I've been waiting impatiently for space legs since the game dropped.
So I get a bit more value from my game when I am parked up on a planet far far away, I player singleplayer in open, so I don't have people who could "come join my multicrew" for kicks, nor squad up.
So a few more menus and interactions and walking around would be ideal and thus removing all the excess limpets stuff and repair modules.
Bye Bye Handwavium shortcuts and hello time-taking Animations that never existed up until space-legs.
The elephant in the room many bring up. Real-time space combat and game-loops to date, have had handwavium mechanics for things to happen.
Buying and selling cargo with a wave of the holy BrabeN and your cargo is in your hold automatically.
Ejecting cargo, is just a menu click away, but if someone is messing around in the cargo bay, or "inside the cargo hatch" what then. Do they see things move around?
Take the simple menu click to Enter your SRV, a simple fade to black now has a player walking to a lift. getting out on the right floor and making their way to the vehicle hangar bay. Which takes no time at all in the small ships, but it's boring ordeal doing it time and time again as you fly the bigger ships.
Are we to keep the fade-to-black? but then how do other players walking around the ship, then see you? Do you just dematerialize in front of their eyes?
Persistent NPC's - crew and Passengers logistical nightmare.
Passengers boarding? Are they to spawn in your ship
Will they spawn in a waiting room?
Can players enter that waiting room? (hopefully not).
Can players see the same NPC's passengers missions (a pool for the Background Sim) or is the board unique for each player, giving everyone an opportunity.
So if we have 50 players in the same instance, all trying to book the similar NPC passengers. Are they in the same "waiting room" or does each hanger have its own waiting room?
If space-legs are to expand into Space stations, and the dirt-n-grind mercenary-thug life, can we "tail" those passenger NPC's.
Just how long will a player then have wait for their passengers to turn up when they click on the "confirm" passenger mission button.
And if you are thinking, omg, I hadn't thought of that stuff.
You might then take to consider this stuff has been in the back of fdev's heads for every update, stubbing out, planning every feature to dovetail into this first-person world.
the noisy fans complained, passengers are just a menu click away, they are just cargo with a different name,
how could it take so long to put into the game - and the answer is Background Sim, with content for a couple of million players that with space legs, will have faces, bodies, animations to all of these menus and rough mockups and concepts how it would "work" in that future version needed to be prototyped alongside every concept to allow creating the framework for the code, so they don't need a massive re-write or re-think years down the line.
And naturally, those prototypes and basic plans will miss the mark somewhat, depending on the developer's experience of these things so some headaches and arguments of how to massage the features and code around the realities of the game and players will always prevail.
But if anyone can pull this off sucessfully (a concrete solid concept that is fairly enjoyable, and it works) I believe in the Devs at Frontier.
(not to bring up that "other" space sim, but I go with the guy who made the galaxy fit on a 3.5 inch floppy disk and have repetitive procedurally generated game mechanics, and not the guy who needed several floppies to have multiple cut-scenes of a b-rate movie, and a repetitive hand-crafted space shooter)