So just for fun a little hypothetical scenario. Its based on a number of assumptions, which are in turn based on nothing but wild guesses, fragments of logic and a half-empty bottle of disturbingly cheap rum:
- There are quite a few different ships in ED
- Some of these ships are big. Really, really big.
- A modular approach would lead to a staggering number of permutations.
- The more a DLC contains, the more expensive it is to make.
- The more expensive it is to make, the more likely it won't be made at all.
- Having people move around a ship that itself is moving around in space is a PITA to develop for all kinds of reasons.
- Many gameplay design choices in ED are based around the idea that the player is in his chair, and able to respond in seconds.
- The few Really Big flight sims like FS2020 typically have stores that allow you to buy individual planes ranging from (almost) free to tens of dollars.
- Each ship interior would be its own paid-for DLC in the Arx Store.
- Ship prices would range from 5USD for a sidewinder up to $29.99 for the interior of the cutter.
- You can only walk around a ship when its docked, either at a station/base or on a planets surface.
- Total number of people walking in your ship is limited to the maximum number of multicrew seats
- Upon takeoff all players on board are moved to MC seats.
- Little to no modularity: layout is fixed to bridge/living quarters/fixed core rooms like the powerplant and such.
- Visual customization is possible, presumably via Arx purchases.
- No functional gameplay: i.e. there is no in-game advantage beyond immersion.