Yah, no way I'd pre-order anything Frontier makes.Yeah, nah mate. There is no way I'm buying a sequel to this. Not only does the idea of a sequel invalidate the whole Elite is a world concept but FDev would have to make leaps and bounds progress in demonstrating they understand 'what would make Elite fun to play' before I trust them with more money.
Elite has been a constant downward spiral of gruelling grind coated in shiny paint and exobiology is a sign that they're not even paying for gloss anymore and just leaving it as a primer coat.
Like I can't understand the thought process behind "well, they did such a horrible job the first time that they need to start over from scratch, but they'll do it right this time true story despite failing to demonstrate ANY learning from the mistakes they made to begin with".
Part of why a sequel would be necessary is that a lot of the world concept would need to be invalidated. There's no good way to make the massive changes necessary to make the game function well. Frontier lacked the courage necessary to fix engineering without allowing all of the player keep their old engineered stuff.
So many aspects of the game require significant work, and it is doubtful that Frontier would expect old players to give up anything they already have.
The only thing Frontier seems to be capable of doing is piling more and more stuff onto the pile. There are systems deep in the pile that need fixed.
I don't think they could fix anything by just adding more.
Fundamentally speaking, the Stellar Forge is interesting, but from a gameplay perspective, it's not very useful.
At the highest levels, the forge creates a structure and a pattern, but you only see that pattern when you are looking at billions of stars. The further and further you look into it, the more and more it looks like noise. This is a necessity of the system because without sufficient randomness, the patterns would repeat and you wouldn't have a single galaxy, you'd have a couple cut and paste copies of parts of the galaxy.
At the scale that we play in, the Stellar Forge is effectively random noise. There are no discernable patterns, except in the places where patterns have been hand crafted. This is very true to life, but it doesn't lend itself to interesting gameplay.
With a galaxy that is pseudorandom, exploration is simply a matter of trying one's luck with the random number generator. Is your next jump going to be interesting or is it going to be just like the last system? The odds of finding specific traits are equal in all places, so where you look doesn't matter. Hinging exobiology on the forge would make it a roll of the dice, just like all other exploration.
A pattern that is discernible to the player must exist at their scale. A player must be able to choose where they go and why they go for those choices to be meaningful.
A game requires a gradient of "easy" and "hard". This game's only analog is "quick" and "slow". The game rewards players based on the time spent performing an activity, not the complexity or difficulty of that activity. There are no places in space that are more difficult than others, there are only distances that take longer to traverse.
A discovery on the other side of the galaxy is just as valuable as one right in your backyard. A single 100ly jump is no harder than a single 10ly jump. Carrying 100 tons of cargo is no more difficult than carrying 10 tons.
The game puts too much value on time and many required changes would invalidate that.
To fix the grind would need to eliminate it. And eliminating the grind would be "unfair" to all the players who did their grind.
The game puts too much value on time already spent. It does not consider the value of new time. A veteran player has tangible advantage over a new player which no amount of play could allow that new player to overcome. A newer play, even if they could gather more knowledge of the game and practice greater skill at the game, the older player will still have an advantage over the new player by virtue of having played longer.
As the game progresses, the time needed to make new discoveries becomes longer and longer, as those discoveries nearby become scarce. New players are faced with a greater demand for their time and effort than older players were expected.
The "New Game" experience is really the hardest part of Elite Dangerous. Learning how to play the game while dealing with inferior equipment is the biggest challenge that the game throws at a player. The game has an inverse difficulty curve where the longer you play, the easier it gets. The only way for an old player to find a challenge is to intentionally put themselves in a situation where they limit their equipment to the point where they lack confidence in their ability to overcome a challenge. Doing so offers less in-game reward than other content which would be much easier for the player.