Lots of things seem like they'd emerge out of the gameplay mechanics already envisaged.
- For example, "licenses." Well that just means "the people in charge of this system will let you do it." If there's nobody in charge of the system, it's not an issue. If there are, and they're patrolling with military ships to ensure their exclusive rights, then the idea that they might charge a fee to allow freelancers access isn't unreasonable, nor is it inconceivable that such behaviour might emerge out of the AI (or that the AI could be expanded to allow such an emergent behaviour).
- Drones? Well they're just independent ships, something which the game already has. I buy a small mining ship (or research/build one) and tell it "go prospect here." Job done. Or, for better results, I could go out and do the prospecting, landing my "99% unobtainium" probes, then send the ship a list of instructions to follow behind and pick up the ore, leaving my small cargo space free and cutting out the need for constant back-and-forths to the space station.
What I'm interested in, from a procedural point of view, is the amount of variation in base minerals to mine, the ways in which these can be combined, and the ways that statistics can be derived from materials used.
Let's give an example. Say there are 12 base minerals in the game. All these can be used as components in other things, probably based on a fixed set of rules (missiles require X% explodanium and Y% hulltonium, with Z% variance).
Or, these 12 minerals can be processed with each other, giving 144 possible materials, and *these* can then get used in blueprints, allowing for much more variation.
Now what are you going to do with base rules if you have 144 materials? That's complicated and requires a lot of entering stuff into databases manually, which is epic dullsville and also incredibly limiting. Well you don't, you classify things into material "types." And then you derive stats from the type of material you used on your machine. So, if your fighter is made out of Steel it behaves differently from if it's made out of Titanium and differently still from if it's made out of Unobtanium. Want a solid gold fighter? You can make one. It'll handle like a pig and cost a bomb but maybe it's the kind of status ship you want to fly around and show off.
This means blueprints won't call for "unobtanium" or "anthracite" but will call for "hull material" or "splodey stuff" or "electronic material" and it's up to you to decide whether to throw the expensive, good stuff at it, or whether to make the strength/weight trade off, or any number of other decisions. More ways to combine things = more variation = more unique gameplay.
This sort of leads on to the fact that manufacturing is more than just metals. It's chemistry and biology. It's oil and plastics. It's biomass and fossil resources. Y'know, the sort of thing you might find on planets. Maybe the idea of planetary mining is waaaaay beyond the scope of what's planned, but it's not totally utterly infeasible - you'd just need a way bigger bit of tech to extract stuff from a planet than you would from an asteroid. An orbital platform that deployed satellites and gave you a ping on "rich" areas of the planetary surface, for example, which you'd then go down to with a big ol' assaying vessel (or send one down with orders to sort it out for you). You might stick a refinery down there, but maybe you're only getting one resource and you need to combine it with something else which you're getting from another system to maximise your profits, so you stick a refinery in an asteroid field at a midpoint and get transport ships to take ore from your planets/asteroids to your refinery/factory base... and on and on it goes.
Or you could just fly around finding other people's factories and refineries and blow them up, as long as you know that in doing so you'll be angering whoever's supply chains you've just disrupted and making life incredibly hard for yourself.
I think this fits with the overall theme.
- It's optional, not necessary - you don't have to do it at all if you don't want to, but it leads to a rich long-game experience if that's the way you want to go.
- It's based on a number of small base units and the complexity emerges from the way these things can be combined.
- It rewards specialisation.
- It's scaleable almost infinitely, or at least for long enough that taking a small mining vessel all the way up to a multi-system industrial conglomerate can eat up many happy decahours of gameplay.
- It provides an explanation of where all those ships you blow up *come from*, while also providing something for people who want a different experience to "blow things up, buy bigger ship, blow bigger things up."
Aaand, first post on the forums is a big ol' TL;DR wall of text, so I'll shush now.