What really keeps me going is imagination and role play. This game is a huge stage where, if you have the ability to imagine your sci-fi stories, you can just bring them to life.
Role playing is cool. But it works for me only if I have an impact on the story.
Otherwise it's just a pointless exercise for me.
That's why RPGs always have the players as a central or major character in the game's story arc.
FDev need to give us all more agency in this game. Opportunities to actually shape the game universe with our actions, either individually or collectively.
Maybe destroying a station might be too much. I can agree with some of the posters here that it might be easy to troll other players with those actions.
But I can suggest some things.
- Damage stations. By attacking Outposts or stations, or even settlements, we can temporarily damage it, and disable some of its services.
- Missions or independent actions to attack a surface settlement might come with new types of air-to-ground weapons?
Bombs? AGMs? Anti-station/outpost weapons?
- Maybe even a new class of ships... bombers, designed specifically for surface settlement, or outpost/station attack.
- Capital ship attack. Not like the current "destroy enough heatsinks and cause the capship to jump out". But a real attack with real damage modeling on capships with
above mentioned ant-station/capship weapons. You attack a capship until the hull hits 0, and the ship makes a retreat, heavily damaged.
- This way, FDev can even write scripted missions where a capship jumps into the vicinity of another capship or even station and both sides start trading blows.
You can see 2 counters. Capship health and station health, and as the battle rages, the counters will start decreasing. Players get to decide the outcome by taking sides and damaging the opposing station/capship. If the capship hits 0, it retreats and jumps out. If the station hits 0, it gets heavily damage, and the capship jumps out victorious, mission accomplished. Or even captures the station.
This could go into the lore if any of the major powers go to war, and borders need to change.
- Disrupt supply lines. This one requires FDev to somehow code NPC supply ships or merchants ships to fly between stations.
Players can disrupt a station's activities, or even cause it to go into crisis from lack of supplies.... by intercepting, interdicting, and destroying these NPC supply ships
- This can provide the opportunity for Escort missions where players are tasked to follow and protect the NPC convoys.
Of course, some new mechanic must exist for the player to be winged, or slaved-to/shadow an NPC ship(s) or convoy. And if it gets interdicted, protect it in battle.