-person mode, you need to create a far more detailed environment of interactability to make it have meaning. So what is the intention here so far as the stations go? I don't understand. What am I going to do as a player? Go to the market, restaurant, bar, shops, etc., while my ship is docked? I don't get this. I really don't need or want this feature. For me, Elite is about piloting a space craft, first and foremost. If I need something with a "Mass Effect mode", I'll sign up to Star Trek Online.
2. "FPS boarding action"
I can possibly see the potential of a first person mode if they create player pilotable large multi-crew vessels where players can only operate it by co-operation in different roles, such as helm, engineering, weapons etc., which I presume would be for Capital Ships, and not really useful for any others. Again, not something I am too fussed about personally, but could be fun for many other players, so that's okay, and has potential.
3. "Seamless planet flight/landing"
I like this, as an evolution of Elite II. The idea of being able to fly within atmosphere has potential. Not only for landing at ground based colonies, with different market and mission options, but also for closer exploration of a planet surface for more detailed data, atmospheric combat and bombing for control of land and sea areas, and other such things. However, this has the potential to become a runaway feature if too ambitious, just like the FPS mode mentioned earlier. Trying to create a Star Wars Battlefront module where you run around driving mechs, vehicles or on foot is not something I'm looking for here.
4. Thargoid attacks.
The return of the ancient enemy would be welcome fan service and evolution of the lore, so I think this is a high priority and not exactly a huge burden on the development team like the other things on the list. Thargoids would, essentially, be another AI faction, but always hostile and a force that would alter the politics between human factions since it would be a common enemy. In some areas, temproary alliances will need to be enacted to repulse their incursions and prevent them gaining a foothold. Lots of potential here.
...the cobalt blue space hangs in my memory of game design decisions gone bad because someone wanted complexity for the sake of complexity.
Don't remind me. That blue space background was a major immersion breaker for me. I didn't get it then, and I still don't now.
I really wish they stuck to producing more of the same, but flesh it out. More factions for powerplay, more ships and more modules of different types. Maybe have intergalactic hyperspace gates to other galaxies (the Large Magellanic Cloud would be a good start), where alien races rule, with their own factions and ship types.
I agree. Elite needs to have an identity in the genre and stick to that. Not try to be all things to all people, like a certain other game is trying to be. It's too ambitious and unfocussed, particularly for a small team with limited budget.
Frontier needs to look at other sources of simple but effective inspiration, rather than try to ham it up with glitz and glamour, which will become to unwieldy and cumbersome to support and flesh out. They need to look at games like Minecraft. How simple was that, yet look at its player base and success. The Elite universe needs mechanics of a similar type where players can build something of their own within it, leave their mark; or what else is the point of a persistent cloud based universe simulation?
Give players more variety and culture in the items and upgrades, just like Borderlands manages to do with its procedurally generated weapons mechanic; the ability to establish their own colonies and stations in newly discovered areas; create their own factions, set their own prices in a more sophisticated economic model with banking as well as commerce, and make adjust infraction penalties locally. Ideas like that will bring more colour and depth to the game, and start to produce that "just one more turn" feeling strategy games like Civilisation enjoy for years on end.