I'm writing it as if it were Elite with a Pirates! insystem travel engine, a Space Wars combat engine, and a MULE commerce engine. Sort of completely unlike Elite, I guess, except it's not turn-based, and it's not tile-based. It's not beautiful, either.
For my Pirates! fetish, insystem modelling is in the 'archipelago' style -- orbiting bodies are like small islands in a large sea. It's 2D, but it's big. I plan on making asteroid belts 'fun' to fly through, though. The player has a tactical view for close-range work, plus there will be a system view as an overall 'map'. Both are 'live'. The tactical view works, but is not integrated into the game.
Because solar systems are so staggeringly huge, I think the whole spaceflight sim may be boring for people who don't like sailing through space (i.e. everyone who's not exploring). I mean, it takes a week to travel 5AU at 1G. The solution is to stay in high-traffic systems, buy fuel at the port, and don't travel insystem. The other side of the coin is that a single click sets a safe course to a destination, and (additionally) every system has plenty of debris -- even ones without asteroid belts -- which can be prospected. And yes, artifacts and salvages are out there, as well as old unexploded mines. And pirates.
For my Space Wars fetish, there's 2D space combat, actually part of the tactical view. After all, one aspect I'd like to model is piracy. But it doesn't resemble Space Wars anymore (that might change again), and I'm modelling Book 2-style combat, not High Guard et al, and combat options are scoped to a bare minimum so I don't bog down.
For my MULE fetish, starports are ugly, blocky affairs reminiscent of the bygone days of 8-bit computer games. How much interaction one can have with other fellow Travellers in port is still up in the air. There almost
has to be a pub, eh? Trade is live but probably also boring for those who don't live for trade (i.e. everyone who's not an accountant). So I've got a shortcut for those who just want to grab cargo and go ( = hire a broker at the port to obtain freight for you). Starport 'slumming' and the trade system both work, but are not integrated into the game.
There is a mission engine, with a patron, payment options, and assignments for each mission. It currently doesn't do anything, but the plan is for the starport to have places where missions can be accepted. Since I don't know how to do missions well, they'll probably be limited to running cargo to dangerous locations for a lot of dough, or collecting a bounty on a known pirate.
There's a jump system built, but of course not integrated into the game. Jump is probably really, really BORING, because I feel the desire to model TIME as a component of the sim. Thus it could take 3.5 real hours(!) to jump. That means I jump in the morning, then check my status at lunch break and perhaps jump again. I may really have to make shortcuts here (such as selling jump drives that reduce travel time considerably) because that's bound to make the sim VERY BORING. What I'm experimenting with is a game that doesn't reward players for being constantly logged on, but rather, consistently logged on. That puts busy folks on a more even footing, and reduces server load at the same time.
It's the multiplayer Traveller sim for the casual gamer who has no time and doesn't like action!
Sure to be a big loser!
Half joking, half hopeful.