So, this started as a reflection about the Derelicts (or the Remnants), exploration and how there are some things bothering me about them... But it went on and on through a series of "what-if". Usually I'm not fond of Big Wall-o-Text Gameplay Suggestion threads in general, but this one was too tempting to write if only to feed some thoughts and discussions. So here are my grievances with Derelicts and Exploration:
- Derelict encounters are leveled instead of seeded on the map (I know there was issues when it was the case), meaning you have to deal with small fry before getting to the meaty stuff.
- In general their smaller fleets are closer to the core worlds and conversely, thus you have to travel far away to finally encounter more interesting stuff.
- How comes that nobody ever visited those close-by systems in 200+ cycles anyway?
While I understand very well why that is from a game design perspective (closer to the core = safer) that clearly doesn't make any sense in-universe: How come that the various factions dealt with the nearby big menaces but couldn't cleanup their doorstep from the trash? I think that a clear case of game-ism circular logic, it is done that way because a lot of open world games are done that way. But how the game world would look if it was done the logical way?
What we know is that the various factions try to keep a close lid on their territories, that Derelicts do not rebuild or move around, and Remnants kind of want to keep out of sight. Additionally, tech-mining and recycling are supposedly big things in the Sector.
Logic would then dictates that the worlds around the core would have long been cleaned up from all the small easy-to-deal-with [Derelict]/Remnant fleets. And only a few large menaces would be left only because no faction would have dedicated the resources to clear them out yet. Thus the nearby systems should be relatively safe and "dry" except for a handful of hotspots clearly signaled by beacons. Going farther from the core, we could start to see systems that have yet to be visited, with the whole shebang of smaller derelict fleets to clear and a wider range of ruins to pilfer, while the amount of big dangerous fleet remaining about the same.
But if the worlds around the core have been tech-mined already, that means even the other factions have to venture deep in outer space you say. Indeed they have to, and they also might have just the right tool to make that more manageable: Outposts! Heavily protected advanced bases deep in the fringes, surrounded by small [Derelict]/Remnant fleets and ruins dripping of easy loot. A few of them for the various factions would go a long way to liven up the remote hyper space regions.
So now we would have largely safe area around the core with just the few last remaining high level red spot (that would be so perfect for "Clear the system" type missions) and an easy access to the exploration stuff via the faction outposts farther away. But that might confuse the new players that now have to go farther to find the easier targets you say! Again, right you are... Except if the player starts around one of these outposts! Instead of being thrown out in the big pond just in the middle of dozens of systems and hundreds of markets and surrounded by pirates/patrols, they start in a smaller safer pond, with a few markets, little pirate presence but easy loot/exploration available next door.
Even better, those remote outposts would create clear "trade-lanes", either to ride with or plunder. We could even see large heavily protected convoys go back and forth the core worlds to exchange all the technological goodies found in the fringes for those much needed manufactured goods or food. And Convoys sound a lot like a "if you have the right amount of fuel and credits we get you to the core/fringes" kind of fast travel system to me...
Additionally, those outposts could help to add some variety to the hyperspace map, as they could be at the heart of clusters of stars separated by areas of space almost (but not completely) devoid of systems. Those areas wouldn't be physically separated from each other, but would create constellations if you will. And the lone remote stars in dark space would indeed make good hideouts for legendary characters and rogue AIs.
So here you have it: new players start in a smaller, more manageable, area. Advanced players can get to the meaty derelict/remnant stuff faster, of just buy their way to the core immediately for faction warfare. The map is no longer just procedural stuff out of the core worlds, and there is some traffic to liven up hyperspace. Placing new Outposts in unoccupied star clusters and connecting them via Convoys would add another layer to their creation, further incentivizing exploration and spreading them out. And best thing of all? It requires nearly 0 additional feature, just one new "Convoy Manager" type character with a dialog in stations and some adjustments to existing ones.
But why were the [Derelict]/Remnant fleets leveled up in the first place? Well because when they were uniformly seeded on the map, fighting small fry all the time at high level was quite bothersome... And unavoidable because Derelict and Remnants cannot flee. With this system, the closer you get to the core, the fewer small fry you encounter since it has theoretically been cleared out already. And allowing tiny fleets to flee would probably prevent that issue from occurring again.