- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]
- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )
- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )