Well my thoughts
Traveling over Interstellar distances is boring
I agree, think we should just skip the interstellar spaces, hyper-drive anyone! This also provides a good place to load and unload game resources. Could also allow the splitting up the game into different servers if user population becomes a problem. Hyper-drive should be limited to a certain range ( possibly by ship size as well ) to make travelling long distances at least some sort of a chore. also to make certain systems important as re-fuelling points (sun scoop ect). Also ,A big ships can travel farther that little ships.
Population density can be a game killer. By nature all the players will gather in certain areas, and areas further away from that will have less players. This is to be expected and is normal. Unfortunately if you have too much space, many areas will be underutilized, if not outright empty. That detracts from the game experience and leaves the player feeling like they are playing a single-player game.
I think we need to concentrate on giving players reasons to both go exploring and to congregate. What i think will be the biggest problem is when to many players congregate in one place as it will cause problems with the net code.
I think that creating a good economy and allowing players to develop their own systems is the way to go. Dont forget some people will be quite happy to go exploring, and if other players want to clump together well there is nothing stopping them.
eg
Player joins game. plays in our main system till he has got a wad of cash from completing certain tasks ( whether generated by other players or quests ). He gets a ship, and starts exploring. He finds a asteroid rich in ores/minerals somewhere. So he goes back to a high tech system , buys a mining rig and transports it to his asteroid and sets it up. the rig starts mining and creating ore.
He returns sometime later, Collects the ore produced from the mining ring and take it back to the high tech system and sells it. After awhile he realise that he would get more money transporting processed ore ( metals and refined minerals ) so he buys a refinery and takes it out to his asteroid. Now the ores are processed on the asteroid creating more high value/smaller cargo. Our trader is quite happy.
He returns after a while to discover that his little mining operation has been blow to bits and raided by another player. He is not a happy trader . He goes back to the high tech system, buys a new mining rig/refinery but adds a lots of defensive gear as well ( hyper drive detector, Magnetic force shield, AI turbo lasers).He talks to a couple of other players about the bloody pirates who are stopping an honest trader like himself making lots of money and asks if they would like to form a clan. they agree. And the Van Maanen's Star Mining and Trading Company is formed. ect.
Now, if we are smart we would set the game up that the whole production system is trade based. If a high tech system produces ships, the materials for those ships have to be delivered to the shipyard .The price of ships would be based on the cost to the ship yard of producing them plus a hefty mark up. Now some basic ships would be always available but higher class ships would have to be ordered from a shipyard. Also the sale price of particular raw materials would also depend on the quantity available, If a producer is short of a particular raw material its price is high, but a flooded market the price drops till the producer just will not buy it any more.
The gaol it to make player's develop there own solar systems into high tech systems that will produce ships for them( and targets for other players). We also make professions like Trader/Raider, a trader is allowed to travel to other players bases and buy and sell, but not steal or do damage to a base. A raider is identified on entry to a system, the raider would have a bounty on him that anyone who destroys him can collect if he kills the raider. If the raider attacks a base the AI fights back, the raiders goal it to make the base defenceless while causing as little damage as possible. More damage less stuff to steal.
This is very complex but should be what we are aiming for in the end. It give players reasons to travel and to form groups. Not that I think we should try this right away but should have it in mind.
To start with we should just work on a single star system till we have the million other things working.
What I would like to hear is idea's to deal with travelling within a solar system!! some sort of FTL drive that only works outside gravitational fields, can get you near a planet or star quickly perhaps.
Just some ideas.