As long as you get the AI to handle most of the course setting, I don’t see why orbital dynamics should cause too much trouble. You can set the destination, select a preference for fuel usage/time, set some points you want to pass through if neccesary and the computer can handle the rest. Still, if you don’t want to deal with that can you at least make them accelerate/decellerate properly, even if they ignore gravity for the most part?
I’ve been brainstorming with my brother, and here’s what we’ve come up with:
When you build something, you need two things: Resources and parts. You should be able to tell the AI to requisition the appropriate parts if you have them, or the capability to construct them, but otherwise you must get the parts some other way. To start with you you would have a fair supply of parts, but not much ability to create new ones. As parts and devices are used, they suffer from wear and tear and will have to be repaired or replaced to avoid decreased performance and higher chances of failure; a repaired part will never be as good as new, but will at least function without exploding. As the game goes on a priority should be to develop the ability to create parts, or at least to form trade alliances so that you have a guaranteed supply of those you need.
When you build ships you can have pre-built designs, but they can also be customised to fit needs and availability - e.g. if your standard miner needs a fusion drive, but you’re all out of those, you can substitute an ion drive for it with some extra fuel tanks to make up for it. Every time you build a new design it goes into your database until you choose to remove it.
You do not neccesarily research specific technologies. You research in a general area (biotech, high energy physics, whatever) and this will come up with a concept, which you can then devote research into developing. Also, research is not a global thing - you have to build (specialised) labs, and assign research to specific labs. The AI would be able to handle things on the lab level if you wished, but you probably wouldn’t need to do that for a while - you wouldn’t have any labs to start with, and after that you would probably keep a small number until you got more important issues out of the way.
There would be a variety of resources. The tentative list, which probably needs a lot of editing, we came up with were as follows:
Light metals, such as aluminium. Needed for the bulk of ship construction.
Heavy metals: Needed for sturdier devices, armour, reactors, etc.
Radioactives: Needed to make RTGs, nuclear reactors, atomic weapons, etc. Neccesary for early deepspace power sources.
Light elements: Carbon, sulphur, silicon, etc. Needed for organics and a lot of complicated electronics and devices. Particularily solar panels.
Exotics: Generic rare elements, used for more complicated electronics.
Organics: Generic hydrocarbons, sugars, etc. Needed for rocket fuel, hydroponics, etc. Can be produced by recycling organic waste from the population, or processed from light elements.
Volatiles: Water, solid carbon dioxide, etc. Mostly used as reaction mass and as a base for hydroponics and life support.
Food: I think this is fairly self explanatory.
I thought of an elaboration on my original idea of keeping track of individuals. The computer would store all the individuals under your command (which would be a reasonably small number), with some basic statistics - age, gender, intelligence, physical fitness, training in various fields. You wouldn’t be able to access this list directly, but you could ask the computer to come up with a group of people subject to various criteria and it would draw from this pool. If you like a particular person’s stats/skills you could then allocate a name to him/her and be able to call him/her up for later missions.
Rather than building specific educational institutions, if you want to train someone the information would be in the habitat databases. You can then instruct the computer that you want people to be educated in physics, or whatever, and it will sort that out.
I think that planets probably shouldn’t be usable - it would change the feel of the game a lot. You might be able to trade with them, or establish small bases on them, but they should probably not be inhabitable - gives you too many resources to play with.
One tentative idea I thought of is why not have yourself represented by an actual person in the game? You could send yourself on missions, etc. and a priority would be to keep your character alive else you lose. After a point this would require you to research longevity, upload yourself to an AI or something of that nature. Just a thought, one which I’m not too sure about.
I’ll second the request for customizability. It’s a very important feature if you want your game to have replayability.
In terms of strategy, I reccomend it would be in the form of giving pilots certain orders and letting the AI handle it. Things like “Be agressive”, “hang back and support this ship”, etc. Strategy within actual combat is difficult to implement in multiplayer. Besides which, if you’re going for realism it’s not that neccesary - most fights will be two ships passing eachother at high speed and offloading as much firepower as they can at the other before they’re out of range. (To then be supported by a salvage mission on the destroyed ship).
As you can probably tell I like coming up with ideas.
If you’re looking for an official think-tank for the game, I’d love to volunteer.