I really do not think that some of the proposals in this thread require extra developers, some time, yes, but extra developers no. My proposal, (have you seen it?), involves the current mission system and a number of POI's, USS's and the like, using assets and framework currently in game and the Cobra engine would not require anywhere near the time or effort you seem to suggest, (though I understand some proposals in this thread would require more).
Your proposal is indeed fairly modest as resources go (though still requiring some resource, of course), but we have to face that it falls way short of what many people on this thread want. Where do they see the extra time coming from for their own ideas? Are those ideas still reasonable enough to consider - in which case the question 'what gives?' stands - or we write them off as impractical, and all those people are still going to feel left out.
Also, some of these proposals could trigger other phases during the hops between major releases, for example, if there was a 3 month delay between lets say 3.1 and 3.2 then missions and associated assets could be dropped in 2 or 3 times during that period, each triggering 'phases' that do not necessarily need to be so mind numbing that they are '1 hour' of story.
Ok, but how does that face up to the repeated criticism that we have to wait around, twiddling thumbs, waiting for FD to drop the next morsel of plot on us?
Your point 2 has been fleshed out a bit in various posts but it is virtually impossible to go into extreme detail because we do not know:-
Where Frontier is going exactly with the story,
What assets and game mechanics are in the pipeline and/or possible.
Honestly, it doesn't feel that fleshed out. Like I say: *mumblemumble mini game scanners*. That has not sold a solution to me. Stories have a beginning, middle and end. How does the story start for the player? What are the types of challenges, and how many stages. Are the puzzles unique to the player? How long do they take? How is success counted? What are the results? Is 'the end' a place, or is it some information on lore, or is it a +5 vorpal lazz0r, or does it spawn a thargoid invasion?
I'm genuinely interested in figuring out the best thing to put in the black box between 'problem' and 'solution'.
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Not really mini game but depends on your definition; once you've been playing long enough you get to recognise everything in the game; noises like ship creaking, super cruise, etc. how about slightly different sound "returns" on the honk for starters, or maybe not even as obvious as that, changes in the background "radiation" noise - give brute force discovery a chance. Even a slight echo, or a pin drop could take a sharp pair of ears to notice the difference, still be challenging but not 100% academic and cerebral. Or how about visual clues of some kind, something reflecting light for a split second (yes, I've chased dust motes thinking I was on to something before) there are different ways of being challenging than a crossword or sudoku.
How about a big, USS in three very well visited systems with suspicious names like 'Unregistered Comms Beacon'?
Because - being slightly cynical towards the player base, not yourself here - we just did that, and a lot of people seemed to take issue with it, because they could not be involved in that.
And if we take a glance at the Rift mystery, a good deal of people searching there are frustrated with the idea that it might be something subtle hidden in the skybox.
My concern - in short - is that these clues you mention are simply going to meet more complaint for not being inclusive, because they should have just showed up on a scan, or because you have to be in a certain place, or because you have to have played long enough to recognise 'oddities'. those excluded will simply see it as moving the price of admission from an intellectual one or one requiring external tools to one requiring 'hawk eyes' or 'a really good monitor and speakers'.