Agree. I just don't get what could it be ?

It requires something really new to be added. Even "boss fight" didn't work. It was a lot of solo players fighting Titans.
Titans were very much designed that you can also take on them in solo instance. Let's start small scale, how to make that one multiplayer: Just imagine both the vents and the heart were vulnerable for half as long as they were. So all but the best pilots would not have managed to make the circle on time by themselves, but would have needed a second or third player to cover it. Yes, it would have been a shortcut, but it would have taken the very content there was and merely by the vents and heart being so far apart, would have changed it to require minimal player cooperation.
Yet i also agree, that for one, it would have been the lazy option. And it would have boiled down to: each player parks at one corner, does one job, then lets the other one do his job. That's uninspired, so let me just paint an extreme-opposite picture. Imagine that the Titan is even bigger than now. Basically the size of an Orbis station. (That size picked due to it clearly being feasible in the engine. ) Now we add some features:
- You have kind of the starport section on either side, but of course much more organic looking, with lots of stuff floating around in there. One of them is so cramped that only small ships can navigate inside there.
- One side is open from the start. To open the other gate, you have to fly in there and uses your built in scanner tool (or a new tool just for that) on that node. As the inside of that place i more of a beehive and not visible from outside, you have to get in there.
- When using that thing, the entrance for the other pod open. But only for like 10 seconds.
- The other thing also has such a panel inside. Which has to be used within very short time. So, one player has no chance to go from one panel to the other in the given time.
- Once the second panel i activated, the thing exposes another target on the outide and initiates a purge protocol. So, everybody has to rush out. Hit the outside target. Rinse and repeat. Up to now, this is very much what the Titans were, except that it already requires two ships.
Now add:
- The areas inside also have drones. And they respawn. Being hit by a drone resets your manipulation progress. So you either are extremely fast in killing them, or you better have a buddy along to cover your back.
- The Titan has contact rods outside. Once a ship is inside one of the two areas, scout ships spawn and try to activate those rods. If that happens, an energy blast is activated, destroying any human ships in a 20 km range. This means that you urgently need some more competent fighters, who intercept and destroy those scouts, before they manage to interact with that rod. Maintaining a good fighter screen requires competent fighters. More than one, because no matter how good the people outside are, there are several of those rods, so you need more pilots to cover them all.
Bonus points, if you want to also include Odyssey:
The
death star thargoid titan is surrounded by an energy shield. You have to land on
Endor a nearby moon to get into a station there to disable the shield. Again, the station has a few rods outside which trigger a purge-human explosion, so one or two ships are needed to keep the airspace clear, while some players have to get in on foot, fight off some bio-drones to hit a switch to disable the shield of the big titan.
Would it be work to implement that? Yes.
Would it be possible to implement it? Also yes, most of the things described already exist in the game in one form or another, albeit some are in CQC and thus completely forgotten. Only the part of the nearby station including ground combat could currently be impossible, due to how instancing work. But alas, if could also be possible that the ship landing in the second area is actually a troop carrier, so people would have to get in on foot to reach some switch.
If you then still recycle some other already existing Thargoid content, SRVs might also still become necessary. Thus the scenario i painted would required both big and very potent combat ships, small and nimble combat ships, SRVs, a ship able to carry several players (there might be just one landing pad, and the content inside the station is designed to require more than one person on foot. And if it's just as you have to hit three switches at three different locations at the same time. ).
And if i wanted to push the limit, i could still describe some part where a healing beam, railgun and plasma accelerator are needed for different things, along with different kinds of scanners and limpets. In cramped space, on small ships with a limited number of hardpoints available. Which increases the number of ships and thus players needed.
I came up with that in no time. The real time consuming part here was to type this text. And yes, providing the right look and feel would be some work. While we have a lot of the described mechanics already in game, it's on CQC assets. Thargoid-style visual counterparts would have to be built. It's not done on a lazy afternoon. But it clearly would be possible. And keep in mind, what I now made up here might be a bit extreme. You would probably need 15 to 20 players, perhaps more, to get through that scenario. Most of the tasks would not be too hard for a mediocre player, but so many different places would have to be covered at the same time, that any less players will drive up the challenge ration a lot.
And my point basically simply is: i can come up with a scenario which requires player cooperation immediately. I now have put down one, and i basically just did so by stealing from a movie. I right away have several other movies in my head, which i could turn into yet another such cooperative combat scenario. Yet i think that one, for the moment, is enough wall of text.
I am convinced that implementing this would be possible, as i could also, by adding even waaaay more text, explain where in game these mechanics already have been used and thus exit. With, as said, the exception of cross-instance interaction (means, the station a moon nearby), which might be an issue on how the game is implemented. I am not sure about that.