Rather turn make my feedback thread into a novel, i thought i would post other suggestions ideas in another thread. Maybe one new or two ideas at a time so the thread can stay rather focused.
So these ideas would be last features to add to the game of course. But often some games have a problem of getting wealthy, reaching max level and completing the main story line etc and then there is nothing to do (seen everything) and just left with the gameloop of the game. I guess i suppose even with engaging end game content you will still come to the end.
Idea 1# Player can eventually start their own taxinaut company (might already be planned?) this could be very much like Eurotruck Sim 2 where you can buy garages at different cities, upgrade them buy trucks and hire drivers and they go looking for jobs themselves and level up and earn more money. The player by this point would have explored a lot of systems and perhaps have found where they can buy cheaper taxicab stations or depots- however maybe some are cheaper because its in a hostile system or light of policing which means likelihood of your cabs getting damaged or clients doing a runner. It would be great if you were be able to design the look of the taxicab, abit like lego but with shapes and being able to change colors of the shapes. They could have number on top denoting cab number. And it would be immersive if you from time to time see them fly past you if you are in the system they work in. Something which ETS2 does not have unfortunately. So this company can be managed from the UI and pretty much run itself once you hire drivers, possible hire a manager who takes care of repairing/maintenance fees company taxis and possibly bringing to your attention some cabbies who have crashed or damaged their cab too many times and ask if you want to fire them (or you could preset to auto-fire any driver who damages a cab over 50%) sometimes it might not be their fault and you could be firing a good cabbie. A good cabbie could get more fares in a shift.
Idea 2# Daily Challenges and End Game Challenges
1) Not new ideas here as well. But since the game is SP having a leaderboard of top cabbies (i think i havent already suggested this?) there could be different filters for different leaderboards, so the player can choose to focus on one such as most fares, most distance traveled, all round score etc.
2) End Game or short game Challenge
These could be preset or semi-dynamic; such as complete x amount of fares on hostile planets and complete the X challenge 100% and no fees over 10K. This is just a basic example of what i mean, im sure the dev could think of better ones. This could also be for a short game challenge. Like you are a casual player and would like to reach a goal within a week or over 10 hours of play etc. It wont mean the game ends but you have completed your goal. The player then could do another one, so in a sense these are like side quests. If they all are handmade then some of these could connect to official side missions out there. This idea for end game goals could give replay value if player wants to restart from scratch. Or they can restart with a bonus eg. retain all their contacts and cab- but start with little cash- much like some games where you complete the game but you keep your gear from completing the game and get to play it again on a harder level with you gear)
3) Daily Challenges
Pretty much what (2) is but in shorter time span of 1 day, this could have its own leaderboard and players who are bored or what something to do if they have completed most of the objectives or wants a challenge can do the daily challenge. Ideally this would be procedural or dynamic challenges so they are always different in terms of where, limits and objective. But also interesting, perhaps some ideas from the community could help shape this. Also there might be a gap between new players and those who have a game going with many systems explored and lots of cash, so the challenges have to be in the middle i guess, unless you have 2 challenges a day- one for experienced/advanced game save (for the lack of better wording) and new players or not far into the game. Perhaps the easier challenge could work into the tutorial initially to help them branch out a bit.